I know that unreal has the terrain editor, but it is not the right one for my project type. I am doing a private remaster of the Indian game jones and emperor’s tomb, some elements like rocks like rocks I use the zbrush to create, but in certain parts I need to do a different relief including up to caves, I think of doing the terrain in several parts, then What is the best way to do it?
Any form of decent wall detail will have to be done with static meshes. You can’t use landscape tools for that really because they can only move points up and down. A great example of what you’re probably looking for is Skyrim. You can get the editor for it and take a look around at the assets/levels. Look at all of the different sorts of shapes they use to make their indoor cave levels. That should help get you moving in the right direction. You’d be surprised how 90% of a cave level is just the same two or three wall segments duplicated around and rotated/mirrored/etc.
Yes I have noticed this in many games like the witcher 3 that I love so much, but the question is not this (I’m even going to use duplicate assets on several levels), the issue is unique pieces of relief that deserve special details, the way I thought it would be Make the whole terrain joystick with several pieces of static meshes, and the areas that are going to be just background decoration to fill the scene with the same terrain editopr.
But the question is, how to do in 3d programs, I think of creating a simple mesh in due format and soften the mesh in Maya and then add the details in zbruhs.
PS: If the text seems strange, it’s the google translator’s fault.