If you have a good landscape editor tool (such as terresculpt), making large maps is easy:
- Play around in the editor, generate a nice heightmap
- Create a small plane, subdivide it, use a displace modifier
- Split it up into smaller chunks to give the rasterizer a break when something’s behind you
That’s easy, takes five minutes, and you end up with:
Ocean Water is also easy, just apply a material I made a little while back that involves some bump maps, animated gumph and so on. You can see it at this link
But how can I texture the land to a reasonable degree?
It doesn’t have to be perfectly realistic as it’s just for a racing game on the water. Because of the structure of the land, it also can’t be pre-baked or require any object/mesh specific data (ie not vertex colours). Vertex colors are the method I’ve generally used in the past, but as each chunk of land uses the same mesh, just displaced differently, I’m unsure how to proceed.
Here’s a blend to play with:
island.blend (916 KB)
Simply by using a horizontal color band in the node editor I can create:
Which is OK, but anyone can see the plain horizontal lines. How can I break these up?