January 14th, 2017

Height Map Pics

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What you are looking at is not geometry, but Maya’s (very lame) HeightFeild node. It takes in a greyscale texture and makes a fake mesh which can be used to preview the displacement for when you apply it to real geometry. Once I’m ready to make the map, I’ll break up a plane into tiles (this is 15×15 tiles, Outland only uses 9×5 for game play). Then, displace all the tiles at once (the tiles will inherit their UV space from the original plane). Because I’ll do all subdividing before hand, they will match up with one another perfectly. One problem with this is that the vertex normals between tiles won’t match up, and there will be a nasty seam. I’ll have to talk to Chris about a solution. Maybe someday, these maps will be generated at load time, then I won’t have to fuss with all this nonsense (0_o) but for now…

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