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pixelated, jaggy edges where terrain meets walls of castle

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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?

Replies

  • Axi5
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    Axi5 interpolator
    When you do Zbrush's boolean you should be given an extra polygroup.

    In the Zremesher settings click "Keep Groups" and turn the Smoothing Factor up pretty high. Make sure Adaptive is off. Set your target polycount way lower than you already have it, it's way to high for game topology on a small piece!

    I'd also hide the inner polygroup and delete it then, you could also do this step before Zremeshing.
  • kevin_blake
    That was exactly the solution. Yes, definitely will lower the polycount for the game engine. Thanks Axi5!
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