@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
Martin de Graaf has released a breakdown of complex ornament shapes built in Substance Designer. The artist went over how he approached the reference, the nodes he has used and provided an in-depth breakdown of how he created the different parts inside the tool.
Table of Contents
- Breaking down the reference
- Explaining the nodes the artist used
- Breakdown of the Substance that he made for the Polycount Substance Challenge (Round Ornaments)
This breakdown shows the way I created my entry for the substance challenge and will give insight in workflows I’ve used with the challenge in mind. There will be cases that parts can be created in a different/more efficient way. I will not be showing how to make the different materials used(stone, glass and lead) as this is not the focus of this breakdown. This breakdown is suitable for Beginner Level and higher.
The material was made in Substance Designer 2017.1.0 Everything can be recreated in Substance Designer 6.0 and up. A lower version will not be able to replicate everything in the exact same way due to the use of the Curve node. There are no external nodes used other than the stock nodes of the version noted above.
Option 1: the full PDF “Creating Ornamental Shapes in Substance Designer”
Option 2: the full PDF “Creating Ornamental Shapes in Substance Designer” and the source .Sbs to tinker around in (Substance Designer 2017.1.0 or newer is required).
You can use any part of the graph in your own projects, both personal and commercial. Direct redistribution of the .Sbs or the material graphs is however not allowed.