Hey community,
I’m trying to make a game that has a large land(scape). I’d sculpt the landscape from a pane and would like to divide it into equal patches to be loaded dynamically as the player progresses through the land.
This is where I landed: add a pane → resize it → subdivide → sculpt → texture.
And from that point on, I’d like to cut the thing up using loop cuts and storing each tile separately (script?).
Any thoughts?
Thanks for meditating with me
Melissa ![]()
Welcome!
I have done this exact thing myself successfully in the past, though I didn’t do it in any automated way. I just selected half the landscape in edit mode and split it into a separate object. I then separated every section in half again and again until I had roughly even tiles. This turned out to work pretty well. Depending on the polygon count, the tiles might not even need to be that small or numerous and they certainly don’t need to be precise, as the seams won’t be noticeable from up close.
Here is what my prototype looked like, it worked perfectly fine in Unreal. Each patch is roughly 40m wide, which turned out to be finer than necessary.
If you want something a bit more automated, I have an idea. It’s manual, but shouldn’t take too long to do, provided your computer can handle it performance wise.
Lets say I want to split this sculpted landscape into sections:
I would create some crossing planes at equal distance from each other and join them with the landscape into one object, like this:
Then, I select the terrain with CRTL+L, go into edge selection mode and use the intersect knife tool. This is going to cause the planes to add cuts everywhere they touch the terrain. It’s very important to be in edge selection mode, because it will cause the cuts to be immediately selected right after using the tool.
Now that there are cuts and they are selected, use the shortcut “V” to separate those edges. Now, the landscape is split into square sections.
Once that is done, delete the planes, then select everything and use “separate by loose parts”
Result:

thank you,
Seen that my Blender experience is not vast, this is a tutorial I’ll try out…
Happy to learn something new
Melissa
Welcome
…
One could use the displacement modifier and paint the surface in blender with a not real time display (paint strokes only get “applied” on the surface when swithing to the 3D view… at least last time i used this…).
So you are “painting” only in Z a.k.a. in a heightfield and you get your tiles by “simply” selecting them and split…
maybe even in game programatically directly from the texture…
ohh… or this
…or (because i lately looked at making a checker pattern in shaders only…
) using good old ANT landscape as an example (and some extra geometry nodes to “present” the result a bit better):
( One might use separate by loose parts to get the separate tiles. )
Ah, this is usefull, thanks
(I will need to deep-study the stuff you gave…it seems advanced, but I’m learning something, thanks)
The addon works! I did a split, and that does work. Now, in order to sculpt the landscape (the ANT is not an option as I loose control over the result) I subdivided the plane. Now…I have to turn this back into one object…the script warms of too many objects, obviously…since I subdivided factor 50…
I’ll get to the bottom of this…and learn something…love it
![]()
I simply used ANT to have some grid like landscape example ![]()




