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World Creator Community Forums

The community forums are the central place for everything related to World Creator. Whether you are looking for support, sharing tutorials, discussing workflows, or exchanging ideas with other artists and developers — this is the right place for you.

Recent Activity

dssstrkl reacted with Thanks to Stefan’s post in the thread Seamless Edges.

March 9, 2026 at 9:22 PM

dssstrkl replied to the thread Best Practices for Large Terrains.

Thanks, and your answer about the seamless edges in my other question kind of makes my choice here easier. If you’re going to limit the seamless edges to 4 or 8k (8k, please!), then I’ll need to break the overall terrain in half with 2 6k terrains. That actually works perfectly, since I have a ‘sea’ ring in the middle, and it’ll be super easy to fix that seam in Blender. To answer your other question, I’m going to have 3 or 4 biome rings on each side, with the sea in the middle. I’m still…
March 9, 2026 at 9:22 PM

Stefan reacted with Like to Woti’s post in the thread New on our Website: Terrain Guides.

March 8, 2026 at 5:44 PM

Woti replied to the thread New on our Website: Terrain Guides.

I took the time to read through the guide. It was really interesting to read. In some places, I had to have it translated into German, but that's no longer a problem these days, unlike a few years ago when the whole text was nonsense. 😄
March 8, 2026 at 5:33 PM

Woti reacted with Like to Stefan’s post in the thread New on our Website: Terrain Guides.

March 8, 2026 at 5:29 PM

Stefan replied to the thread Best Practices for Large Terrains.

Good question 🙂 I think it mainly depends on how complex your biomes are going to be and how many different biomes you plan to create. It can also help to work with multiple Biome Layers rather than just one, as this gives you more flexibility. If you are drawing the biomes manually, this may require a bit more work, but it usually leads to better results. Personally, I haven’t created a terrain of that scale with a large number of biomes yet, so I’m also quite curious to see which approach…
March 8, 2026 at 9:33 AM

Stefan replied to the thread Seamless Edges.

Hi :) We actually discussed this earlier this week within the team as well. At the moment, our conclusion is that if we decide to bring back the Seamless option, it would likely be limited to terrain sizes up to 4K or possibly 8K. We’re still evaluating the best approach, so the final decision hasn’t been made yet.
March 8, 2026 at 9:28 AM

dssstrkl posted the thread Best Practices for Large Terrains.

I'm wondering what the best practice is for a large terrain with multiple biomes. Is it best to create a single large terrain with the multiple biomes, or create each one separately and combine them in Blender or in-engine? For example, the terrain I'm trying to build right now is a 12kmx12km grid with the biomes in vertical stripes that will be wrapped into a cylinder in Blender, and then cut into tiles in Blender and exported as fxb files for use in Unreal. I'm just wondering if I should…
March 8, 2026 at 2:11 AM

dssstrkl posted the thread Seamless Edges.

Hi team, I know this was previous asked in the Discord, but are you still planning on bringing back the seamless edges feature from the old versions this year? I'm asking because I'm working on a game set in an O'Neill cylinder, and trying to line the edges up manually is virtually impossible. Thanks for setting up the forum and Reddit as well! Its good to be getting things off techbro apps and back onto the open web!
March 8, 2026 at 2:01 AM

Stefan posted the thread New on our Website: Terrain Guides.

🚀 New on our Website: Terrain Guides We’ve just launched a new Guides section on the World Creator website! This area will feature in-depth technical articles covering the fundamentals and advanced topics of digital terrain creation. Our goal is to build a growing knowledge hub for everything related to terrains — including topics such as: • Heightmaps • Terrain mesh topology • Terrain texturing & splatmaps • Procedural terrain generation • Object scattering and ecosystems • Creating Unity…
March 6, 2026 at 9:27 PM

Unread Threads

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    2. Replies
    3. Last Reply
    1. Best Practices for Large Terrains 2

      • dssstrkl
      • March 8, 2026 at 2:11 AM
      • Questions
      • dssstrkl
      • March 9, 2026 at 9:22 PM
    2. Replies
      2
      Views
      20
      2
    3. dssstrkl

      March 9, 2026 at 9:22 PM
    1. New on our Website: Terrain Guides 1

      • Like 1
      • Stefan
      • March 6, 2026 at 9:27 PM
      • News & Announcements
      • Stefan
      • March 8, 2026 at 5:33 PM
    2. Replies
      1
      Views
      37
      1
    3. Woti

      March 8, 2026 at 5:33 PM
    1. Seamless Edges 1

      • dssstrkl
      • March 8, 2026 at 2:01 AM
      • Feature Requests
      • dssstrkl
      • March 8, 2026 at 9:28 AM
    2. Replies
      1
      Views
      18
      1
    3. Stefan

      March 8, 2026 at 9:28 AM
    1. Clarity on the Bridge path from WC to C4D 2

      • slange64
      • March 3, 2026 at 9:01 PM
      • Questions
      • slange64
      • March 5, 2026 at 5:01 AM
    2. Replies
      2
      Views
      56
      2
    3. slange64

      March 5, 2026 at 5:01 AM
    1. Updated Blender and Unreal Bridge Tools

      • Stefan
      • March 4, 2026 at 7:42 PM
      • News & Announcements
      • Stefan
      • March 4, 2026 at 7:42 PM
    2. Replies
      0
      Views
      36

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Latest Posts

  1. Best Practices for Large Terrains

    dssstrkl
    March 9, 2026 at 9:22 PM
  2. New on our Website: Terrain Guides

    Woti
    March 8, 2026 at 5:33 PM
  3. Seamless Edges

    Stefan
    March 8, 2026 at 9:28 AM
  4. Clarity on the Bridge path from WC to C4D

    slange64
    March 5, 2026 at 5:01 AM
  5. Updated Blender and Unreal Bridge Tools

    Stefan
    March 4, 2026 at 7:42 PM
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