I started by creating height maps in Gaea. These height maps show the terrain’s elevation, where lighter areas represent higher points and darker areas represent lower ones. While they’re great for visualizing landscapes, height maps need to be converted into 3D geometry to be used in software like Unreal Engine.
Turning Height Maps into 3D Meshes with Houdini
To transform the height maps into 3D models, I used Houdini. In Houdini, I imported the height maps and turned them into 3D meshes, creating detailed terrain models. However, the meshes were initially extremely dense, with millions of vertices. While this level of detail looked great, it wasn’t practical for rendering or real-time use, as it could slow everything down.
Simplifying the Terrain with PolyReduce
To make the terrain usable:
- I used Houdini’s PolyReduce tool to reduce the number of polygons.
- This allowed me to simplify the geometry while keeping the key details that made the terrain look natural.
- I tested different levels of detail to find a version that worked well in Unreal Engine without being too heavy.
This step made the meshes much smaller and more manageable without losing too much quality.
Once the terrain was optimized, I exported it in a format ready for Unreal Engine. The goal was to create a lightweight yet detailed terrain that would work smoothly in my project.


Adding Other Assets
After importing the terrain into Unreal Engine, I added other environment details, like trees and plants. The trees were created using SpeedTree, which allowed me to design custom foliage. Combining the terrain with these additional assets helped complete the environment.
By optimizing the terrain and integrating it with other elements, I made sure it looked consistent and worked well in my project.