In the game project me and my team are working on, we made our own terrain solution which uses heightmaps to set each individual vertex, for example a terrain with 512*512(actually its 513 but for simplicity i will use 512).Then we use a 512*512 heightmap and use the y values for height(x and z represent the verts in our…
Precise terrain is hard... The closest I've come to this is painting a high bit depth displacement texture in Photoshop and Mudbox. The texture needs to be a high bit depth to avoid stair stepping artifacts. I ended up working from large forms down to smaller details. All the while testing the displacement texture on the…