I have found that there is a lot of power in TG that comes from using other software in combination with TG. But as I experimented and tried various things I found that when trying to go *from TG* to other soft, success really depends on what other soft you have.
For example, the power of Z-brush and TG (with a little Maya) is freaking awesome! really it is. And that awesomeness is repeatable if you have Mudbox instead of Z. But this is only when going from the others to TG. When starting in TG, then there are lots of problems if you don't have the right software. I pestered chris_x422 about his workflows when starting in TG. He even gave me a step by step guide of how he does it!
And I had hoped to translate it for Mudbox since I don't have Zbrush. The problem is, that Mudbox is not Zbrush. Not even close as I have learned the hard way. It can't be done in MUD.
I have managed to work out what I feel is a super fast and powerful *from TG, to* other software workflow. That for *me* is totally ideal for how I want to work. With this workflow I can do all the things I really ever wanted to do. I know all of the parts of this workflow, all of the things I need or want to do in all of the software that I have for it. But there is one big problem. I cannot connect TG in that pipeline the way I need to, to get it to work. I don't have the right software, namely Z-brush.
I even spent a LOT of time on workarounds like using more intermediaries, namely GC2. GC2 totally sucks on OSX. Dead end. And just like I don't have Z, I don't have WM, so could not try that. 3Dstudio Max would maybe work too, because it apparently can read .TER. But I don't have max or windows, and .TER I have found, can be highly problematic anyway, depending how you built the terrain that you are trying to export. (again, just when going from TG. To TG is pretty smooth).
Other than me spending 800 bucks on Z, which I can't now. There is one thing that would work well enough if TG could do it. Export maps... Now I cry
Just like a micro exporter in the top down, except instead of geo, you get maps. Maybe a Vector would be great. But a simple (high quality) grey scale displacement map would be enough I think. At least I know I could work with that. Basically a height map in a readable format for other software.
Why would I start in TG anyway?
Oh man! there is no faster way that I have seen anywhere, to get so much so fast. Just get a DEM, use a SSS mask and a vertical adjust, and a hand drawn Image mask for major specific shapes to cut in with. And Oh man! add the power of sculpting to that and function nodes can eat me. And that's just if you want to keep it simple... Which I don't!
But really, having worked all this out step by step (all the part with the soft I have), its about speed and ease. The creative power should be obvious.
But now here is my question/complaint. If TG can export a super high detail real scale .OBJ of a terrain Via the micro export. Why cant it simply make a surface map of that terrain?!
Also, People have been asking for this, or similar for years. And I ask this with all humility in awe of what programmers can do and how much work it to make something great like TG. But why don't we have the ability to export maps of our terrains yet?
PS
World creator may be a fix. I don't know. Its one of the prizes in this years contest. Looks like good soft. (OSX compatible, WM is not) And it is cheaper than Z-brush. It may be possible to go through it to mud as some use GC and Mud in UNITY workflows. Hard to say. But anyway, TG exporting maps would be the very best thing.