Love your stuff! thanks for the info. You achieve surprising graphics using Unity which is great news.
is that images related to coc generals 2? zero hour ?
@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.
Vinícius Cortez has recently released his Ultimate Eye Generator. The thing is a procedural Substance material that will help you set up beautiful eyes in no time. The material features 50+ tweakable parameters, so the possibilities are almost limitless here.
Procedural Eye Substance Material
PBR – Metallic Roughness
- Base Color
- Normal Map
- Ambient Occlusion
- .sbsar file (Generator File)
- 10 Exported Variations (PBR Maps) 4KResolution
- 3D Mesh OBJ and FBX (Game Ready & Non-Game Ready)
Import it into Game Engines that has support to Substance from Allegorithmic. Or export the maps using Substance Player (free).
Substance Version: 2017.2.2
Commercial use of the materials is permitted but nothing can be included in an asset pack or sold at any sort of asset/resource marketplace and must be embedded components in media such as a video game, movies, or similar products.