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Terrain texturing techniques

armagon
polycounter lvl 11
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armagon polycounter lvl 11
I'm using a few techniques to create a good looking terrain in the UDK game engine and i would like to hear some insights on my workflow based on your experience, guys. :)

My process is:
  • Creating the terrain in World Machine and exporting it's height and splat maps
  • Assigning different diffuse and normal textures for each splat map layer
  • Assigning a macro texture for long-distance detail for each splat map layer
  • Assining a detail texture for near-distance detail for each splat map layer

For example: if i have a cliff texture, i have diffuse, normal, macro and detail maps. My macro map is usually just some rock noise for cliffs and rocks, and the detail one, is just some noise.

However, i have no idea on how to create good macro/detail maps for textures like grass, sand and others. Do you guys have any tips? Also, how do you guys make grass look good, instead of plain and unnatural?

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