This terrain is created using professional terrain creation techniques, terrain is created by me (techniques were learnt from tutors, Sam Bowman in this case, but I heavily modified the material as well as some aspects of the height), and the textures are exported from professional texture sources (details in the product info file) . You will also get procedural textures which were made by me after learning about it from tutors, but I will update that a little later. Stay tuned. The main thing to sell here is the mountain 3d model, which is high quality and the final product is very big in size (5km x 5km). Cycles engine is used for rendering
This is a mountain terrain which contains 1 high quality mountain terrain surrounded with plains. You will get 2 high quality 8k 32 bit float textures for the mountain height and scale parameters to be used in the shader displacement. You will also get 1 high quality 8k 32 bit float combined texture to be used with displacement modifier.
Note that most of the shaders etc are linked in the final product. The only object which is not linked is the mountain itself and the shader which goes with it. The land is also displaced using a complex combination of the individual textures, after making the main mountain (for rocks, snow etc) and you will get that setup along with the product. You can change the amount of snow, rocks etc using the shader. Note that the final renders which you see are rendered at 6 subdivision levels (which looked almost as good as level 7), but you can make the jagged edges smooth for instance by just increasing the modifier level to 7 and then rendering. Any issues with close up renders can also be fixed easily by increasing the subdivision level to 7. If you still face issues, you can decrease the multiplication factor of the required displacement texture, which can be easily changed using the node setup. You can also increase the amount of bumpiness for each individual shader. Also note that in some places the UV might seem stretched, that is because the displace modifier is not applied and the 32 bit float 8k texture affects that and also the number of subdivisions. So what I will suggest is apply the displace modifier and then reduce the stretching using the UV editor. This issue will be fixed in my complete mountain product which contains different objects such as grass, foliage, trees, rocks and more. It will be available soon.
Image textures will be downloaded with the zip file. All image textures from cc0textures.com Instructions: Just extract the zip file and go to main folder. All the files are neatly organized in folders and if/when you buy my other similar products, they can be easily integrated. I have removed the textures which were not needed in this particular product but which were part of this collection. There are no duplicate objects etc. You will get a blend file which has a mountain terrain as well as some helper objects if needed linked from various files.
More details below -> Properties of each landscape - Subdivision level - 6 Vertices - 10660225 Edges - 21313920 Faces - 10653696 Triangles - 21307392