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Bringing Landscapes to Life - Texturing Terrain in Empires and Embers

Feb 20, 2024

map texturesprocedural generation
Image for Map with different meshes and materials based on elevation and moisture

Greetings, strategists!

In previous blogs, I delved into the generation of terrain in Empires and Embers, covering features like elevation and biome placement. But an untextured map, while functional, lacks the immersive visual punch players crave. Today, let's discuss how I'm applying textures to breathe life into these generated worlds!

A Dynamic Approach - Leveraging Elevation and Moisture

My method goes beyond basic 'biome = texture' swapping. In Empires and Embers, I want landscapes to tell a story – weather-beaten peaks hinting at harsh conditions, or lush valleys where resources are likely abundant. That's why I've developed a texturing system driven by two core factors:

The Workflow and Tools

Here's a behind-the-scenes peek at my current setup:

  1. Data as a Guide: Each hexagon tile stores its elevation and a rough 'moisture' value generated alongside the base terrain. This data directly informs my texturing approach.
  2. Texture Library: I'm building up a collection of textures - rocks, different soil types, grasses, etc. Careful choices here add variety for specific elevation/moisture ranges.
  3. Blending is Key: Using Unity's shader tools, I aim to blend between textures where zones meet. This means avoiding harsh lines, letting the landscape feel gradual and natural.

Early Results and Challenges

While still in the development stage, early screenshots already show promise! However, challenges emerge:

Future Refinements

This technique opens up many gameplay possibilities in the long run:

Your Contributions Welcome!

What kind of texture details are important to you for landscape immersion? Would you enjoy seeing in-progress screenshots of this system evolving? Let me know below!