Here’s how it started:
I sculpted an 8km×8km terrain in Mudbox, exported hi-res terrain mesh to a modeling software, rendered a heightmap.
When I imported this heightmap in Unity, it looks terrible. I tried tweaking pixel error. Normally you wouldn’t set pixel error to 1 since this makes rendering terrain slower. But even if I set this value to the lowest value possible, It still looks bad, not even close to the original.
What it looks like in Unity, with a global normal map and a global color map applied:
What it looks like in Mudbox:
In case both pictures are unavailable, see the file Screenshot.zip attached to this thread.
Notice that when I was sculpting this terrain, all brushes are made constraint to Y-axis, which means the heightmap should be able to represent what it looks like in Mudbox theoretically.
Any ideas on how can I make this terrain look better and not so low-res when pixel error approach is simply impossible?
3331870–259763–Screenshot.zip (385 KB)