---------> Height Mapping [ Using displacement modifier and 3ds max 6] <------------
ok, in order to follow this tutorial you need 3ds max ( 5, 6 or 7, these 3 version are pretty similar so it shudnt be too hard to follow)
do what i say and you will all be fine, now i used 3ds max 6 for this tutorial, but as i said it shouldnt be too hard to follow if you have 5 or 7
-----> Brief <------
Iv noticed that there is alot of new map projects popping up from everywhere, and then when they show off the 1st island.. its not pretty lol
so this is why i made this tutorial, to help u get a good result and a nice finish
Step 1 <---------
Ok, boot up 3ds max and create a plane (in this example i made a plane with 50 polys vertical and horizontal, then made it 200 wide and 200 tall)
as you can see in these screens:
Step 2 <---------
Click the modifiers drop down menu and select "Displace"
Step 3 <---------
(this is unbelievably easy)
now select the bitmap tab shown below, and then use your hieght map image:
in this example i found this image on Google image search, and it works nicely for this tutorial
The basics of height maps <--------
umm how do i put this, make the shape of the land u want, then shade it.. the brighter the colour the higher u are making it and the darker the colour the lower you are making it
NOTE: ALWAYS USE GREYSCALE!!
Step 4 <--------
now we have our height map applied, time to sdjust the settings to how much u want it to modify the hieght of your plane:
Adjust to neccsesary, the decay will soften it up and the strength is how much u want it to be aplied
and then you have your result, now how easy was that!?
there are other ways of doing this, modeling it all by hand is 1 option but this is the way the majority tend to do it,
(how do you think Illspirit made Myriad islands base land to such vast detail?)
if there are any problems you have had with my tutorial please post in here and sharew so i can help all of you who may have that problem
| i'll elaborate a bit more;|
On your displacement map, white is high, and black is low. Say your makign a mountain; the peak of the mountain at teh very top would be the whitest, and the bottom way below would be black, which grayscale in the middle, getting lighter as you go higher up (the mountain).
One problem i have with using a displacemnt map, is you still get the jagged edges at the top of the mesh. The Decay you mentioned, never works right for me. so what i do is apply the Relax Modifier (Parametric Deformers -> Relax). Relax also gives you a bit more flexibility in how the mesh is smoothed out, allowing for different effects.
Terrain and Mesh deformations can also be done by creating a plane, and converting it to an editable poly; then deforming the mesh using soft selection. But this is monitor's tutorial, and i wont hijack it anymore.
^^ useful info by ashdexx