I realized that I did not really respond to matts question in my post.
QuoteWhat would be the ideal format/method for getting terrain into Unity and Unreal in your opinion?
Matt,
For me it is not about going to Unity from TG. Its about going to other soft first. The workflows I have found and am trying to learn use soft I don't have. My main problem is that I cant translate the workflows because the soft I do have dose not do the job. However, if I can skip some steps by getting the maps that I need right from TG, then I can use the soft I do have just as well as the people in the tuts, and I think, even better.
In terms of why TG would be great for a game world workflow. Just watch some tuts on how people use MUdbox/Z-brush Vue and WM/GC/other to create terrain. My point is that TG would fit in there great, because it could be used to create stamps and stencils very quickly...
It already can now! But only if you have the right soft. IF you add vectDip then TG would allow me to skip a bunch of steps in the workflows I have seen and get the same and even better results faster with the soft I do have. then once in the soft I have, I can make maps for unity.
On the other hand, I am sure that going right from TG to unity/UDK would be a good thing too. In terms of which maps are best, Well it seems to me that the maps are standard. And TG does those, but with a lot of issues.
What I would like is somehow, to get as much fine detail like in the micro exporter, but in maps.
The micro exporter is great for a few things, really great. But as Paq said, limited use. And without Z-brush, then I really need vectorDisplacement from TG to do the same job.
The power would really make such a difference for me, for one. There are some things in TG I think I will never fully understand. But those things can be done in different ways with other soft as you and everyone knows. I would like to take my TG terrains to other soft and then bring them back for rendering! Or go to unity UDK to put them in a realtime so I can play with them in VR.
About the micro exporter,
If you turn off (i think it is ray trace) then you can get very fine details, even plants and stones. This is really great for a lot of things. And I really like how easy it is to render out an object. Making maps in TG is not so easy. and you do not get close to the info in a map that you can get in an object. And then there are all the problems that Paq pointed out too.
thanks.