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Post by coggin66 on May 7, 2018 0:30:52 GMT -5
Does anyone have any tips on getting good looking beaches, especially the transition into the sea? I'm currently in Tropical. I've tried the following: - getting a really low gradient into the water. The water side looks ok but this only leaves a very thin beach line before the natural rough kicks in; - using a bunker. This solves the width issue but gives a thick natural terrain "transition" line along the shore edge - using a bunker and burying a water layer below the natural water layer. This gets a nice water on sand look but just moves the ugly transition edge into the water where water layer stops. Plus these water layers are square so the edge then looks unnatural. Two courses that have done beaches and the transition to the sea really well recently are Chief Lomu's Treasure by Energ1ser and Copavista by B.Smooth13. Any tips guys? If anyone has streamed doing any of this please also let me know.
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Post by Energ1ser on May 7, 2018 2:00:18 GMT -5
I did mine using a bunker and laying water under the natural water. My tips would be:
- Make your bunker roughly twice as far into the ocean as you actually want the end result look. - Make sure your beach/bunker is not too flat. Make sure it slopes at least a little towards the ocean. - Don't bury the water layer too low. (not entirely sure how important this is, guess it depends how far you extend your bunker into the ocean to start with) - To fix the square edge look I took the round fuzzy brush and raised (or lowered depending) by an inch at a time to achieve a wavy water line. This takes a bit of trial and error to get the feel of how much to raise/lower but you should be fine. - Once I had it looking how I wanted I then went and lowered out in the ocean to give it what I deemed an appropriate drop off.
On Chief Lomu's Treasure the best examples are on holes 3 and 5 which is handy as you don't have to play much golf to check them out if you wish.
It would be interesting to know if Justin's method differs to mine by much if any at all as it took me 3-4hrs of experimenting to come up with this.
Disclaimer: I may or may not have missed an important step as it was at least four months ago when I last attempted one.
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Deleted
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Post by Deleted on May 7, 2018 2:17:14 GMT -5
Theres quite a few beaches in Madagascar im pretty sure....
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Post by coggin66 on May 7, 2018 7:08:09 GMT -5
Theres quite a few beaches in Madagascar im pretty sure.... I gave this a play (see your thread for more feedback). The beaches look good but you do have the texture issue on the shoreline that I'm trying to avoid.
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Post by welikeitroughnc on May 7, 2018 7:21:12 GMT -5
I lay my bunkers along the shore and lay water underneath the existing water line. The Heather course @lantana Bay is one I’ve done this on check out holes 4-7 to see how it looks.
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Post by scampi00 on May 7, 2018 7:25:55 GMT -5
I did mine using a bunker and laying water under the natural water. My tips would be: - Make your bunker roughly twice as far into the ocean as you actually want the end result look. - Make sure your beach/bunker is not too flat. Make sure it slopes at least a little towards the ocean. - Don't bury the water layer too low. (not entirely sure how important this is, guess it depends how far you extend your bunker into the ocean to start with) - To fix the square edge look I took the round fuzzy brush and raised (or lowered depending) by an inch at a time to achieve a wavy water line. This takes a bit of trial and error to get the feel of how much to raise/lower but you should be fine. - Once I had it looking how I wanted I then went and lowered out in the ocean to give it what I deemed an appropriate drop off. On Chief Lomu's Treasure the best examples are on holes 3 and 5 which is handy as you don't have to play much golf to check them out if you wish. It would be interesting to know if Justin's method differs to mine by much if any at all as it took me 3-4hrs of experimenting to come up with this. Disclaimer: I may or may not have missed an important step as it was at least four months ago when I last attempted one. Thought this guy's beach on the 9 hole version he just released was one of the more realistic Ive seen so far in the game.
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Post by B.Smooth13 on May 7, 2018 8:12:30 GMT -5
This is a tough thing to try to explain in type without showing, but my process was a lot of trial and error with minor, minor tweaks in raising/lowering small bits of the edges by inches at a time. I'll take a swing at stepping it out, but like I said, really tough to explain perfectly without showing. - I start with flat plots, which will probably help control the variation in terrain that you want underwater. So, after flattening, I raised the land-side edge of the beach to create a natural downhill gradient into the water. - Then plop down your sand, but do so with plenty of space toward the edge of the plot to taper off your elevation into the surrounding water. - Take one of the soft brushes and lower the beach to get the natural waterline as far up the sand as you want. - Advance edit a water plane along the area you want to see underwater. For me, this was a lot of trial-and-error figuring out how low to put the water plane. Basically, the further below the natural waterline you go, the more you see underwater. I usually try to keep it as close to the natural waterline as possible, but low enough to see down into the water as I wanted. [* It occurs to me now that doing the water plane before messing with lowering terrain may be easier, because you'll see exactly what happens when you lower terrain below the extra water plane you've added in. Not positive on that, but I can see how it may be easier that way.]
- Once you have the sand in place, the water line up to the points on the beach you want, and can see sand underneath the water, go to sculpt -> flatten and take the "mystery" brush (oval-ish, think it's 3-down on the left side of page 1). Then start going along your beach and making minor tweaks - either to show sand underneath the water in areas that currently look like they are below the added water plane by slightly raising those spots, or to blend in the outer edges of the beach with the "ocean" by slightly lowering. This is the hardest part to try to explain in text, because it's a lot of figuring out how to manipulate the tools to get the exact look you want. I think the bottom-line thing you have to get an understanding for is the interaction between what the plot shows and what it hides in relation to the extra water plane you add. Any point on the plot that is above the added water plane, but still below the natural water line, will show whatever it is that you've placed (or haven't). If you know you've placed sand in an area below the natural waterline, but it still looks like the auto-gen terrain that appears when you normally lower land into the water, that means the area your looking at is below BOTH the natural and the added water planes. To fix that, you simply have to tweak little-by-little (in height/elevation change) with that area to get it's elevation between the two water planes. For example, here's one of the first screenshots I took of Copa: The red area is auto-gen terrain in an area that I placed sand, but don't see it. So that means that this area is below both water planes. If you wanted to see sand in that area, raise it up enough that it's still below the natural (visible) waterline, but enough that it is only barely below it. Then take that point and slowly taper it down towards the edges of the coast until it eventually drops back off into this auto-gen underwater terrain - again, meaning it's now below both water planes. That said, the edges of your square plot will have to be far enough underwater that it doesn't show the squared-off plot edge, which is why you need to leave yourself plenty of room to manipulate the terrain and create a not-so-obvious artificial square. I think the best way I found to make the edge of the plot more "natural" was to have the edge of my coast pretty far into the plot, leaving plenty of room on the outside to form a more natural transition into the outer water since I wasn't constrained by a lack of room to do so. It still didn't end up perfect, mostly because I don't think the game allows it, but I was pleased with how it came out. You can kind of tell in the picture above how far off of the outer edge of the plot I built the beach by looking at the top-right and seeing the squared-edge of that corner (this was early days, changed how that looks in this picture significantly, as you can tell when you play the final version of the course). I'm honestly not sure how much this will help, it's just hard to explain without being able to show. But I do believe that figuring out how to manipulate the water planes, figuring out what changes in elevation do what with respect to the water planes, and keeping in mind that it'll never be perfect, are important. Number 2 at Copa, for example, is much closer to the edge of the plot than I would have liked, in hindsight. When I built the hole, I hadn't quite figured out everything with creating the natural transition into the water, so I had to spend a ton of time fiddling with the surrounding sand and elevation to try to get it to look as good as I could. Since this is so complicated to explain, if there's a genuine interest from folks to see how I did it, I can try to do a stream or quick video or something showing how I created the beach at Copa. I'm not the sole expert on it by any means (or an expert at all, really lol), but think I have a good grasp of the variables at play after messing around with it as much as I did, so if that's something people think would be helpful let me know. Hope this kind of, sort of, somehow helps! lol
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Beaches
May 7, 2018 9:38:18 GMT -5
via mobile
Post by Deleted on May 7, 2018 9:38:18 GMT -5
Theres quite a few beaches in Madagascar im pretty sure.... I gave this a play (see your thread for more feedback). The beaches look good but you do have the texture issue on the shoreline that I'm trying to avoid. yeah that texture issue I tried to get rid of so many ways. Even asked Eric he wasn’t quite sure either.
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Post by B.Smooth13 on May 8, 2018 9:14:34 GMT -5
I gave this a play (see your thread for more feedback). The beaches look good but you do have the texture issue on the shoreline that I'm trying to avoid. yeah that texture issue I tried to get rid of so many ways. Even asked Eric he wasn’t quite sure either. By "texture issue," are you referring to when the auto-gen underwater terrain is too visible? Or am I missing some other issue?
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Beaches
May 8, 2018 16:34:18 GMT -5
via mobile
Post by coggin66 on May 8, 2018 16:34:18 GMT -5
By texture issue I'm referring to the darker natural terrain edge it puts in on the shoreline without using second water levels.
Having inspected the above courses I see you have moved that edge to under the water so it is still there but a lot less visible than I've been getting.
I think part of that is using a bunker texture that is much closer to the natural edge. When I changed the bunker texture on mine it blended much better but I'm still not getting as good as result as yours.
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Post by B.Smooth13 on May 9, 2018 7:26:54 GMT -5
By texture issue I'm referring to the darker natural terrain edge it puts in on the shoreline without using second water levels. Having inspected the above courses I see you have moved that edge to under the water so it is still there but a lot less visible than I've been getting. I think part of that is using a bunker texture that is much closer to the natural edge. When I changed the bunker texture on mine it blended much better but I'm still not getting as good as result as yours. You're spot in a couple of ways. Firstly, the "moved the edge to under the water" bit was what I was trying to explain earlier by saying you should give yourself plenty of room to work with (not close to the edge of the plot), just explained it kind of poorly lol. Also you've just reminded me of something I completely forgot. For the longest time, I had white sand but it looked really odd when it ran up against the natural terrain. I figured I'd try the opposite - a darker, browner hue - and it immediately looked 100x better, more natural, less obvious to the eye that there was another edge of terrain underneath the water.
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Beaches
May 11, 2018 13:07:41 GMT -5
Post by Violinguy69 on May 11, 2018 13:07:41 GMT -5
I need to try that procedure. I've got a couple of courses with beach, but in those cases, I've tried to match the bunker color with the terrain color and, IMHO, got pretty close. It doestn't look terrible, but the image above looks 100% better.
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Post by B.Smooth13 on May 19, 2018 13:07:05 GMT -5
Going to do a stream on this in a bit, will post the archived video afterwards if you aren't able to tune in live.
Edit: (hope that works)
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Beaches
May 19, 2018 21:55:37 GMT -5
Post by jacobkessler on May 19, 2018 21:55:37 GMT -5
Make sure to back it up to YouTube- streams disappear after a certain amount of time. Thanks for the stream, though!
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Post by pablo on May 20, 2018 1:08:31 GMT -5
Yep, found that really useful Justin Thanks a lot
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