It is most likely a lower poly textured mesh and not a terrain. I gonna' guess surrounding satellite imagery is used over the mesh. Damn fine looking!
Yes, it's a meshe, the texture is a mix between the world machine textures and real landcape from google earth. Also there's a function in world machine to create the normal textures of the landscape, that's why it seems really detail.
Well it's surely purdy (pretty)... keep up the great work. If you need beta-testing, count me in, I'd have a good hour or two of fun just falling off the @#$%ing cliffs everywhere. Don't forget to add plenty of randomly placed jumps by the road - I know Canyon of Speed 1 had a few!
Yes! It's in the tab "converter" in world machine. You can put the function between the out put of your erosion and a bitmap out put. --- Post updated --- Yes of course, I wanted to do a track for cars initially... Don't worry, I want to continue this map!
One more node to an already messy network. Thanks for the tip however I realized I had done that technique for the Baja Hills distant terrain.
You had BETTER do a track for cars - your one in the first canyon of speed was AWESOME. It was the map that when released circa end-of-2014-early-2015 made me go and buy this game man. And I mean, this is a DRIVING game, right *HINT* *HINT* You are TOO GOOD of a mapper to forget to put a road in. Even if you make me put the road in, there WILL be a road in it. Use the UTAH bridges to save time, they will do just fine here. EDIT: Yeah, ASPHALT REVENGE better have some asphalt! You can also have any and all of my road textures you need from Tennessee, just might have to fix a few of the normals on some of them if they look odd to you (I fixed most of them).
He uses world machine to do the bulk of terrain creation. Certainly can do a nice bit of terrain with it.
World Machine can export as a mesh and is very handy for distant terrains. Blender can be used to match up the edges of distant terrains and heightmaps done in World Machine to give a very nice transition between the two.
Hello all! Since few month my work on maps is occasionnal, but I keep my passion for beam and 3d creation! I do that some time, and mostly for the pleasure. What I prefer create, before crazy roads, jumps, big wood constructions and weird things, is mostly beautifull landscapes! Respect details of natures of some incredible places of the world... And try to dig some roads in these landscapes where there are no roads in real life! In searching some vegetation details in canyons of USA, I found this photos : For COS II I was in an arid atmosphere but this is the visual way that I will follow henceforth... I hope to create this atmosphere the more precise that I can do with my own vegetation creation. Chears to all!
I just about crapped myself on those pics....thought they were the map! No doubt the final product will be hard to tell.
Hey, there's trees like that (redwood?) style trees in WEST COAST, look in there first (if you have not figured) to see what vegetation is already in the game. I am sure you could think of this on your own, but just throwing it out there. The region of WEST COAST and your map are not geographically that far separated so a lot of species of plant will be the same. I hope this translates well for you. --Best wishes!
I already take a look on west coast.. I take some bushes well done by Mitch, but I don't like his conifer library. I will create my own library and I have my own technic for I.0D imposter render. With this technic I can have a various colors render and very far visual of vegetation like 10 km distance for example.(and it's the same optimisation for fps). But the objet creation is more fastidious. I probably show some screens in few days, I'm working on
Hello! There are some progress on the treepines creation... You can compare the last version and the new version of trees.. older version new version And here , it's just a try to test the distant render, not the final coverage...