Hello guys,
So I try to make this as brief as possible. I am trying to make a terrain for a MOBA style game, and have made a prototype in 3ds Max
I am a total newbie to the whole level design area so please try to explain " to a newbie"
Picture on the entire terrain here:

When imported to UDK it's about 33000 tris.
I need some advice regarding polygon levels, Collision solution and some good way for creating the material to it.
I know that there is a landscape feature in UDK that lets you to simply paint directly on the terrain and so forth but I heard that a static mesh landscape imported would have faster rending possibilites.
Should I use a static mesh for the landscape or do you think that I should make a heightmap from it and use the Landscape feature in UDK instead?
So if I use the static mesh, do you think that I can make the collision from the geometry itself without slowing the game down?
I'm very thankful for all the advice I can get. cheers
So I try to make this as brief as possible. I am trying to make a terrain for a MOBA style game, and have made a prototype in 3ds Max
I am a total newbie to the whole level design area so please try to explain " to a newbie"

Picture on the entire terrain here:

When imported to UDK it's about 33000 tris.
I need some advice regarding polygon levels, Collision solution and some good way for creating the material to it.
I know that there is a landscape feature in UDK that lets you to simply paint directly on the terrain and so forth but I heard that a static mesh landscape imported would have faster rending possibilites.
Should I use a static mesh for the landscape or do you think that I should make a heightmap from it and use the Landscape feature in UDK instead?
So if I use the static mesh, do you think that I can make the collision from the geometry itself without slowing the game down?
I'm very thankful for all the advice I can get. cheers
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