Texturing
Landscapes
Note
here, that the texture map this example produces will
also be in the size 750x750 pixels. For higher detail,
increase the map-size. You can with the use of layers
also see how your map corresponds to the actual landscape.
Just turn down the transparency in the layer control,
and you will see what's in the next layer. You can
use a soft brush to do the general painting and most
of the details, but you should also use a harder brush.
To get a more grainy look, you can use noise. Other
enhancing effects are for instance adding relief with
KPT Convolver. Here is the painted map (a small version
of it):

Here is the texture. This
one is very low on detalis, and the colours could
be different. But it will do for this example.
Now
you have the texture as well as the heightmap. It's
time to start 3D Studio MAX. Now go through the steps
as shown in the landscape tutorial if you don't know
how to do it. If you do, you can go on with the next
step, which is applying the texture to the landscape.
We asume you know how to make a material, so we'll
leave that to you. Just load the texture you painted
into the diffuse slot. Also, you can add bump and
things like that, but we won't do that here. After
you have made the landscape and the material, apply
the material to your landscape, and add a planar map
to it. This map should be aligned so it fits to the
alignment of the displace map. Here is the landscape
seen through the Perspective
viewport with the map visible:

And there you have it. The map and the landscape in
this tutorial might not be the most professional or
well made, but it illustrates a method of texturing
a landscape. If you want more detail to the landscape,
you can increase the map-size, and paint more accurate
details. This is of course not the only way to make
textures for landscapes, but it's a quick and easy
way if you have Photoshop and MAX. With more work
on both the landscape and the map, this could turn
out pretty good. Now we would only have to add some
water in there, and render the thing. Good luck!
Previous
Page