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Modeling Clouds for game environment

Looking for some suggestions on how I should attack this model.

We are making a level in UDK that is taking place in the sky, and want to have moving clouds under the player. They don't have to be high detail, but should not look cartoony either.

This is the perspective we are looking for.

CU_airborne_j_reuer.jpg

How would you guys go about making this into something low poly for a game engine? We also will have a particle system in place for the wisps and higher detail areas, but do not want to make the entire cloud base out of them.

Replies

  • SlyRipper
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    SlyRipper polycounter lvl 6
    Well if you already use particles for the close-up clouds and this will be the distance you have (like fly-by with airplane) then the simplest solution would be several planes with cloud texture and alphas on it to fake the clouds. You could even animate those planes a little bit to create some faked cloud movement.

    Could look like this for example, while the colors are seperate planes:
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