Help me demystifying the landscape texturing in Battlefield 5

Hey there,

I have seen similar quality textures in a few games now and it bugs the hell out of me that I can’t figure out how the devs made them. Here are two examples from Battlefield 5:

High res: Imgur: The magic of the Internet

These landscape materials look like hand crafted painting, nice variety of small, medium and large size details composited in a way that has contextual relation with the surrounding. The two key elements I find fascinating are the sharp sand hills that have all sorts of different curvatures and the footsteps aligned towards a target. I assume that they are using virtual texturing and now that finally we can also use it, I was wondering what their pipeline and approach could be. If there would be only a few details, I could imagine that those were made with a spline decal system feeding the VT system, but they have so much detail that varies a lot and fits together perfectly, that I feel that there must be a system that lets them handle this more efficiently.

Regards,
Fisher

With a team of people it becomes rather easy to make meshes and paint them instead of using a bad starting point like the landscape…

Also, liberal application of multi-channel decals can hide lots of sins!

I’m pretty sure that they are using a landscape system as well. Using custom meshes wouldn’t get you closer to the solution with this issue, because you can’t use unique painted mesh textures. You need a tiling base then add extra detail to it and the big question lies in this, how did they add the details that are visibly not on spots (like decals) but have arbitrary size, shape and alignment. Plus they affect both the textures and the geometry. Although after further inspection I have second guesses about the long and sharp sand dunes, because they have some insane mesh blending techniques. So these might as well be spline driven meshes perfectly blended into the landscape.

Material painting for the Landscape at start and then Decals… I mean, this is what I would do

Wasn’t that what ID MegaTexture did in IdTech 4?

Not entirely, also that’s the same thing that we have in UE called as Streaming Virtual Texturing.

Yes, my only concern was that I disagree with the “you can’t use unique painted mesh textures.”
It’s been done. It’s being done. It may or may not be a good idea for your particular game.