Hello,
I am modeling a rock formation that I want to seamlessly flow with the base of some castle walls.
Here is an example from my test,
I modeled the terrain part in Zbrush as a separate piece from the walls.
I used Zbrush's Live Boolean feature to cut it so that the sculpt would not go through the walls of the castle.
I used Zbrush's ZRemesher to generate some topology.
As you can see the edges where it was cut are not that great.
This is how the edges look in Unreal Engine 4 (my target environment) with no UVs, dynamic lighting and the same topology.
Do you think UVs, normal map and textures would help?
How can I improve the edges so they don't look so pixelated/jaggy?
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