Okay, I see. I’d appreciate if you could point me to any good guides or literature on doing it this way, all I can seem to find are the typical tutorials on using landscape editor, auto-materials etc. The gist of my planned workflow would be something like this,
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Create terrain heightmap and splatmaps in Gaea
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Further refine and split into tiles in Houdini or Blender (For a roughly 60 km² map, what would be the recommended size of my tiles? And roughly what kind of polycount would I be limiting myself to for each tile?)
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Texture in substance painter? (Not exactly sure on the best software or techniques for this, )
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Create the collisions (Heightmap collision or triangle?)
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Import to UE5 and setup HLODS, LODS, world composition, streaming for the tiles etc. (Would world partition still not be suitable to use even with static mesh terrain?)
Does this seem like a good practice way of doing it? Is there anything I’m missing or wrong about?