Alan Edwardes

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Posts in 2022

  • Live GivEnergy PV Inverter Data in Home Assistant on 10th of Apr
  • Useful ffmpeg Recipes on 31st of Jan
  • Force Refresh Rocket.Chat Snap SSL Certificate via Caddy on 29th of Jan

Posts in 2021

  • Pushing to Public AWS Container Registry with GitHub Actions on 23rd of May
  • Graphing Sensor Data from a Raspberry Pi with Grafana on 22nd of May
  • Create Meshes from Height Maps using Blender on 16th of May
  • Recording Camera Animations for UE4 with a Phone on 15th of May
  • The Art of Mirror's Edge on 11th of Apr
  • Serving Static Websites Using Lambda@Edge on 20th of Mar
  • Thread Safe Random in C♯ on 16th of Mar
  • Spotting Fake Indie Game Key Requests on 11th of Mar
  • Jenkins Library for Unreal Engine 4 on 13th of Feb
  • Three Approaches to Readable Materials in First Person Games on 7th of Feb
  • Cheap Synthetic Monitoring with AWS Lambda on 24th of Jan

Posts in 2020

  • Generating Mipmaps for Render Targets in UE4 on 24th of Dec
  • Routing DNS over HTTPS Using Raspberry Pi on 6th of Oct
  • Tips for Building Games with Unreal Engine 4 on 3rd of Oct
  • Serving Localised Assets from S3 Using Lambda@Edge on 17th of May

Posts in 2019

  • Automating macOS Notarization for UE4 on 23rd of Nov

Posts in 2018

  • ISO Country Code to Unicode Flag in C♯ and JavaScript on 22nd of Jul
  • Serverless Git LFS for Game Development on 6th of Jan
  • Adding Custom Map Checks in UE4 on 3rd of Jan

Posts in 2017

  • Building and Deploying a React App Using AWS Lambda on 24th of Dec
  • Git HTTP Username and Password in Environment Variables on 22nd of Dec
  • Capturing and Uploading Screenshots in UE4 on 20th of Dec
  • Using Capsule Shadows on Large Objects in UE4 on 8th of Dec

Word "tessellation"

Viewing subset of posts matching the word "tessellation".

Create Meshes from Height Maps using Blender

Posted May 16th, 2021 in game-development

Here's an example mesh created by the technique I'll outline in this post, from a heightmap using Blender.

Height maps are textures which represent the height of geometry as a black and white image - black means "low" and white means "high".

Part of a pebble floor surface heightmap © Epic Games

These heightmaps can be used in conjunction with a shading technique called tessellation, which subdivides geometry on the graphics card to increase the triangle density. A height map can then be applied to the surface to raise and lower the vertices of the generated triangles, and the result is a detailed surface.

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© 2022 Alan Edwardes