Hi I wanted to post here some picture on some tiling terrain textures Iam making to know the experts ( I am not ) opinions and suggestions .... I hope its ok to post this here...
so here is my Texture grass for Crysis , I dunno but I feel its a bit too much saturated ingame altough it is not in the picture original ... anyway here is what you think??
View from top on left and close up on right , dunno why dont look so crisp in the right detail as instead is in the texture
...
http://img651.imageshack.us/img651/9572/38878940.jpg
here a blending tuning for beach sand / grass transition ...
http://img716.imageshack.us/img716/885/99067256.jpg
Replies
The non-detail shot of the grass looks pretty good to me, better than any grass I've ever made (I'm not a grass expert either). The only problem I see right now is the repeating dots.
I think the saturation of grass (or any texture) is really a property of light in the natural world, so if your scene is lit like bright daylight then grass would be fairly saturated, however if your scene is more overcast with diffused lighting then a desaturated grass might look more natural.
The photo source for texture itself looks like it was taken in afternoon (yellowish) light, which also might conflict with the scene you are trying to depict.
There's also the style you are going for as well, a gritty photo realistic style would call for more desaturated textures in general whereas a stylized fantasy game might call for more saturated textures.
The sand/grass blend however dosn't look quite so good, I'm not sure what engine you are using. Would it be possible to make your blending work like what was discussed in The Snow and Ice of Uncharted2? thread using height maps + vertex colors to control the blend?
I think grass is usually more clumpy when it grows near sand, it doesn't usually transition from full lush "lawn" to sand quite like the way vertex blending would do it.
http://www.flickr.com/photos/bluoma/1868157460/
Maybe a third texture with clumpy grass on sand could be created to make the transition look more natural without having to go through the shader complications of using the Uncharted 2 heightmap + vertex color blend technique.
Also there are some noticeable lines created by the tiling of your sand texture.