From Ecksdee

Poor man material map creation (or the only way i know to get huge ones)

Contents

What you will need

The advantages over terragen method is that the terain is unlimited in size but an inconvenience is that I didn't find a simple way to take height in consideration.

Creating the noise

First let's create the heightmap, using planet genesis may give better results than gimp solid noise.

planetGenesis
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planetGenesis


Here is the raw resulting file , if you want to manually add features to the map , this is the time to do so. Just paint onto it. If you have trouble imagining what it will look like, go back and forward to the next step and use the normal map preview to get a better idea.

Random generated noise.
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Random generated noise.


Turning the noise into a normal map

Now convert it to rgb, otherwise the normalmapping operation will not be available.

Converting to RGB.
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Converting to RGB.


In the beginning the scale is too small, so you have to change it to match your needs.

Adjusting the scale.
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Adjusting the scale.


Resultant normal map

The resulting normal map:

The normal map result.
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The normal map result.


The normal map result.
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The normal map result.


Creating the material map

Then here comes the trick (it wasn't at all easy to find), the blue component is infact an equivalent to the slope, thus we only need to keep the blue. For some reason that I can't remember it is clamped to 0-128 colors and often is under 70 different colors, thus we need 2 subsequent operations, the normalise operation to have an homogenous amount of colors in the greyscale spectrum and a blur operation to increase the number of colors or else you will see a lot of small steps.

Fixing up the normal map.
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Fixing up the normal map.


Normalizing the normal map.
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Normalizing the normal map.


Normal map as greyscale.
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Normal map as greyscale.


Colouring the materialmap via using indexed

Choose a very low number of colors, you dont want more than 6 or the performance hit is too large.

Converting to indexed.
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Converting to indexed.


Colouring the indexed image by changing the palette.
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Colouring the indexed image by changing the palette.


I changed the default set of greyscale colours to something a bit more flashy.

Result

First variant.
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First variant.
Second alternative variant.
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Second alternative variant.

And here is the resulting material map, the second posterised before converting to indexed without dithering. You can see it has a different look, this is for you to experiment with ingame, however you prefer it

As this is the resulting material map, if you want to add lets say a road on the montain side , this is a good time to paint it in. if you have trouble imagining the end result then load this map as a layer of the rgb heightscale map, convert the heightscale map to a normal map, and in the preview window you can choose which diffuse texture to apply to the 3d preview of the normal map.