I am hoping to create a medieval fantasy style town and surrounding landscape in unreal engine. I created the landscape in Worldmachine and used a procedurally texturing material to texture it based on incline. I also created a system of modular pieces to create these early versions of the houses.
All feedback is appreciated, and I will be updating regularly.
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I would be mindful of draw/cull distance with densely populated grass over larger areas. Another thing that can be useful for performance improvements is using low end shaders on distant foliage billboards. Your lod0 - 2 can be more complex, but that can depend on your goals. Your third grass shot looks like a vast improvement from the first two.
I'd also be interested to see how your houses progress.
This is how the houses are looking now, I assembled them from a set of modular asset I created.
The next issue I'm looking into is trying to find a unifying texture style that helps all the props feel like part of a cohesive set.
For prop textures, consider the scene's theme, scale, as well as your texture sources (are they photoscans or handpainted). And think about color and lighting. Look around for any and all references you can find; you should always have some kind of "mood/vision board" type thing to constantly go back to. Real world photos are great, but other artists' scenes and game levels can also be a huge help to realize how things translate into digital space.
As for those crates, the left texture is better if you're attempting a more photoreal style, but I would slightly lower the color brightness and see how that looks.