Hey I went through somethings. I remember now.
it does not mater at all what is wrong with the object or what is right with it. The only way to get a one to one result from TG in MUd is Vector. There is only one way to project the object to a plane, and that will not keep overhangs, and it will not give you one to one results.
Vector is the only way to get an exact replica of a TG terrain in MUd. That is other than a TG obj, but then even if it opens, and you can project it to a plane, you will just get the same results as a height map. And you have to deal with a huge object and memory if the object is to have any detail, that makes it better then a heightmap, like if you render with Raytrace off, to get super details like stones.
I did mange to get a TG terrain into mud via Maya, by a heightmap. But this does not give a 1:1 result. A good way to start a raw sculpt, but then why use TG at all in that case, it is not really a plus.
THe thing is, if I am not getting the work I did in TG to go to mud, then there is not really any point in doing that work in the first. So low res is not a solution. I can make a low res terrain in Mud in 5 seconds. I want to take lots of info, so I dont have to sculpt it.
Quotesounds very very tricky to me.
Sounded that way to me at first too. But its pretty simple, if repetitive. Only two softs needed. And the work flow is basically proven already, just in parts. Vector would bring it all together now.
Now here is tonights effort to get the object into Mud, just so you can see what happens.
The object imports in the normal way, and this warning pops up:
[attach=1]
I then hit "keep all"
And get this:
[attach=2]
Spinning wheel for a while...
Force quit.
Object size was 1.2GB pretty low quality/rez.. IT opens in maya just fine though, can even move around pretty easy. So that should tell us something.
[attach=3]