Absolutely np at all.
I started in blender, thx to its nice terrain plugin, then into unity since I already had it and is free up to a point of course and then as I grew with the design my needs changed, hence coming to UE4,so that’s the history behind it.
Yes its that big but not really on purpose as much as just something I imported into unity and it grew ( unitys basic terrain default size) and I exported it out of there and into ue4 later .
It started as a mountain design with a path winding up to top with a few caves here and there spread out over entire mesh. The design was initially just a experiment, but later I realized it all made sense with the overall game design I had in mind, so yes as to is it walkable. I had a heck of a time getting the slope right everywhere but not wanting it to be too easy either
The player starts out on the terrain at a plot point,and then goes up to the mesh, finding start of path at bottom ( and seen in picture).
I must admit I wondered if 1024 uvmap was enough ( blender atm) given how big the mesh was and how densely populated it made the resulting unwrap, so if I read you right, if I made the uvmap say double or triple that size, it might help with the lighting being correct ? Is there a formula to use for such things for future reference ?
Im updating the mesh, or trying to so I need to get those pics to you later after I’ve imported new updated lower res mesh with normal map, as I’m trying to take advice of all here and lower tris to get a better lightmap.
BUt atm Im having a big problem where , after saving new mesh over top of current one as I presume you do, and doing a reimport in ue4, the mesh doesnt’ get placed right where other one is, even though the transform values didn’t change. It’s placed way off to the side, and is going to be a major problem, because the mesh is placed at just the right height and place .
How do I resolve that ?