A bit of background to my project
I am trying to develop a game, which takes place in a make believe suburb. The major sceneries are, a housing development, 3 schools, (elementary, middle, and high school), graveyard, and a tree house. I have recently finished blocking out the high school building and its props in 3ds Max. With the high school, it is designed to sit on a prop of hilly land. In addition, I have made some foundation supports within my blockout design to help support the dirt and grass in high altitude areas where I am flattening the surface.
The problem
However, even with flattening the surface, there are still some areas that require my pavements and roads to go up hills, and I find it kind of hard to get the terrain to fit underneath so that I can place my pavements and roads on top of the terrain.
I have no experience in doing this kind of work, and everything I find on the internet are things about simple stuff, like what each tool in the terrain editor does and how to create a terrain, which I already know. However, there is nothing about strategy. So I am wondering which would be better? I would like to use Unity’s terrain editor, so that I could use its tree asset package, but it seems like 3ds Max’s sculpting tools do not have this issue.
I have once heard of building smaller terrains around your objects, but is it possible to make a terrain small enough that would fit inside a foundation bed, say like a garden in front of a school building?