Mesht to landscape

i need very precise cuts on landscape to put my building on. it is immpossible to do with ue4 landscape sculpt tools. i tried landscape hole material but its soooo rough and not working also. there is no way to import my landscape mesh from maya and turn it to landscape? what should i do?

A ‘Landscape’ is a specialized asset. It’s not possible to set individual polygons (as such).

Depending on your setup, I think you’d want to do make a ‘base landscape’ in UE, and do ‘special chunks’ in Blender / Max / Maya, and add those to / on top of the landscape.

Example: Download the Vehiche Game demo from the Launcher / Library and see how some parts are ‘Landscape’ while others are ‘StaticMesh’.

thank you. but i cant apply complex landscape materials or grass and foliage to that “chunks” right? :frowning:

Well, Materials are the same, but Landscape-functions are Landscape functions… I think I understand why you think there is a problem, but I also think you are not seeing that there is not: If you want ‘precission’ you should not use a ‘Generic tool’ like landscape.

You can make all the grass and foliage and speedtrees and whatnot … anywhere… I mean: Have a look at some of the stuff produced with UE :slight_smile: It’s not a problem, you need to know the tools and when to use what, that’s all - and Landscape is not for the ‘Details’, there you use StaticMesh and similar…

actually i was thinking about using something like landscape auto material thats why i asked materials and foliage. so there is a way to cut landscape exacly 10m x 10m in real scale? so i can import my “fill” mesh from maya which is 10x10. im asking this because i didnt see real world measurements in landscape creatin tool. only some quad and section multipliers.

Well, questions about

should go to the author, not in the public forum :slight_smile:

Can you tell me what pages you read in the unreal documentation about landscape? Then I can show you where on these pages you most certainly will find your answers.

LAM need sculpting to apply procedural materials blending i think.

i put my static mesh for filling in the project but what i meant was how im gonna fit the edges of the my unreal created landscape’s quad hole to edges of that static mesh since there is no vertex move option in X and Z plane for the landscapes which im aware of.

Ok, what I meant to say was: Did you read any of the Unreal documentation on landscapes?

If so, and you did not find the answers there, please link me to the pages you read, and I will show you where the answer is on those pages :wink:

Creating Landscapes | Unreal Engine Documentation looked at that and i dont see any real world measurement in there. its sections quads etc.

Everything there referring to size and resolution is in Unreal units.

This is a virtual world, there are no real world measurements.

Neither in Maya. It’s virtual.

I think you should try and import the model and make a landscape maybe do the project, and then return with precise questions after you did some testing and reading.

Is that a famous building? Sorry for bump, but doing mesh landscape research too.

Hey is this a famous building? I’m doing mesh/landscape work research since I can’t fix me.