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.
![Image: https://us.v-cdn.net/5021068/uploads/editor/k2/7nr14p4xqdkk.jpg](https://us.v-cdn.net/5021068/uploads/editor/k2/7nr14p4xqdkk.jpg)
I used Zbrush's Live Boolean feature to cut it so that the sculpt would not go through the walls of the castle.
![Image: https://us.v-cdn.net/5021068/uploads/editor/mg/41un8gd35cbq.jpg](https://us.v-cdn.net/5021068/uploads/editor/mg/41un8gd35cbq.jpg)
I used Zbrush's ZRemesher to generate some topology.
As you can see the edges where it was cut are not that great.
![Image: https://us.v-cdn.net/5021068/uploads/editor/0f/uok959rgxsm4.jpg](https://us.v-cdn.net/5021068/uploads/editor/0f/uok959rgxsm4.jpg)
This is how the edges look in Unreal Engine 4 (my target environment) with no UVs, dynamic lighting and the same topology.
![Image: https://us.v-cdn.net/5021068/uploads/editor/6j/dxjozkn2p1ev.jpg](https://us.v-cdn.net/5021068/uploads/editor/6j/dxjozkn2p1ev.jpg)
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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