Hi!
So, I've made lot's of interesting landscapes with terragen over the years,
and I'm working on a Unreal engine 4 scene right now. I make the assets in zbrush, maya, photoshop, substancepainter- with a wacom tablet
but I need some background mountains, and rock fields- normal maps textures. It can be done in zbrush of course but what I've seen on the net it seems to me lot's of them (especially the mountains)are made with procedural terrain generators. And I would love to use some of the mountains I made before.
But obviously I need a low poly mesh with normal maps for the game engine. I was trying to export a lower poly and a higher poly terrain mesh, but I can't generate a normal map without proper uv coordinates. The exported obj file's sides have random flouting vertexes, so maya crashes when I try to edit the uv-s. I tried to import it to Zbrush and use the decimation master to make a low poly mesh (so I can make uv-s and normal maps with project etc) but because it's not a full object , only a 2d plane with random vertexes the decimation master crashes, or just stops during calculation. Th other thing I tried is to export a height map. I have some nice terrains with lot's of notes, so after I checked the forum how to export height map I tried it but didn't work. I have a heightfield generator, with the last node of the terrain plugged in it, then generate height field and right click on the node and export. exr file. What I get is a mostly black image with one or two white patches. with a huge contrast. Not even close to the terrain. I tried to plug the compute terrain node in the heightfield generate input too but the same . So my plan to make a mountain with a displacement function in maya and use that to make a low -high poly mech and normal maps won't work either.
What did I do wrong with the height field export? Is there any other solutions or what i'm trying to do is impossible?