I have a procedurally generated landscape system for a strategy game I'm working on and would like some critique on how I can make it look more accurate and realistic.
The set up consists of tiled 2d sprite textures that exist within a 3d environment. The mountains pop up out of the ground plane and cast shadows on to it. The ground plane is tilted at an angle to the orthogonal camera to create a sense of perspective.
If anything stands out as looking wonky, inaccurate, or just any tips on how to enhance it, Id love to know!
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I recently have been working on trying to get some of the map to be more crisp, especially the mountains. I am making the objects that stand out from the ground be pixel perfect and have no image blur filters on them so they can be sharper. Unfortunately I can't do the same to textures that lay flat on the ground as they are rotated at an angle to the camera so they cause some artifacting when there are no image filters present. Also fixed the mountain tree lines and added some snow on top to make them stand out more. Once I start adding seasons to the game, there will be more or less snow depending on the time of year it is.
The ocean beaches have been made more omni directional as well. Earlier the ripples in the sand were only in one direction which didn't make as much sense.
I added in some of the buildings to the screenshots to show more of what I'm going for in the game. Maybe there are critiques with how well those sit within the landscape.