New user here. I’m trying to create a low poly terrain and separate it into individual tiles. Here are my steps:
- Add a grid object.
- Subdivide a couple times.
- Add a cloud texture.
- Add Displace and Decimate modifiers.
This is where I get into some trouble. I tried selecting the entire grid object and do an edge split. Then select all faces and do a separate by loose parts. Although I does separate each tile individually it looses the low poly look. Is there any way to fix this or a better method of accomplishing the same thing?
Show us exactly what you want to achieve and what you are actually seeing.
Supply a demo blend file that clearly shows this
Good idea.
The smaller object is what the grid object looks after I apply the edge split and separate by loose parts. I would like the end result to look like the bigger object but cut up in equal size squares that I can tile later.
Sorry about that. Here are the two files.
Attachments
BeforeSeparation.blend (177 KB)AfterSeparation.blend (1.27 MB)
A user over at r/blenderhelp made this video showing his method of slicing up the mesh without changing the topology after you apply the decimate modifier. https://www.youtube.com/watch?v=Q_ThcRtflMI&feature=youtu.be