There is most definitely a difference in working in Mud and Z for this purpose, from what Im seeing in this thread.
Namely, 32bit vs 64bit. And the amount of polygons you can work with... so ultimately detail created and available in the vector. However, if your adding power fractals for color and displacement then thats not too big a problem as Chris proved with his image and files that he posted.
So working on detailing a sculpt with 6 million polygons vs 20 million.
We should also try to post some facts about simpler file issues
1) What is the difference in quality when using a vector made from a sculpt with relative small number of polygons VS a high number?
2) What is the difference in quality when using a vector made from a sculpt, when the vector is saved out at 1K VS 2K, VS 4K, VS 8K VS 16K, VS 32K?
or more simply, 4K VS 16K?
3) If there is any benefit from using a 32K vector, what if any issues arise in terragen when using a 32k vector? How heavy is the file? Any problems?
I know we are still working out workflows and very basic things, but at some point we should have the answers to the above questions too. I would think there important, but Im just thinking out loud
@J
lol! Yeah, making things more complicated is my job. Until monday that is, then I will be able to actually help you guys sort through all of this by testing too.
But truthfully I thought that idea about using a more complex planes would make things easier not harder. I was really surprised by your post on the last page showing the problem and fix. I simply don't understand why that problem would happen in the first place? I mean, I don't understand what the fundamental difference in the two planes are. Also, its more complex because of the amount of software we are using, but even then shouldn't a plane in Mud vs a plane in Z, Vs a plane in Maya, ultimately be the same thing?.. Yet we are beginning to see some differences I think.
Maybe there is something about the vector when its created, that makes a difference? Or maybe Terragen views a difference. For example, OBJs made in different software have different issues in Terragen. On the OBJ, we know from threads in this forum that different softwares write out OBJs slightly differently and we know what problems that causes and does not cause.
Can one of you who has the understanding look at the vector code and see what difference there is if any? And somehow define what any difference means?
Perhaps not now, but once we are all ready to make step by steps or concrete conclusions about this workflow?
Or maybe Im totally off the bus again? I don't know.
This is fun as heck though
By the way J. That face you made in your example sculpt is AWESOME! It looks like Moses, or maybe a Greek statue of Poseidon. Anyway, its very god like. Very cool face.
@Efflux
Take your time man. Once you get things worked out, it will be nice to have the additional workflow. Im not familiar at all with 3D coat, but I see from reading on line that lots of people use it. So probably some of them use terragen too.