I’m running into a similar issue with mudbox again, but this time with the buildings. Basically, I select one building in Maya to export as fbx into mudbox. When I open the file in mudbox, the entire scene is there.
Looking at all the buildings in the scene, I only need to sculpt and texture five building shapes that can be used repeatedly. This saves time trying to sculpt and texture the same buildings twice.
Now, I’m having trouble trying to import the grass steps as a mesh into mudbox in order to paint textures. I get all sorts of warning message about degenerated faces or too many edges. I look up all the error messages and try to fix them by using the clean up tools in Maya and correcting the UV layout.
I am going to keep trying to correct the mesh, but if it doesn’t work out I will need to try something else.
Using the procedural foliage tool, I placed forests on different mountain ranges. Again, like the grass tool, the trees only appear if the camera is close. I set up lots of procdeural boxes around the level in order to create a more accurate looking terrain.
Another tool that came with the unreal update is the procedural foliage tool, which is designed to allow rapid painting of hundreds of meshes onto a surface with randomized ranges for scale, orientation etc. The other advantage that the foliage system offers is that it uses instanced static meshes, which are automatically grouped into clusters, saving rendering time.
As the surrounding Machu Picchu is surrounded by trees and foliage, I would like to try and learn how to use this tool.