@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
Pixologic has revealed some of the new features from the upcoming releases of ZBrush, including a standard camera with real-world lens properties, folders for grouping SubTools, a new UV unwrap system and more.
The new tools have been presented at ZBrush Summit alongside three new plugins for users called Intersection Masker, ZColor and Kitco Metal Quotes.
One of the coolest things is the option to group SubTools in a scene into folders, which can now be done from the SubTool palette, or by selecting geometry and using the Gizmo 3D manipulator.
You can also duplicate the folders, making it quite convenient to duplicate complex assemblies of sub-objects, while a Boolean Folder option is said to combine all of their individual SubTools into a single surface.
Another huge feature in the new standard camera, which is said to replicate real-world camera properties like focal length and field of view, so it’s now much easier to match sculpts to photographic backplates.
You can learn more about the upcoming features in a breakdown by CG Channel.