Monday, 25 March 2013


For texturing foliage I've used a mixture of highpoly modeling/baking to get crisp clean normals, and photo textures taken by myself. for the trees I've made displacement maps from the normals using crazybump. I'm going to use these in cry-engine with dx11 tessellation to get some nice "gnarled" looking bark. for the trees I'm planning on vertex painting the leaves to get some controlled movement into them for a more life like feel.

Monday, 4 March 2013

After starting off painting a heightmap for a base, I worked into the sculpt using mudbox
 I used world machine primarily for its texture generating tools, but I also used its erosion function to create small scale gulleys and trenches.
Working from my own photos and Google earth I hand painted the diffuse defining materials such as heather, grass, stone and dirt. 
Terrain in Cryengine