@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 video from Kristian Larsen reveals that the artist is working on a new standalone version of GhostTown. The tool is an urban area/city generator script which was originally created for 3DS Max.
The video showcases the latest version of the tool running in a standalone node-based editor with a number of features for creating entire buildings, streets, and cities. The script also brings support for terrains and other advanced tools.
“GTSA is a new and fast standalone version of the Ghosttown maxscript, new node-based interface with many possibilities. Final meshes can be exported to obj,” states the artist.
Want to join the beta? Buy the current Ghosttown 1.0 Max scrip to gain access to GTSA on the forum with all previous versions of Ghosttown included. The license would cost you €90.