I'm beginning to dive into the world of outdoor modeling, and I'm looking into techniques for making landscapes, specifically, texturing them. My current method is to create a few blend maps to get a nice variation going on (sand to grass to rock etc), then bake the texture to the landscape object. I have to bake the texture directly to the object because DBP does not support blend mapping of materials. The problem this creates is the bigger the landscape, the more pixelated the texture becomes. I currently have a not too large landscape baked at 2028x2028 and it looks pretty heinus close up:
Texture baked into landscape (see how pixely it is close up? The player is even closer than that)
Original, pretty blend mapping:
I was considering using the old-fashioned DB matrix method where you make textures for every possible blend type and manually texture your object by hand, but this seems silly to me. That and I'm not really sure how I would go about doing it.
So, for people who hopefully have done this kind of stuff before, what's a good way to create a non pixelated landscape? A baked texture on a large landscape ruins the quality, and I'm not sure how to about individually texturing each section. Any ideas are apprecieated.