@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
A lot of incredible events devoted to digital art and gamedev take place annually all over the world: E3, SIGGRAPH, PAX, DevGAMM, Paris Games Week and way more. Bigger or smaller, they combine a high level of professionalism and fun of communication with people who share the strong mutual interest in the industry. DAC-FRA is one of them – it is a relatively young event but there’s no doubt that this is the right place to learn and spend time at with delight. The event will be taking place in Frankfurt, on 5-7 October, 2018.
DAC-FRA is a new Digital Art Conference in Frankfurt where artists of all levels can come together to learn cool stuff, meet new people and enjoy 3 days of inspiring talks, workshops, live demos, portfolio reviews and more. 2017 was their first edition and the whole concept is to have a close connection between speakers and participants. For this reason, they chose to host the conference at a centrally located hostel in Frankfurt, as well as accommodate all speakers there. Participants who choose to stay at the hostel will be fully immersed in the conference for 3 days as well as be able to see and talk to their favorite speakers for breakfast, lunch, and dinner. This way the connection between everyone should never be lost and the potential for creative encounters remain high.
During the day the conference is mainly focused on 2D/3D/VFX workshops and lectures from our speakers, while the evening parties will be filled with more relaxing events like fireside talks, live drawing, exhibitions, VR painting and an art battle between participants. Tickets for the evening parties are also available for non-conference participants so they can join everyone for a drink, see some interesting talks and cheer for their favorite artist in the art battle. Thursday evening before the conference there is a pre-conference gathering with the early arrivals, and on Sunday the participants go for an after-party gathering with the stayers.
Join in – it will be fun!