Started working on this a few days ago, so far it's been mostly exporting/importing models and working with textures. Still quite a few doodads I'd like to add but the basic shape and layout of the city is about finished.
Create a distortion material on some water textures so I could get water into the shape of the fountains. The ripple effect is off but a few tweeks and I'm sure it will look better.
Sorry I went on vacation to Blizzcon. All of the models and textures are from World of Warcraft.
I Spoke with a few of the level designers and game designers from both WoW and Starcraft 2. I found out some information that will continue to improve my work and which might be beneficial to anyone else looking to create beautiful terrains easier.
After watching a video about World of Warcrafts level design panel from a few years ago I decided to watch a bunch of the panels this year in person. If you haven't watched them, do it, do it right now. I learned a whole lot about the processes which Blizzard uses to create the landscapes instead of just trying to recreate them myself. With that said the Sc2 editor isn't as fully capable as WoWedit but it is as close as we can get. I don't know if there is a way to do vertex painting but if I do I'll share it.
I did however find out how to do height mapping for terrain textures. Here is an example of grass being placed in the cracks of a rock texture.
Worked a bit around the pond in town and on a mineshaft that has a track leading down into town. Had to create a custom track to fit the landscape. Figured out how to billboard properly and am starting to add glow emissives to light doodads and adding omni lights to them as well.