TO keep this simple instead of replying twice to different people:
Darth said to use a heightmap instead, which is precisely what I imported…a 16bit heightmap I made elsewhere having ( not world machine, a 3d modeler I used to then render a heightmap and create a 16bit one in PS > raw file.
That’s fine, but what dark is talking about isn’t crystal clear, as I have no idea what he meant by, break it up into different textures, using what process ?
If WM thatg’s fine, but there you are only getting procedurally generated worlds, and often those are SO over the top generic as to not work for what Im doing. I need fine grained control, only a ‘modeling’ package can offer ( not just simple objects/splines), which is why I asked if world browser could handle this going across borders and being able to handle painting and ‘sculpting’ ( final touches ?) without incident.
Also you mention world machine and z brush, but don’t give any info on how to achieve desired results, could you therefore elaborate, or point me to a tutorial or such ?
Yes,not a active e zbrush user, atm]
Ty everyone for helping, this ‘newb’ status is a real grunt deal , but I know UE4 can help me achieve goals once I wrap my head around the pertinent framework details.
I"ve already make a test world in WM and exported it seamlessly into chunks, but I’d have no idea on how to do the zbrush/wm combo ,wm does export tiles, so Im n ot sure what you were getting at with zbrush, unless zbrush can import tiled worlds exported from WM where I can then, add the ‘detail’ I want and reexport into tiles into ue4 ?
cheers
nl