See also http://wiki.polycount.com/wiki/GrassTechnique http://wiki.polycount.com/wiki/HairTechnique Best bet would be to post examples here of what you've tried so far, and get constructive criticism to help you move forward.
Customizable characters are usually made in swappable pieces... head, torso, arms, hands, legs, feet. Artists try to hide the seams as best as possible. http://wiki.polycount.com/wiki/Character See also http://wiki.polycount.com/wiki/SkankerzeroModularCharacterSystem
You could export a heightmap and splatmaps from World Machine, and use those on subdivided planes, with tiling diffuse textures. We have several methods here: http://wiki.polycount.com/wiki/MultiTexture http://wiki.polycount.com/wiki/Landscape
http://wiki.polycount.com/wiki/MultiTexture http://wiki.polycount.com/wiki/TexturingTutorials http://polycount.com/discussion/68716/vertex-painting-texture-blending For future reference, I found this all in the first four hits on Google with the topic title as a search term, plus "polycount":
Hi @Inquisitive_Scholar It would benefit you to read up on texturing a bit more to understand the differences between bump and normal mapping, spec/gloss vs. metalness/roughness workflows etc. The wiki here is very useful: http://wiki.polycount.com/wiki/Texturing http://wiki.polycount.com/wiki/Texture_types
Lots of info here http://wiki.polycount.com/wiki/Modular_environments NDO is very easy to pick up and play with. Some good videos here. http://wiki.polycount.com/wiki/NDO Sometimes it's better/faster to model high-poly models and bake them. http://www.philipk.net/tutorials/materials/metalmatte/metalmatte.html…