Hi Everyone !
I 'm currently working on Heightmap Environement generation for Game, and I’m currently searchin a good tutorial to model the height map with Zbrush from a Plane model in Maya , who is at the O,O,0 position , and who have a scale of 4096 Metre by 4096 Metre of width and lench.
So I import that object in Zbrush , and with Smt active, I subdivide that plane 6 , 7 Times , and model that object with only deformation along Y axes. ( It’s for Heightmap game system ).
So I would like to create a good balanced level displacement map, to use all the range of the Tiff 16 bits deph. But the displacemnt I generate , at subdivide 1 was at min and max 30 % grey to 70 % grey so I doesn’t use all the 16 bits range. Help me on that.
So when I can produce good displacemnt map it was pretty good. But, how I can load the Ground plane, subdivide it “n” times, and load the object that composed the scene (like road, buildings etc…) and only work on the modeling of the heigmep , to snap it to the Tri mesh object like Roads ?
I want so see how the set was done , and try to model the terrain, with good define precision.
Can I load different OBJ object and parent all that one , to the ground plane, and work only on the subdivision, and modeling of the Heightmap ?
I work On Maya, So I need to Get back the High define ground plane to Maya, by dispacement map. how I manage the Alpha Depth Factor, in Maya from Zbrush ?
What worflow do you use ? did you have any good Tutorial on it ?