Cliff Terrain:
Tips for realistic cliffs and mountains
As I’m sure you know, terrain is one of the most important aspects of any map you make; no less important than texturing or prop placement. Not only does terrain help define the layout of your map, but it is fundamental to creating a realistic looking map.
Something that really bothers me with many maps is the unrealistic look of terrain. This applies equally to “flat” sections of the map, as it does to cliffs and hills. However, cliffs seem to be something that a lot of people struggle with (or simply don’t care about). Here’s what i mean:
This is a map i found on MEVault, which is a perfect example of a shockingly bad attempt at creating realistic cliff terrain.
Ignoring the texturing issues, it’s obvious that the mapper has used the spot height tool, and then smoothed down the edges until he’s left with these “termite mound” excuses for the Misty Mountains.
Seriously? When have you ever seen a mountain that looks like that? I didn’t think so.
Rocky cliffs and mountains, generally speaking, aren’t perfectly smooth. Cliff faces have things like jagged edges, overhangs, and plateaus. Sure if they have softer things like snow or grass on them, they might be smoother, but that doesn’t mean you should have it completely smoothed down.
Compare it to m@tt’s Caradhras map. The texturing is much more realistic, and the terrain has obviously been shaped and smoothed many times, to achieve a realistic look.
Note how irregular and non-symmetrical the cliff is. Cliffs aren't perfectly round, and shouldn't look like 'cones'.
The key is to rework your terrain with a smaller brush size. It might take longer, but gradually work up the cliff area, which will result in smaller, more subtle rises in the cliff face. The amount of feather width, or the amount you smooth the terrain, depends on how jagged a look you are going for.
Sheer cliff walls are just the same. When have you ever seen a perfectly straight cliff? Very rarely do cliffs fall away at a perfect 90* angle. Take a look at these images off Google. Even the cliff below the flat plateau bulges and breaks apart.
Again, the key to sheer faces is to use a very small brush size and without feather – for all your terrain building tools. Using a small size (maybe a 2) will allow you to create a much more intricate and eroded looking cliff face. Be very limited with your smoothing, and use a combination of raising and digging terrain, to create the look you’re after.
For example, when making my Havens of Umbar map, i needed to create a lot of sheer coastal cliffs that seemed large and imposing – yet still realistic. Using the method i described above, i created a long series of cliffs that were jagged and eroded, whilst still remaining sheer. The easy option (and something that is all too common), would be to simply use the spot height tool and leave it at that.
Which seems more natural looking? Sure the left one is a quick mock-up, but cliffs like these are all too common in many (otherwise good quality) maps.
Okay, but what if you need smoother terrain? If you have a grassy ridge, rather than a rocky cliff face, jagged peaks may not be suitable. Have a look at this other MEVault map. The terrain is getting better, and is starting to look more realistic. But do you see that settlement and goblin lair there? If there is a significant enough plateau to build a settlement, than logically it wouldn’t be made of rock.
Which parts are passable? Which aren't?
Texturing and Terrain are equally important. If this small area was textured with a semi-grass, semi-rock texture, than the ridge would appear much more realistic. This also helps the player determine where passable and impassable areas are on your terrain.
It is always a good idea to look at real locations to find inspiration for your mapping. This not only develops your knowledge and understanding, but also prevents you from falling into repetition (and loss of interest).
Hope that all makes some sense
Next time, the key features of snow-based maps.