Blender has a really nice built-in plugin that can create really nice landscapes procedurally. For this reason I am making a “draft” of my landscape in Blender and touching it up in Unreal Engine. I have been able to bake a heightmap in Blender, but importing that as a landscape doesn’t work as expected in Unreal Engine. Here is a comparison of what I’m getting in Unreal Engine vs. a mesh in Blender that is made using the same heightmap.
&stc=1 &stc=1The mountain parts of the landscape are fine - proper height, proper proportions, etc. However, look at the “valleys” - in Blender, these are fairly flat (which is how they also are in the original mesh that I baked from), whereas in Unreal they are very steep and deep. This is evident in the first image how the Blender mesh is more shallow overall, especially from the origin-down, but the mountainous regions - i.e. origin-up - are nearly identical in both Blender and Unreal.
The Blender mesh has no special parameters or extra stuff added so that these valleys should be flat. I’m wondering what is causing this in Unreal, and what my solutions are, more specifically if there are any other than manually sculpting shallower valleys in Unreal or editing the image in Photoshop. Perhaps it is with my import settings, seen below?
&stc=1
Any ideas?
[Also, if anyone knows how I can get rid of the edges of the landscape being clamped and stretch out as they are - the image is a proper 2048x2048…]