THanks for the steps Ryan. I had thought about that too, but when I started to try it I thought, no, this must be wrong
Well, now I know. Thanks for the correction on terms too.
J,
I guess I just lumped a bunch of stuff into the word DEM that does not belong, thats all. Sorry for the confusion.
The displacement won't have over hangs no mater what. But once I make the otherwise detailed sculpt using the sat data, then I can get in there and make overhangs and everything else, and from that make a vector for a brush or map
I have been looking at a number of tuts for UDK workflows. As well as some tuts on vectors in mud. I have gotten some pretty fun ideas from them. I just have to divert from the UDK part and translate to TG.
IF you want to take a look just say and I'll post. Maybe you know everything that the tuts show already, but maybe something new for you too.
One thing I learned was that you can take any object, import to mud, and make a top down displacement map, then from that sculpt up a high detail plane with overhangs and everything else, then make a vector map for a brush from that.
So what Im trying to do is build up a little library of vector brushes of highly detailed terrain parts, to paint new landscapes with... Its an easy process, but I am finding it difficult to pull off. There are lots of little things to screw the flow up.
I do believe that I can get a black/white depth/hight map from the same place I get the data I use for TG3. Sorry, but for some reason I just can't remember the right word for the right file