Unity
Polaris Highland - Low Poly Terrain Editor
$79
Rated 5.0/5 from 90 ratings on Unity.
About Polaris Highland - Low Poly Terrain Editor
- Tools, Systems & Learning > Development Tools & Automation
- Tools, Systems & Learning > Level & World Building
- Theme > Stylized
- Theme > Low Poly
Polaris Highland is a mesh based low poly terrain editor for Unity, built for stylized and performance sensitive projects. It is a native alternative terrain workflow inside Unity, not a built-in Terrain add on.
BUILT FOR
Stylized and low poly games that need a faceted, smooth, or hybrid look.
Mesh based pipelines, where terrain should be presented as standard mesh renderers in the scene.
PC, Mobile, VR, and performance budgeted projects.
WHY BUILT-IN TERRAIN MAY NOT FIT
Built-in Terrain is fine for many projects, but stylized low poly is not its strength. Reduce the geometry and it still reads smooth instead of faceted. Force a sharper look with shader tricks and you start depending on rendering workarounds and narrower platform support.
Polaris renders terrain as regular meshes from the start, with faceted, smooth, and hybrid shading built into the workflow. The look is easier to direct and lands closer to what a stylized project needs.
WORKFLOW
Start broad, then refine. Stamps and splines handle the overall result. Brushes handle local shaping and cleanup. Both modes can shape geometry, texture the surface, and drive population.
Create multi tile terrain with the setup wizard.
Block out shape, textures, and population with stamps and splines.
Polish locally with around 20 brush types.
Populate with trees, grass, and props.
Live preview lets you see each change before it is committed. The terrain stays editable at runtime through a public scripting API.
PERFORMANCE
Adaptive mesh density. More triangles where the terrain is detailed, fewer where it is flat, so the mesh stays light without losing shape.
Multi threaded with Job System. Mesh generation, foliage rendering, culling, colliders, and more, in the editor and at runtime.
GPU based editing. Most tools edit terrain data on the GPU with shaders, so painting and sculpting stay fast.
GPU instanced vegetation. Dense trees and grass with no GameObject overhead.
START FROM WHAT YOU ALREADY HAVE
Quickly convert your built-in Terrain grid to Polaris with a wizard that brings over height, holes, textures, trees, and grass. You can also import other data types like raw heightmaps, textures and meshes.
You can also export back out to built-in Terrain, mesh, raw heightmap, and texture set, so your terrain keeps working with other tools and software.
BUILT FOR
Stylized and low poly games that need a faceted, smooth, or hybrid look.
Mesh based pipelines, where terrain should be presented as standard mesh renderers in the scene.
PC, Mobile, VR, and performance budgeted projects.
WHY BUILT-IN TERRAIN MAY NOT FIT
Built-in Terrain is fine for many projects, but stylized low poly is not its strength. Reduce the geometry and it still reads smooth instead of faceted. Force a sharper look with shader tricks and you start depending on rendering workarounds and narrower platform support.
Polaris renders terrain as regular meshes from the start, with faceted, smooth, and hybrid shading built into the workflow. The look is easier to direct and lands closer to what a stylized project needs.
WORKFLOW
Start broad, then refine. Stamps and splines handle the overall result. Brushes handle local shaping and cleanup. Both modes can shape geometry, texture the surface, and drive population.
Create multi tile terrain with the setup wizard.
Block out shape, textures, and population with stamps and splines.
Polish locally with around 20 brush types.
Populate with trees, grass, and props.
Live preview lets you see each change before it is committed. The terrain stays editable at runtime through a public scripting API.
PERFORMANCE
Adaptive mesh density. More triangles where the terrain is detailed, fewer where it is flat, so the mesh stays light without losing shape.
Multi threaded with Job System. Mesh generation, foliage rendering, culling, colliders, and more, in the editor and at runtime.
GPU based editing. Most tools edit terrain data on the GPU with shaders, so painting and sculpting stay fast.
GPU instanced vegetation. Dense trees and grass with no GameObject overhead.
START FROM WHAT YOU ALREADY HAVE
Quickly convert your built-in Terrain grid to Polaris with a wizard that brings over height, holes, textures, trees, and grass. You can also import other data types like raw heightmaps, textures and meshes.
You can also export back out to built-in Terrain, mesh, raw heightmap, and texture set, so your terrain keeps working with other tools and software.