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DCC Bridge
Mihai
10-19 13:50
Model Name
island lake 3d model
Tags
nature & environment
rendering
realistic
Prompt
Ground Terrain - Size SpecificationsOverall Region Dimensions:Total Playable Area: 2km x 2km (2000m x 2000m) - the entire nation region This takes approximately 8-10 minutes to run across at full sprint Feels substantial but not overwhelming Players can learn and memorize the layout Elevation & Height Specifications:Vertical Range: Lowest point (lake/sea level): 0m elevation City plateau: 30-40m above sea level Rolling hills: 10-60m elevation variance Highest peaks (border mountains): 120-150m Total elevation range: 150m from lowest to highest Slope Specifications: Gentle meadow slopes: 5-15 degrees (easily walkable) Hill climbs: 15-30 degrees (requires stamina/climbing) Steep cliffs: 60-90 degrees (must use climbing mechanics) City streets/plazas: 0-3 degrees (nearly flat) Ground Feature Sizes:Hills & Elevation: Small hills: 20-40m diameter, 5-10m height rise Medium hills: 50-100m diameter, 15-25m height rise Large hills: 150-300m diameter, 30-50m height rise Hill spacing: 100-200m between major hills Valleys & Depressions: Small valleys: 30-50m wide Large valleys: 100-200m wide Valley depth: 10-30m below surrounding terrain Flat Zones: City center: 400-500m diameter flat area Meadow clearings: 50-150m diameter Path width: 3-5m for main roads, 1-2m for trails Water Body Sizes:Central Lake: Diameter: 600-800m across Depth (visual): 5-20m Island city takes up: ~400m of the lake diameter Rivers: Width: 5-15m for main rivers Width: 2-5m for streams Length: Can snake for 300-800m sections Ponds/Small Lakes: Diameter: 20-80m Scattered throughout region Ground Texture & Detail Scales:Grass Texture Tiling: Close-up detail (0-10m): 2-4m texture repeat You see individual grass blades/clumps Mid-range (10-50m): 10-15m texture repeat Painterly grass flow visible Far distance (50m+): Simplified color zones, no tiling visible Ground Cover Elements:Grass Tufts/Clumps: Size: 0.3-0.8m diameter Density: 2-5 per square meter in detailed areas Spacing: 1-2m apart (scattered placement) Rocks (decorative): Small stones: 0.1-0.3m Medium rocks: 0.5-1.5m Large boulders: 2-5m Density: 1-3 per 10 square meters Flower Patches: Patch size: 1-3m diameter Individual flowers: 0.2-0.5m tall Cluster spacing: 10-30m between patches Path & Road Specifications:Main Roads (city to gates): Width: 4-6m Length: 200-500m sections Edge transition: 0.5-1m grass-to-dirt blend Secondary Paths: Width: 2-3m Connects villages/landmarks More organic, winding curves Trails (exploration paths): Width: 1-1.5m Faint, worn-grass look Can be 50-200m shortcuts Zone Size Breakdown:City Core (safe zone): Radius from center: 250-300m Area: ~0.2 km² Completely flat or gentle slopes only Inner Ring (homeland meadows): Radius from center: 300-600m Area: ~0.5 km² Gentle rolling hills, safest exploration Middle Ring (adventure zone): Radius from center: 600-900m Area: ~1.0 km² More varied terrain, forests, ruins Outer Ring (frontier): Radius from center: 900-1000m Area: ~0.3 km² Steeper terrain, edges of map LOD (Level of Detail) Distance Thresholds:High Detail (0-100m from player): Full texture resolution All grass/rock instances rendered Ground deformation visible Shadow detail maximum Medium Detail (100-300m): Reduced grass density (50%) Simplified rock models Lower texture resolution Basic shadows Low Detail (300-1000m+): Color-only terrain (no instances) Minimal texture detail Distant mountains/skybox No shadows Ground Mesh Resolution:Terrain Grid Spacing: High detail areas (city): 0.5-1m per vertex Standard areas: 2-4m per vertex Distant areas: 8-16m per vertex Total Vertex Count Estimate: 2km x 2km at 2m resolution: ~1 million vertices With LOD optimization: ~200-400k active vertices Practical Scale Reference:Imagine the player character is 1.6-1.8m tall (average human): Small hill = 3-5 player heights tall Large hill = 15-20 player heights tall Main road = 2-3 players wide walking side by side Lake = Takes 2-3 minutes to run around City = 3-4 minutes to cross on foot
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