It is a brave Trainzer who invites criticism.
I like the atmospheric good weather fog effect you have achieved, nicely fading into the distance.
Here are a few ideas on landscaping which I hope might be helpful. Apologies if you know all this already, but others might find it useful
First post.
Shot 1.
Put some “shadows” under the trees. A different texture, like a dark forest green, will do. Short bursts, on minimum radius, here and there under the trunks will transform them by anchoring them to the ground. Right now, they look as if they are floating because the eye has no visual reference as to where the ground is.
Shot 2.
The grey coloured cliff (I assume that’s what it is) could do with a bit of texture work. At present it is all one colour/texture and looks as if it’s set at the same radius and rotation setting. Hence the repetitive pattern. Try blending a second similar texture, and vary the radius and rotation setting of each. Apply randomly in short bursts.
Shots 5 & 6.
The water looks a bit too transparent. There aren’t many places in the world where you have that level of clear visibility to that depth. You could make the water shallower and paint darker texture, perhaps more than one, on the river/lake/seabed.
Shots 6 – grass.
This appears to have been painted in a single texture, with the rotation tool spinning. You perhaps need some visual variety by breaking it up a bit. The shot has around 25% of the image showing the same colour. The addition of a couple of extras could help. First, in addition to the “spun” texture, stop the rotation and give a quick dab of texture set on small radius, wherever it stops. That will blend a slightly more detailed texture than the spinning version of the same one. Repeat so that the rotation arrow stops at a different angle and splash another “non-spinning” very quick burst somewhere else. Repeat, with the scale changed. You can get some good effects that way and still only use one texture. It’s subtle, but often not enough on its own.
A second texture, applied sparingly could transform the bank. Try a different, more mottled texture and blend a bit in, just here and there, on the slopes. The one called “Oz dirt” works particularly well with the grass colour you are using and gives a more eroded look.
Shots with steep slopes.
Steep slopes and textures can be disappointing. There is a point at which a slope will distort the texture by stretching it out so far it loses its identity. A bit like stretching a plastic bag with an image printed on it.
Try adjusting bits of the slope in Topology using the Adjust height setting. Set Radius and sensitivity to minimum and pull bits of your slope in different directions. You’ll see changes to the realism of the texture. There is a point at which the angle of the terrain will look good, rather than appear like running paint.
Often, a very small adjustment can make a huge difference. When you have mastered the technique you can vary the radius and sensitivity to suit your needs.
Try it in wireframe occasionally where you will see that the point at which you do the “pulling” or “pushing” of the terrain will be very much effected by where you grab it. For example, if you grab it at a grid intersection, you will form a pyramid shape (on minimum radius) from 4 grid squares. Grab at the centre of a grid line and this will push/pull and deform 6 grid squares. Go back to normal view frequently to check the visual effect. After a while you can become accustomed to how this distortion method is behaving in normal view and can adjust the cursor position as you work.
Time for a beer I think.
Cheers
Casper