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Neither the Terrain or Landscape is giving me the results I want

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    Neither the Terrain or Landscape is giving me the results I want

    Actually, I am having a bit of a problem understanding what the Landscape and Terrain tool is good for. At first, I thought these tools where generally used to deform height data and you adjust it to fit with your buildings and other obstacles. However, I am having such a hard time trying to deform a terrian or landscape that blends between a building and its parking lot. Basically, the building sits on a hill and I have the hill as part of the landscape. At the end of the hill and where the parking lot starts, is a curb, and that is where I am having such a hard time blending due to the parking lot's curves and bends etc. I have read somewhere on this forum where someone had asked almost the same question, but it was about trying to accomplish the same thing with organic flower beds. It was suggested that it might be better to model it in a 3d modeling package and export it as a static mesh. So if this is the case and since many 3d modeling packages handles terrain deformation, I am wondering if I really need UDK's Landscape tool at all? Should I develop my chunk of a scene in 3ds Max and export the pieces as static meshes instead?

    #2
    1. Make the Landscape in UDK.
    2. Hollow out part of the landscape if necessary...
    3. Blend / Fill in the 'tricky' area using static meshes.

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      #3
      Hey frankit, I always love the fact that you try to help out every time. It seems like you are the only one that tries.

      So, basically what you are saying is, just make the building, the hills which the building sits on top of, the pavements, and the parking lot as static meshes and the outer perimeter is what gets blended into the landscape? If so, that would work also. Now if I could only use the **** 3ds Max's Viewport Canvas tool to paint on UV Channel 2, that would be great, but it looks like for now, I will have try another method.

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        #4
        I think this is what frankit intended with the "blend/fill in tricky areas":

        1. Make the hill and the pavement in landscape in UDK. Don't worry about the transition area.
        2. Make a straight section of curb in Blender. Make a curved section of curb in Blender. Import them as static meshes into UDK.
        3. Place the curved and straight curb sections wherever you need them to cover up the rough transition.

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          #5
          Nathaniel3W nailed it!

          @bntheman
          Your words are far too kind. Without UDK's old guard to help, we'd all be lost...

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