I worked on the DCS: Afghanistan map as part of the Eagle Dynamics team. One of my main tasks was to create a realistic landscape -from normal maps covering the entire area to texturing the land, roads, rivers, fields, cities, and villages.
For texturing, I created materials (sand, grass, asphalt, and other surfaces) using Substance Designer.
One of the major challenges was making global normal maps that cover vast areas. These maps helped combine local details with the overall terrain structure, forming a unified and balanced world.
This work involved precise tuning of procedural generation in Gaea 2, automating workflows with Python, and analyzing multiple datasets in QGIS (chronostratigraphy, temperature, precipitation, slopes, elevations, and more) to zone the terrain into regions with varying structure and detail levels for optimal performance.
The result was a complete texturing system where local materials and global normal maps work together to create a lively, realistic, and detailed landscape. This allows players to enjoy stunning views of the mountains, deserts, and valleys of Afghanistan while fully immersing themselves in the flying experience.
Video made by me to show work from different edges
Official trailer of DCS: Afganistan
and some more for DCS: Iraq