@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
Isamu Kamikokuryo has left famous Japanese company after 18 years of loyal service.
Kamikokuryo reported about his decision over the Twitter. He worked as an art director on Final Fantasy XV for quite some time and now he wants to draw new things, or switch to writing.
Yesterday, March 31, I resigned from Square Enix. It’s been a little over 18 years since joining the company in 1999. It was a wonderful experience, from starting out as a concept artist for Final Fantasy X to Final Fantasy XV. I feel nothing but gratitude for the company that provided me with the opportunity to meet so many people and display my talent.Although I feel as if I left my heart behind, I want to move forward onto drawing new things. From here on, I’ll do freelance art and diction work, and I’m thinking about reviving some writing activity as well. To all the staff, and to all the fans, thank you very much for supporting my drawings for such a long time.
Kamikokuryo’s first assignment was directing the background art for Final Fantasy X. He later became involved with Final Fantasy XII, creating an incredible high-fantasy look for the game. He designed large cities with varied architectural styles, trying to create a vision of the modern metropolis. He became the art director of Final Fantasy XIII & Final Fantasy XV.