I have sculpted a small island based on a fixed size in 3ds max. In other words, I need the same scale as I have created in 3ds max to transfer over to UE4 so my other elements will fit to scale. I get always confused when trying to find landscape information on ue4, so any help on this is much appreciated.
What units are you working with in 3dsmax? Unreal uses centimeters, so something that’s 1km wide would be 100,000cm wide.
Always try to work within some metric multiple of ten in 3d apps(cm, m, km, etc). I know some apps have annoying cameras, when you’re working with something that’s 1km wide, so you can always do it at 1m wide and just know to multiply by 1000 when you import in Unreal.
Thanks for replay, IronicParadox. It’s however not really about the units in max. Well, it is, but it isnt. Its more about how to go about baking a proper heightmap from the sculpted mesh while keeping it to scale. I usually take it into max after a Zbrush sculpt, xform it, check it, and I only stick too cm. Its a fairly small island piece Im want to have imported 1:1. So, in other words, its the proper workflow for baking a heightmap and importing it in UE4 so it stays 1:1 inside UE4. I did use Xnormal, but there’s something I am missing in my understanding since I need the power of 2 bakes in this process.
But, Since this piece I am making is fairly small I think I am just going to sculpt it directly in UE4.