top of page


How to Color Low Poly Terrain with Gradients and Curves
Learn how to color low poly terrain using a slope gradient, a height gradient, and a blend curve -- a broadly reusable method that works across terrain shaders. The article explains the visual logic behind each parameter, includes a pseudocode walkthrough, and shows the technique applied in Polaris for Unity. Includes the height range pitfall that silently breaks gradient results, and guidance on when manual painting should take over.
Tâm Trần Ngọc
Apr 15 min read


10 Ground Texture Packs Worth Considering for Unity World Building
Ground textures set the foundation for how a world reads underfoot. This shortlist covers 10 Asset Store packs across realistic, stylized, and alien styles - with notes on what each appears suited for and what to verify before buying.
Tâm Trần Ngọc
Mar 254 min read


10 Vegetation Assets Worth Considering for Unity World Building
Sourcing vegetation for a Unity project is harder than it looks. This shortlist covers 10 Asset Store packs across realistic, stylized, and low-poly styles, with notes on what each one appears suited for and what to verify before buying.
Tâm Trần Ngọc
Mar 255 min read


You Noticed Vista Pro Has Something You Need
You clicked into a Vista Pro feature and saw the edition gate. This post covers what is actually on the other side: Splines for terrain that follows your scene layout, Real World Data for building from real geography, and Expose Property for surfacing graph parameters to the rest of your team. If one of those matches a real need in your project, here is what each one does in practice.
Tâm Trần Ngọc
Mar 235 min read


Your Vista Graph Still Works. The Editing Is Just Getting Heavy.
Vista Personal gives you the full graph workflow. It does not include the graph editing utilities that make a large graph fast to work with. Here is what those utilities do, and whether Indie or Pro is the right upgrade.
Tâm Trần Ngọc
Mar 214 min read


Is Vista the Right Terrain Generator for Your Unity Project?
Vista Personal is free and genuinely useful. Vista Indie and Pro add production and pipeline features as paid upgrades. This guide covers what each edition actually includes, where each one stops, and when the upgrade is worth it for a real project.
Tâm Trần Ngọc
Mar 199 min read


Vista vs Polaris: Which One Do I Need?
Pinwheel Studio makes two terrain tools, and if you have seen both on the Asset Store you have probably wondered which one you actually need. Polaris is a sculpting and painting tool, you build terrain by hand. Vista is a procedural generator, you set up a node graph and let it generate. They are different workflows, not competing products, and they are designed to work together.
Tâm Trần Ngọc
Mar 163 min read


Local Biomes vs Rule Based Biomes in Unity Procedural Terrain Generation
Local biomes and rule based biomes solve different terrain problems in Unity. This guide explains when you want automatic biome distribution, when you need direct biome placement, and why that workflow difference matters in production.
Tâm Trần Ngọc
Mar 136 min read


Vista vs MapMagic for Unity Terrain: A Comparison of best terrain tools for Procedural Workflows
If you are comparing best terrain tools Unity or procedural terrain tools Unity, this guide breaks down Vista vs MapMagic by workflow fit: infinite terrain, biome control style, extension path, and long term production use.
Tâm Trần Ngọc
Mar 95 min read


Why low poly mesh based terrain is a better fit for mobile and VR games
This article explains how mesh-based low poly terrain differs from heightmap-driven Unity Terrain for mobile and standalone VR projects. Instead of dense grid-aligned surfaces, mesh-based systems generate explicit geometry with controlled vertex density, standard LODGroup handling, and simpler materials. The result is more predictable performance and easier optimization on constrained hardware, with Polaris as a practical Unity implementation example.
Tâm Trần Ngọc
Feb 185 min read


Why I Ended Up Building a Mesh Terrain Instead of Using Unity Terrain
I started a low poly game assuming Unity Terrain would be the obvious choice. It wasn’t until I tried to make the faceted look work on mobile that the cracks started to show. This post walks through the reasoning that led me to switch to a mesh-based approach instead.
Tâm Trần Ngọc
Feb 22 min read


Low poly terrains in Unity and how to make them look good
Use the 5 tips to make your low poly terrain in Unity looks better.
Tâm Trần Ngọc
Mar 22, 20253 min read


Unity sky shader tutorial - Making a procedural animated sky in ShaderLab
Learn how to write an Unity sky shader in ShaderLab, with sky gradient, sun and cloud.
Tâm Trần Ngọc
Aug 20, 20247 min read


Pinwheel Store buyer guide
A step by step guide for purchasing and downloading level design and game dev tool on Pinwheel Store.
Tâm Trần Ngọc
Aug 6, 20243 min read


Polaris 3 is here - low poly terrain tool for Unity.
Quick overview of new powerful features in Polaris 3 Low Poly Terrain Tool
Tâm Trần Ngọc
Jun 26, 20243 min read


How to do cell based culling using quadtree in Unity C# - Part 1
Efficient and precise scene culling technique with quadtree and cells division.
Tâm Trần Ngọc
Jun 3, 20247 min read


How we boost up foliage renderer and mesh generation in Polaris 3 low poly terrain tool - Devlog 1
Learn how we bring Polaris to a new level by boosting its foliage renderers and mesh generation.
Tâm Trần Ngọc
May 3, 20243 min read


Unity frustum culling - How to do it in multi-threaded C# with Jobs System
A quick algorithm to do frustum culling using planes vs AABB test
Tâm Trần Ngọc
Apr 10, 20245 min read


Behind the Scenes: Creating a User-Friendly GUI and Implementing Serialization in Vista 2 Terrain Generator- Devlog 1
How we implement dockable GUI, the graph editor and serialization mechanism in Vista 2
Tâm Trần Ngọc
Mar 11, 20243 min read


A brief guide to update your purchased Vista modules
A quick guide to update your purchased Vista modules inside Unity editor.
Tâm Trần Ngọc
Mar 4, 20241 min read
bottom of page