I am having a bit of an issue with my mesh. For the purposes of a game, I need to flatten a terrain model, such that all faces have the Z-value 0, and such that their rotation makes them appear flat. I have tried setting Scale-Z = 0, and while this gives the visual impression of flatness, in fact the mesh contains tiny variations in Z-values (for example, a Z of 0.001) which make it incompatible with the program it is being designed for. I wish I could change the program, but I can’t.
It is also important that the mesh (a grid) retain the exact same faces and contours as the deformed model (a grid deformed using proportional editing), which is why I don’t just create one from scratch. Further, the mesh contains thousands of polygons so I can’t do it manually. I have found that editing the Median Z is not helpful, even on individual polyons, because it preserves their rotation. Also, in case it matters, the Z-scale: 0 mesh still exhibits different grayscale on the quads, the same grayscale they had when deformed.
So here is my question: is there a precise, exact way to set the Z component of all faces in my mesh to 0? That is, to take a 3D mesh and flatten it perfectly into 2D, while having it retain exactly the same contours in the X and Y dimensions?
I much appreciate any and all advice you can give!