Best way IMHO is to generate masks from the terrain, using WM nodes. Slope, erosion, accumulation, etc. I put some resources here http://wiki.polycount.com/wiki/Landscape
I for one welcome any system that will put focus on content that isn't sepiroth dancing to techno while waving his five meter dick around in a landscape made of infringed content.
Update, started working on the forest area of the landscape, testing the tessellated stone wall material using a bridge mesh. I got few other rock and cliff meshes in the scene as well.
This was an attempt at photo manipulation that was intended to go up as a print in my flat's hallway: In the end I went with a landscape. :smiley: Could not stomach the thought of walking past this guy every day...
it was filmed in scotland, and vikings were all over europe, so maybe.. I mean, I think its supposed to be in scotland, because those initial landscapes.. those are very scottish.
Well, plus the fact that square highlights won't give you an entire landscape's worth of unique textures... it's a completely different issue, not really worth comparing like you did here.
Welcome! I particularly like this picture, its really quite lovely. It seems your landscapes are stronger than your characters at the moment. There's never enough environment artists around ehre
pffft. already saw this in minecraft. joking aside though. thats some really alien landscapes there. the last picture on the website looks like a still shot from an alien remake movie.
Hey guys, here's another update. Going to start working on foliage and stuff like dust/wind particles next. I'll also make some background landscape meshes to add more depth.
I also enjoy world building, especially lighting/skies/fx. UDK is still around, and ships with a ton of assets. The landscape system is pretty easy to use too. UE4 has a bunch as well.