TerreSculptor’s Evolution…

It all started back in 2005 with the HMCS HeightMap Conversion Software, as a need to convert various heightmap file formats to Epic’s proprietary Unreal Engine G16 format.  As an Unreal Engine licensee, developer, and consultant, I wrote this utility for free use for Engine Licensees and Community Mappers.
2008 saw the release of HMES, an updated build of HMCS with limited editing capabilities.  Both of these tools are still available for download.
In 2010, TerreSculptor was born out of the desire to create a powerful 3D application that rivaled all existing terrain heightmap software.  The initial public alpha release was delivered in 2012, and the first public final release was in November 2016.
Since then, TerreSculptor has continued to evolve and become more powerful and feature rich.  TerreSculptor is now one of the main terrain tools available to the industry.  Over it’s lifetime to-date, TerreSculptor has had more than 75,000 downloads, and like its predecessors, it remains free software for any use.

TerreSculptor 2.0

Feature List

Frequently Asked Questions (FAQ)

System Requirements


TerreSculptor 2.0
Build ▪ 2021-06-02 ▪ 103.0MB

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The download zip file contains both an automated Setup program and manual installation files.
If Bitly Short URLs won’t work in your locale, go to the Support or Support Archive pages for a direct server file links.


TerreSculptor is 100% free to use.
This software is “Open Use” and can be used at no cost for personal or commercial or academic use.

Help support the development of this software by becoming a Patreon subscriber for as little as $1 per month ($12 per year).
Patreon Silver+ subscribers receive additional bonuses including access to beta builds.

Subscribe here:
Demenzun Media Patreon Page


There are more than 1000 major features still in development:
– More file formats.
– More generators.
– More noisemaps.
– More weightmaps.
– More modifiers.
– More erosion algorithms.
– More asset creation tools.
– Additional multi-threading and SIMD multi-processing.
– Terrain Stack with modifier masking and multi-terrain.
– Big Array implementation for heightmap size limited only by memory.
– Continent modifier, Painter modifier, Mask Editor.
– 3D Engine update including Progressive LOD Terrain, Splatmap multi-texturing, Shaders, Terrain Sculpting tools and brushes, Spline tools.
– Network Node based terrain creation.
– OpenCL GPU Performance Enhancements
– And much more…