Most probably is a high res satelite image(like from google earth)>applyed to a plane mesh>and generate a height map or a 3d high res version of that terrain>import it in a 3d modeling software>lower the polycount>apply the texture(as a template for when you start to put 3d buildings on top of the flat 2d)>separate the big mesh/terrain in chunks and level stream them in udk so that its big(and use fog to hide in the distance the invisible terrain).
Or use a height map and apply it to a udk made terrain>split it and do the same(but im not sure if udk terrain is able to be level stream.
Its a big more or less flat surface with big,yet not complex mountains so i will guess its not high poly and the camera flyes high so i don have a true sence in the scale but in a few moments when the camera is closer to the ground(car textures)it seemed to me that the texture of the terrain is scaled down(which loud give the illusion of big size and more detail)but the car texture was small to the camera view to me.
If its not a company secret bonyback will hopefully tell us

And it looks like we were posting at the same time lol.
Leave a comment: