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?
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 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
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
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.