|
Post by jacobkessler on Jul 6, 2019 15:45:29 GMT -5
I’m looking for some basic tips on how to make good-looking waste areas on my new delta course. I’ve been using reebdoog's advanced edit technique for my bunkers, which I’ve really liked the result of, but I’ve had issues creating waste areas like you’d see in Kiawah Island or the Streamsong courses. I have beaches lining the coastlines of this course, but my idea for this is to have sandy, grassy areas more inland covered with trees.
Would you suggest using splines or brushes, and how would you go about sculpting it so it looks wild and unmaintained? All answers are appreciated!
|
|
|
Post by welikeitroughnc on Jul 6, 2019 20:27:11 GMT -5
I would assume small circle brushes with several different textures, for the sake of ease I’d suggest sculpting the land first and get it looking like you want before adding bunkers. Add in wild grasses in clumps and spread them randomly... just off the top of my head I may be completely wrong here
|
|
|
Post by gamesdecent on Jul 6, 2019 21:02:31 GMT -5
So if you're talking about a sandy/grassy area to accomplish this look: I would say theme matters heavily. You'll need a grass with a high draw distance. I would suggest sculpting bunkers as normal closer to the fairways and greens, but then taking the smallest size circle brush possible and "scribbling" over the area further out that you want to make sandy/grassy "waste" area. What it will look like from overhead is something like this: And then when you zoom in and see the grass planted over top of it, it will look like this: The point being - you always want the viewer to see a mix of sand and grass texture no matter how far away they are, but the closer they get, the more detailed it appears.
|
|