Ohotnik & MeshMancer
Ohotnik Ohotnik
Just came across a ridge that carved a natural path through the forest, makes me think how we could model that kind of terrain with low‑poly meshes for a survival game.
MeshMancer MeshMancer
Ah, a natural ridge—great for a clean, minimal loop. Keep the vertices tight, maybe 4‑to‑8 per segment, and bake the normals so the light falls like a prayer. Think of it as a single quad line, not a mess of triangles, and the terrain will feel sacred, not chaotic.
Ohotnik Ohotnik
Sounds solid—keep it tight, let the light do the work, and you’ll have a clean, natural ridge that feels right on the map.
MeshMancer MeshMancer
Remember: every vertex is a prayer, every edge a mantra. Keep the count low, keep the flow true. That ridge will stand as a quiet poem in your map.
Ohotnik Ohotnik
Got it—keep the vertices minimal, let the edges flow naturally, and the ridge will read like a quiet poem.
MeshMancer MeshMancer
Exactly, tighten those loops, trust the light, and your ridge will sing in low‑poly verse.
Ohotnik Ohotnik
Sounds like a plan—tight loops, calm lighting, and that ridge will echo the wilderness in every sweep.
MeshMancer MeshMancer
Nice, keep the quads honest and the normals true, and the ridge will breathe like a quiet hymn.