Video summary
This is the BEST way to make low poly terrain | Blender Tutorial
Main summary
Key takeaways
Summary of the Blender tutorial (low-poly terrain + automatic face coloring)
Problem with a Unity-only approach
Unity’s built-in terrain tools can make it difficult or impossible to:
- Create overhangs or caves
- Achieve clean-looking color painting
- Assign colors per face
- Auto-color based on terrain steepness
Recommended workflow: build the terrain in Blender
- Add a plane and scale it to the desired terrain size.
- In Edit Mode, subdivide the mesh repeatedly (e.g., Edge → Subdivide) until you have enough detail
- The tutorial example increases subdivisions up to 10, then subdivides further as needed.
- Switch to Sculpting mode to shape the terrain.
- Blender sculpting uses mirroring by default, so disable Symmetry/Mirroring under the Symmetry menu.
- Use sculpting brushes and adjust brush size/strength to create features, including overhangs.
Automatic face coloring based on steepness (Shader Editor)
Goal
Color faces based on the Z component of each face normal (steep vs. ground).
Node-based approach (Shader graph)
- In the Shading tab, create a new material.
- Add a Normal Map node.
- Add an XYZ Separate node to extract the Z value.
- Add a Math node set to Greater Than:
- Compare the Z value against a threshold
- Output becomes white/black depending on whether the face is above/below that threshold
- Build the blending logic in the shader graph:
- Add two Hue/Saturation/Value nodes (one for ground and one for cliff).
- Multiply each color by its mask value using Vector Math (Multiply).
- For the cliff mask, invert the input mask using a Math node (Subtract) from 1.
- Combine both results with Vector Math (Add) and connect to Base Color.
Result
- Faces automatically get colored based on steepness.
- You can tweak the threshold to change where the blend occurs.
- Sculpting can continue, and the coloring can update accordingly.
Engine export note
When importing the Blender-made terrain into an engine:
- The Blender shader may not work directly, depending on the engine.
- The suggested solution is to recreate an equivalent shader in the target engine.
Unity Shader Graph example
- The video specifically mentions rebuilding the same steepness-based shader logic in Unity Shader Graph.
Main speakers / sources
- The creator/host of the “Blender Tutorial”: explains the workflow and shader setup.
- Referenced sources:
- Unity (terrain tool limitations)
- Unity Shader Graph (example of recreating the steepness-based shader)