@Mythran Thanks, I cant remember if I replied to you or not, its been a while since i've been active here. And no, its actualy the Unreals own landscape system, I just masked out the edges a bit, otherwise its a really standard landscape.
It all depends if you are actually using a Terrain or a Landscape. Terrains can be exported as .T3Ds and Landscapes come out at .RAW and .R16. Zbrush doesn't have native support for either so you may have to find a converter or using something like World Machine.
You could generate a normal map from the Heightmap from WM but i would take advantage of the landscape system and create a material for it, it would look better. This is a nice guide with a lot of tricks for landscape, it's super useful http://udn.epicgames.com/Three/TerrainAdvancedTextures.html
Really wanted to do a full breakdown for one of my landscapes but I'm currently becoming one with the pavement. I should be able to do a breakdown for the next landscape as I'm getting finished with a lot of stuff in a week or two! o:) And the background meshes. (Without and with).
Thanks guys. More pics here, mostly people but some landscapes here and there. http://www.ericchadwick.com/galleries/thumbnails.php?album=16 Now I know why there are so many landscape/wildlife artists out there, amazing vistas everywhere you turn.
@poopipe the motivation was a landscape material, where there is a bunch of layers and I use some mask for variation in each layer. I think that I have used material functions as much as I can, but there still is a need for like 10+ unique parameters, seen here: Renaming ten parameters in blueprint graph isn't a huge deal,…
Roads sometimes have specific toolsets for them in the game editor. Unreal uses Landscape Splines for this. https://docs.unrealengine.com/latest/INT/Engine/Landscape/Editing/Splines/index.html Do you have any image references for the kind of road you want to build?
no, the one you want is the paintbrush in the landscape tab(the tab with hills on at top of that image). you will need to have your landscape material set up correctly with a blend layer with multiple inputs. I skipped through the video pmiller001 linked and it seems to explain the basic process very well
Melviso - Terrains are old in UDK standards, if you are going to use something to the same effect you want to go with Landscapes. On the same note, you will want to go with landscapes over meshes, they give you a lot more flexibility and stability, especially if you are doing something that is very expansive.
It has Begun! @Caldria, Much thanks for the feedback. This is a UDK learning experience for Owl and myself. I agree about the ground being flat. We have to get some terrain or landscape in there soon. Our hangup is trying to figure out height map blending on the udk landscape.