Up close, my landscape looked fine. From far away, it looked terrible.
Day 24 taught me why landscape texturing needs extra care.
This post is part of my daily learning journey in game development.
I’m sharing what I learn each day — the basics, the confusion, and the real progress — from the perspective of a beginner.
On Day 24 of my game development journey, I learned how landscape materials and textures work in Unreal Engine.
What I tried / learned today
I downloaded landscape textures from Fab and imported all the required maps:
Base Color, Normal, and Roughness.
I created a new material and set it up specifically for Landscape use. I connected each texture using Texture Sample nodes.
To paint multiple textures, I used Landscape Layer Blend, which lets different textures blend across the terrain.
To control texture size, I used the Texture Coordinate node. Adjusting the tiling values helped reduce visible repetition.
I also tried World Aligned Texture, which maps textures using world space instead of UVs. This helped hide repetition, especially across large areas.
After applying the material to the landscape, I tested painting different layers and checked the result from both near and far views.
What confused me
At first, the textures repeated too much and broke immersion.
I didn’t understand:
- How Texture Coordinate values affect tiling
- The difference between World Aligned Texture and normal texture sampling
- Why the landscape looked fine up close but bad from far away
It felt frustrating because everything looked correct in the material graph.
What worked or finally clicked
I finally understood that tiling is controlled by UV scale.
Lower tiling values make textures appear larger and repeat less.
World Aligned Texture ignores UVs and uses world space instead, which helps a lot for terrain surfaces.
Blending multiple textures also helps hide repetition naturally.
One lesson for beginners
- Landscape materials need more setup than mesh materials
- Always check textures from both near and far views
- World Aligned Texture is useful for large surfaces
- Proper layer naming avoids confusion later
Slow progress — but I’m building a strong foundation.
If you’re also learning game development,
what was the first thing that confused you when you started?
See you in the next post 🎮🚀
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