@Tristan: I studied computergrafics for 5 years. I'm making 3D art now since about half a year fulltime, but I had some experience before that. Its hard to focus on one thing, it took me half a year to understand most of the vegetation creation pipelines. For speeding up your workflow maybe spend a bit time with the megascans library. Making 3D vegetation starts from going outside for photoscanns to profiling your assets. Start with one thing and master this. @Maxime: The difference between my technique and Z-passing on distant objects is quiet the same. (- the higher vertex count) I would start using this at about 10-15m+. In this inner radius you are using (mostly high) cascaded shadows, the less the shader complexety in this areas, the less the shader instructions. When I started this project, the polycount was a bit to high. Now I found the best balance between a "lowpoly" mesh and the less possible overdraw. The conclusion of this technique is easily using a slightly higher vertex count on the mesh for reducing the quad overdraw and shader complexity. In matters visual quality a "high poly" plant will allways look better than a blade of grass on a plane.
Is this not like gear VR or anything else
You can finally get Couture for Maya, Florian Croquet’s useful script that can save you a lot of time.
First, check out this video:
Couture is a simple script that can ease the clothes retopology workflow. The tool is said to take care of all the redundant tasks (create blendshapes, wraps, and more) that artists deal with when trying to have a nice and clean mesh from a scanned garment or from Marvelous Designer.
Do you know the best part? It’s completely free! Just follow this link and grab it.
You can learn more about the tool here.