![]() ![]() Additionally you only have 1 type of grass and one type of dirt.Īdditionally, Lighting. It goes from dirt to grass in almost a sharp line. If you blend with normals (as he shows with the snow blend) you can see how the rocks stick up through the dirt. Your images above in my books are suffering from the blending issues. Removing tiling, macro variation, face angle blend, and specular I think. He has like 4 video tutorials covering the key things. I then distribute pieces of the same mesh across the seams to where it looks natural / or even involve other meshes (rocks pebbles etc).Īfter which you just bake it out (f12 render if you set up the environment and a camera works just fine).Īnd if the licensing is fine for you. Normally, I toss the non tiling material directly on a plane mesh in blender and 4up. To produce a tiling result, you can start with photoshop or gimp, neither is any good. If you have any glare or distortion happening you can forget about tiling. What is 100% more important is correct light. You need a specific distance, you need specific parameters, etc. Its not enough to just shoot at the ground. Taking pictures of a surface is however to be done with experience. You’ll probably need to go out and get a good camera and take pictures of real ground surfaces and then create seamless textures in Gimp or PhotoshopĪctually, most cellphones today use enough DPI to be able to create decent (think AAA game but not cinematic) quality PBR. Youtube that and you’ll find plenty of nice, easy to understand instructions. ![]() Whether you use megascans or you own materials, the key art principle is called “color theory”. Same idea just more control - you tweak the colors and values so that there isn’t harsh, eye catching contrast that appears unnatural. It has a few material functions for overlaying additional textures + adding tint to textures. You can also grab the free Rural Australia package and checkout the landscape material. You can tweak the colors and values pretty well just by adjusting the sliders on the textures detail panel - try to get each material in same range as the others so they look natural when blended together is the idea. A few complimentary colors, maybe one that goes against, for example. If I have to offer very specific advice, I’d say consider the color palate. Get the entire scene put together in a quick way, then tune individual elements as necessary while evaluating the whole scene in the same way a player would while playing the game. It will always look strange and you’ll waste time tinkering back and forth. Don’t study a single element of the entire scene in isolation. ![]()
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