Tips and hints with displacement maps!
displacementtab. Set for a power of
2for easier and quicker subdividing or you will have to wait for it to finish up. The more brushes you do Subdivide the long it will take. Click the
Destroythe center faces you can not see. Make sure to grab both in the case. To make sure I'm clear about this you will need to go in the cubes and select the faces and destroy them or the subdivide will not work right.
texturetool by clicking the
CTRL+Left Clickboth of the objects. Click back on the
texturetool and go back the the
displacementtab. This saves you from having to manually select all the faces. You can also
Shift+CTRL+Left Clickwith the texture tool on an object, which will invert the selection of any currently selected faces on said object; any selected faces will be de-selected, and any unselected will be selected.
subdivide. You should end up with something like this.
texturetool again by clicking the
Selecttool. Select the one of the cubes from a side view. Click twice on the cube to enter
Skewmode. Pick the far end of the cube and lift. Like so:
subdivideagain, select both, sew, and subdivide again.
info_player_startto give you an idea of the scale I am using.
Paint GeometryDistance, fill in with
.1. It is best if you can make the lines of each map meet up. You can use the
Yangles to 'pull' over a line then use
Zto meet them up. Set the radius to a
3and zoom in as close as you can, when both maps split the middle of the cube that is about as lined up as you can get.