Which kind of detail map should i use for grass? The same diffuse texture, in higher detail? Or another texture, with a "close-up" of the grass? And what about rocks, same logic, or should i use a smaller-rock detail? Should they all be grayscale? Should the detail normal map match the detail diffuse or the material…
I'm using a few techniques to create a good looking terrain in the UDK game engine and i would like to hear some insights on my workflow based on your experience, guys. :) My process is: * Creating the terrain in World Machine and exporting it's height and splat maps * Assigning different diffuse and normal textures for…
Thanks, I have missed that. Epic's material is very good, but it only takes you to setting up the materials, not actually making points on which kind of detail maps are good for which kind of diffuse.