Hey guys, is there a way or some plugin-involved solution to address this kind of stretched UVs on the heightmap? Folks on discord suggested to avoid such almost 90 degree angles always smoothing out those steep areas so that they have some slope angles but what if I really need that steepness on my canyon walls? Maybe there is some triplanar approach to this?
For the landacape specidixally there is a retopologize tool that helps a wee bit with that.
What you really should do however is use meshes for cliffs rather than the landacape.
Anything fully vertical or overhung requires it’s own mesh.
You can export the landacape out to a mesh, load it in a dcc, cut the cliff area out, do it’s UVs proper, and pop it back into the engine as a staric mesh, for instance.
Save that kind of work for when you have finished sculpting the landscape - and save out a heightmap to keep in a safe place so you can always revert to where the cliff you import works…
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Thanks a lot!
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