Ask questions away over here! http://www.gamedev.net/topic/680832-horizonzero-dawn-cloud-system/ Plenty of people doing the same thing professionally, including the guy from Guerrilla Games
@Torch, you can render curves into polys and there are also a tube tool and an editable spline tool (bezier, linear, pen) that can do those tubular connections in your posts video. http://community.thefoundry.co.uk/tv/training/view.aspx?id=689 Major difference with Max is it's not live and editable after "dropping" the…
Whoops, I had to repost it to the workshop as I forgot to tweak the wear_remap_max of it, hence making the battle-scarred version of it looks absolutely trash. So now its better. And here is the new link: http://steamcommunity.com/sharedfiles/filedetails/?id=689894930
Thanks DCNEIL! I decided to call it finished or I will keep tweaking little things forever, I tried to cancel out Valve's AO texture that they overlay on the grip but I couldn't manage it, that's why the grip might look a bit like wood. Here's the steam workshop link:…
The question really is what engine you are targeting and whether its renderer is synced to your baker. If its UDK then you need to use smoothing groups to reduce the shading artifacts. More averaged normals might be working in udk now if your carefull. http://www.polycount.com/forum/showthread.php?t=68173
I just finished uploading all three colour variations to the workshop, you can see them here: http://steamcommunity.com/sharedfiles/filedetails/?id=689047054 And the pictures: Thank you all who shared feedback, helped me on improving the design, who commented nicely and to everyone who just came back and gave it a look. :D…
your surface is to clean ! Visit these threads : http://www.polycount.com/forum/showthread.php?t=87797 - Alot of information regarding stylized texturing. http://www.polycount.com/forum/showthread.php?t=68601 - Different examples regarding painted textures also this guys a beast when it comes to stuff like this.…