@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
After a successful debut in 2017, in 2018 Making Games Conference cooperates with animago Award & Conference to create a unique event for professionals, creatives and young talents. Among the confirmed speakers, there’s be the legendary game developer John Romero who will deliver a keynote about the classic FPS Doom, in regards to its upcoming 25th anniversary in December.
The second edition of Making Games Conference brings a real highlight to the small concert hall in Gasteig, Munich: developer legend John Romero. The industry veteran and co-founder of the famous developer studio id Software will talk about Doom – and the timing for this Classic Post Mortem could hardly be better, as the mother of all first-person shooters celebrates its birthday in December.
Apart from that, attendees can get excited for Manuel Thomasser from Digic Pictures, who will deliver a keynote speech on “Creating Outstanding Cinematics in Destiny 2: Forsaken”. The Hungarian studio is not only responsible for the cinematic cutscenes from Destiny 2, it was also involved in creating cinematics for the long-running League of Legends, Call of Duty: World War II and Assassin’s Creed Origins. Further speakers of Making Games Conference will be Ioulia Isserlis and Max Sacker from AnotherWorld VR in Berlin, Alon Kaplan (Joy Tunes / Biohex Game) from Israel and Samuel De Vos from Ubisoft Massive in Sweden. The two keynotes are open to all attendees of Making Games Conference and animago Award & Conference, which both take place from 25 to 26 October.
animago, which annually brings international and national luminaries of the film and postproduction industry to Munich, is the official cooperation partner of CMG Conferences.
For more information or to buy a ticket, please click here.