Gaia: All-in-one Generation System for Unity
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Curious as to bipedal proportions, especially, as there seems to be good stylized, even with larger than life heads, eyes, yet they look "good". Is there a chart like there is for proper anatomy for drawing? It'd be great to see a comparison even though I realize there are many forms of stylized. I think that'd make a great article.

by QmisMan
3 hours ago

it's awesome

Your link to the Substance file on polycount is broken, the correct link is: http://polycount.com/discussion/comment/2294007/#Comment_2294007

Gaia: All-in-one Generation System for Unity
20 March, 2017
News
Adam Goodrich is getting ready to release Gaia 2.0, a massive free upgrade for his Unity’s all-in-one terrain and scene generation system. The new version is said to include large world multi-tile, run time spawning, multi-threading speed, a revised and improved Post FX setup.

Get Gaia

So, what is Gaia? It is a pack full of the latest procedural content generation techniques that makes it simple for even the newest game creator to easily and quickly create gorgeous looking terrains and scenes. The tools was developed by Adam Goodrich, a veteran developer with 30 years experience, who has also presented a tool called GeNa.

You can go fully procedural or fully manual, use game-ready assets to finish in minutes or even customize the tool.

Here are some key facts from the developer:

With Gaia you will:

  • Design the game you want by stamping mountains, mesas, hills, lakes, rivers and a range of other feature types exactly where you want them (with over 150 different stamps to choose from);
  • OR pseudo randomly generate entire new scenes with just the feature types you want;
  • OR enhance an existing terrain by adding detail;
  • Leverage your resources to texture, plant, and populate your terrain procedurally using spawners;
  • Build a library of points of interest – farms, villages, cemeteries or whatever you can imagine, or use other peoples libraries and spawn them into your scenes;
  • Share your libraries, configurations and tools with others, or leverage other peoples, configurations, assets and tools via the Gaia eXtension system (GX);
  • Backup and share your sessions via small session files that allow other people to exactly replicate your scenes;
  • Export terrain meshes, splatmaps, normal maps, shoreline masks and a bunch more via the utilities system;
  • Play your games and take and share screen shots to share your experiences with the new screen-shotting system, including a nifty way to easily find the exact spot the screen shot was taken;
  • Set up default lighting and camera fx and insta-pretty your scenes with a selection of pre-configured sky, lighting and camera fx;
  • And much more – GAIA does the work of many assets in one.

Gaia is different because:

  • It’s stamp based – Terrains are created using stamps, which is a visual, intuitive and precise way of getting exactly the feature you want at exactly the location you want;
  • It’s extensible – You can create more stamps via the scanning system, allowing you to source stamps from terrains, raw files, meshes, or even images and textures from the internet;
  • It’s replicable, adaptable and rule based – all aspects of terrain texturing, detailing, planting and object placement is done procedurally and is seed based, which allows it to adapt to new terrains, and makes it perfect for networked games;

Forum

Tutorials

Source: Gaia

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