Follow-up on part 1…
After some tests with modelling the terrain in external tools and importing them to Unity, we realized that this workflow will make it extremely difficult to quickly iterate the level design. So we were looking for an editor in Unity itself. There are some nice poly-modelling tools out there, but we haven’t found anything convincing for low poly terrains - so we started our own tool - based on Unitys default terrain tools.
Since the Unity terrain editor works fine, we just needed to create a “low poly” copy of that. By sampling the height of the terrain in a regular grid, we could now create a mesh that approximates the terrain, while still having hard edges and therefore the desired triangle-look. The mesh generation is pretty fast, so we are able update the low poly terrain in real-time while editing the underlying terrain. Hiding the original terrain we can now directly edit the final result (see image).
One thing we notices was that due to the sampling process the editing sometimes became a little bit difficult, since only a part of the terrain information went into to final result. Using a low grid resolution for the original terrain and matching that resolution for the low poly mesh was the solution for us. To make the terrain look a little bit less regular, a slight random offset is added to the horizontal position. The height values can be quantized to create a more terrace like look, emphasising the poly look.

Random horizontal offset

Quantization of vertical position
Continued in part 3…