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Recently I've been tackling with more organic low poly terrains. The default way of creating indices for a 3D geometry is the following (credits) :
A way to create simple differences that makes the geometry slightly more complicated and thus more organic is to vertically swap the indices of each adjacent quad. In other words, each adjacent quad to a centered quad is its vertical mirror.
Finally, by not sharing the vertices and hence by creating two triangles per quad, this is the result with a coherent noise generator (joise) :
It is called flat shading.