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DCC Bridge
Mihai
10-19 13:50
Model Name
island lake 3d model
Tags
foothills
island city
lake
lakeside
nature environment
nature environment realistic
nature environment rendering
nature environment rendering realistic
realistic
rendering
rendering realistic
riverside
scenery
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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