Landscape Materials (2k)
My (presumably growing, albeit slowly) set of landscape materials. I'm building these for use in a UE5 Landscape material, but they should be good for, you know, whatever!
I'm guessing many of these will be up-rezzed versions of other assets on the site, since most of why I made this collection was as a central spot for any sharealike shares. As such, I guess I should explain the process, since we're in a messed up world of AI stuff (no, these aren't AI up-scales, and those tend to be bleh anyways):
Generally I start by copy-pasting the texture side-to-side until it fills the target resolution, then go to work with the patch/healing/whatever-your-tool-calls-it brush to shift details around and break up tilings. Then usually you hit the limits of the lower resolution detail and want bigger details, at which point you pull in a scaled-up version of the original texture. I just grow the canvas and throw it to the side. Then I fix that scaled-up texture as best I can for making it not look totally jaggy, then keep going with the patch brush, just now transfering details over from the scaled up chunk. The patch brush works by kinda munging the data around anyways, so you can get away with a crappier up-rezzed source here than you'd expect.
For the roughness and height, you generally take the above and shove it to B&W and then play a lot with levels and cutoffs and adjustments until it does what you want.
(then you just generate a normal map from the heightmap, but won't be doing that here cus my current aesthetic doesn't really want for normal maps)
EDIT: Oh, bonus detail - when it comes to making the result tile, you'll also want to use the Offset / Affine Transform / whatever it's called to loop your texture around 50% in both directions. Basically put the edges in the center. Even if you started with a tiling texture, and the result will technically tile after you work it over, a lack of detailing along the edges will still look like seaming. So basically do the same process to noise up the edges too, then affine/offset it back 50% again to make sure you didn't add any extra edges while you were doing that, then you're probably done!
OpenGameArt.org can automatically generate a single credits file for all of the art in this collection. Please note that, while we tried our best, this file is in no way guaranteed to be accurate, and properly attributing the work you distribute with your project remains your responsibility. You'll want to load up this file in a text editor, check to make sure everything looks good (and that any special attribution instructions are followed), and then delete the notice at the top of the file, as the notice is designed to make you look very silly if you don't check over the file and remove it.