Flash also has a similar function, called Trace Bitmap. Honestly though, the results aren't going to be great. It has a really weird smoothing algorithm. Illustrator is probably your best bet.
or You could simply use mesh/turbosmooth and then remove the inner loops, but since it's for the game purposes, You'd want to keep it low, or apply the same LOD algorithm You use for the terrain mesh.
Here are my ceiling designs that I have created using rhino for workplace that act as acoustic panels without compromising the aesthetics. The designs are inspired by Parametric modelling, which is created with tessellation. Parametric modelling is a way of utilising algorithms in order to generate complex shapes and forms.
Take a look at this tutorial that got posted by algorithmic recently, even if you dont have painter you can probably do it by hand. its gonna be a lot harder. but the techniques should still apply.
boolean works best with watertight geo (unless you use 2016 were they updated the boolean algorithm). your main object is not solid so you will have a hard time getting it to work well.
You can not avoid this without adding enough geometry to support the distortion done by the smoothing algorithm. In either way you will end up with a higher polycount than what you have right now.
yea that was my first thought, i was hoping for something more in the realm of " Magic algorithm " way hehe but what are you going to do... thank you for saving me hours of internet digging man!
Hi MattyWS, Yes I agree, I have been so focused on the images processing algorithms that I have slacked off on the UI. I will have an update to that later this week, thanks for the input!
From the looks of it, it's procedurally generated mesh, which uses normal hand painted textures. The mesh algorithm is pretty tight, though. To get it flowing over all shapes like that is pretty damn nice.
I would also recommend using either uniform, radial or patch mitering. Looks like you are a newer version of Max. The quad and tri are very old algorithms that we kept in for legacy purposes.