markkieboy, when you add an Erosion node in World Machine, it has four outputs... height, flow, wear, deposition. Only beef I have is some of the erosion comes out too linear, have to muck it up a bit in Photoshop.
Not every engine comes with it's own editor. And not every team can develop their own tools & applications. He was looking for a way to generate terrain without engine-specific tools. Vig and others have posted great info in here though, which should help oneup a lot.
What MoP said, World Machine is great. If you need control over the shape of the landscape you can create a rough heighmap in whatever program you're comfortable with, bring it in to WM and slap some corrosion/weathering on it. I've gotten some great results with very little effort. The maps coming out of it are great for…
Eric: Mostly the "linear" look comes from using the "geological time enhancememt" or whatever it's called, I usually try to do several erosion passes at different resolutions to get some good variation going on. I have another erosion filter besides the main one, it's very good but I have no idea where it came from, it's…
Vig: You're right, in the case of the UnrealEd version that ships with UT2004, you can only raise and lower verts. However, I believe they have some funky system in the UT2007 version / UE3 that allows some kind of sideways displacement. You can use matinee to create a flythrough camera view that will play in the editor.…
[ QUOTE ] ...I dont care about engine specific stuff... [/ QUOTE ]You should be really as that informs the decision you'll make as to what tools you use, assuming you're talking about 'modding' rather than employment; the latter you don't need to worry about in the context of your original question. Most games that come…
Displacement maps are nice but can be expensive (polywise) because you can use it as just a height map OR you can select a few faces and displace horizontally. You really have to be careful with displacement maps to get good results in some areas you sometimes need a bunch of polys. /me climbs on soap box (feel free to…
I'm a enviromental artist and I use max8. Here is a brief run down of my workflow. Most of my enviroments end up being large outdoor places. We do pre-rendered work but I always keep my scene low poly since it effects my render times. If you are new to max then I would say stick with the off the shelf packages they have…