I have a quick question, I’m trying to get a few things setup for Mudbox and 3ds for outputting heightmaps. Is there a way to calculate the number vertices needed in a plane in 3ds (cut by segments) in order to match the same number of vertices that we’ll have in Unreal 4 for a given size?
That probably doesn’t make much sense:
If I want to make a terrain that uses a 505x505 resolution heightmap with 63 quads per section and 4 sections per component with a component size of 126x126, how would I be able to calculate the vertices needed on a plane in 3ds to match the same number of vertices in Unreal 4.