So it might be possible that you can't achieve the result from your screenshot with a terrain, exactly. Though in case of GTA it might very well be possible that Rockstar simply did not use terrains at all (never played GTA V and I don't know much about the tech they used) and were able to use dedicated meshes for everything. Seamless (tileable) Dry Cracked Dirt with Grass PBR Texture with five maps: albedo/diffuse, reflection, glossiness, height/displacement and normal map. "The Vanishing of Ethan Carter" has a lot of very detailed environments and they do an outstanding job in covering up seams between unique meshes and terriains. ![]() It's what you make out of it and how much time you can put into it. The tech in terrain splatmaps doesn't differ for Rockstar's game from the one used in Unity and Unreal. On the other hand if you pull the camera far away often times even the most beautiful productions can show the usual tiling and repetitions. Or see if you can break up the repetitions further by using decals. Seamless (tileable) Snow Covering Grass PBR Texture with five maps: albedo/diffuse, reflection, glossiness, height/displacement and normal map. Maybe even use special meshes for individual tracks like on the dirttrack in your example screenshot. All textures are free for commercial use. This is a category of high quality PBR Rock textures. To be precise, the rocks were etched by wind and water flow many decades ago. The texture maps are applicable to Blender, Substance Painter, Maya, 3D Max, Cinema 4D, Unity, Unreal Engine etc. ![]() Each package usually includes a Base Color Map / Diffuse Map, Normal Map, Roughness Map, Displacement Map, Metallic Map (Metals Only) and Ambient Occlusion Map. ![]() Place grass, trees, rocks and all kinds of other objects like garbage or houses in the scene. Due to wind and water weathering, a lot of horizontal stripes appear on the surface. This is a seamless and tileable PBR CG texture for 3D artists. Grass texture is seamless, so you can make any length you need and end it with the stub on the sides. Maybe even use actual meshes like in the Viking Village Demo for far away mountains and environments. Use ready png images or modify grass.psd for your own needs. If your camera stays close to the ground the repetitions between 4 textures already aren't that severe, any more.ĪLso try to occlude far away terrain repetitions so the the tiling isn't as noticable. seamless end-to-end experiences that result in efficient predictable and repeatable workflows Support would be a good resource to assist there ArcGIS. It also depends a lot of camera distance, lighting and placed objects in the scene.
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