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.
Insydium has revealed a new version of X-Particles 4 — a particle system plugin for Cinema 4D. The update brings a new particle based dynamic liquid solver, a new hybrid SPH solver, and more.
- ExplosiaFX smoke and simulation software. This tool was acquired last year by Insydium is now integrated into the latest X Particles for creating smoke, fire and explosive simulations.
- A new particle based dynamic liquid solver to quickly create small scale fluid simulations.
- A new hybrid SPH solver xpFluidFX for medium to large scale fluid simulations.
- XpVertexMap Maker adds four modes to manipulate the vertex weight, including vertex speed, texture, X-Particles/object vertices and xpExplosiaFX.
- Support for the OpenVDB frame work for particle meshing, including the ability to be used as a remesher for polygon objects.
- A new xpCloth Dynamics system introducing cloth simulations to the X-Particles workflow.
- XpSplineFlow adds the ability to direct the flow of particles along a Spline.
- Cell packing and circle packing emitters.
- A new velocity field generator to create custom velocity field effects, drive particles with Splines, or Object Tangents or Normals, and even use the Cinema 4D noises to art direct custom turbulence.
The newest version of X-Particles will cost you £540. More details can be found here.