Terrain like in Star Wars Battlefront

Sounds like you’re trying to import a color map when you should be importing a heightmap.

Appreciate the help James, on this thread and my other one. Still new to these programs.

Rather than how they generate those textures, my concern is more about how they use it at runtime. They are so detailed even upclose, and not tiling or anything, so how are they doing this? Are they using super large textures mapping on super large meshes? How can they cope with video cards memory doing this?

Did someone have such a Good **Rugged ROCK Material **for me like in the first Picture?
Please…
kind regards!
halobungie

Macro variation, look it up. But that is an art of its own. Basically in nature for things like mountains and grass they are not uniform, there are brighter and darker spots etc. If you just tile a uniform seamless texture as your landscape material it has no variation at all. You cant add variation to your tiled texture because then the seams would be very obvious. So you blend a stretched texture over your tiled texture in the shader to create the variation

Maybe you finde something hier: http://www.allcgtextures.com/v/Concrete/ or http://www.allcgtextures.com/v/Ground/
You can use Materialize (Bounding Box Software - Materialize) to generate a texture with alle maps.

An alternativ ist https://megascans.se/library/free. There are some free to use materials and models.

The landscape creation process is described in more detail here.

I have found a good homepage with some desert Terrain now: