Back with another question about modeling a terrain from a 2D drawing of it, using contours, etc.
I’m using the map of a favorite spot of mine from Final Fantasy XI, Qufim Island, as the source image to work from.
The approach I’m taking is starting with a large flat mesh that covers the entire area to be modeled, with some “overhang”. I subdivide it several times to give myself some vertices to play with and then just start moving the vertices around to match the contours. Next step would be to extrude those areas deemed as cliffs and then go through, “fill in” and refine each area 'til it’s done.
I’ve done a couple runs at it, but find that I’m running into the trouble of having vertices or edges in the way, which makes me wonder how others might approach the same project. Perhaps starting with fewer subdivisions so it’s a really blocky starting point, or perhaps taking a different approach altogether?
Given the attached map image and asked to make a full-scale 3D environment out of it, what approach would you take to build it out?
Some info about the map, assuming none will know what this area looks like in-game:
- The areas in the darker orange/yellow are the navigable areas.
- The long, winding, white strip you see leading to where it says “Grand Dutchy of Jeuno” is a tunnel, which I imagine would be created via extrusion and moving vertices and such. The rest of the map, though, is open air.
- Exclude Delkfutt’s Tower - it’s a massive white tower you enter from Qufim and I wouldn’t be concerned, initially, about modeling that - though it would be placed eventually, so space would be left for it.
I’m not asking for someone to tell me how to do it or give me step by step. But I’m sure I can learn some valuable tips from those more experienced in such a task.
See attached map.
Thanks, yet again, for any assistance/advice.