Apps World Evolution 2018
Latest comments
by Nils Arenz
3 hours ago

@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.

by Anthony Thomas Gaines
6 hours ago

Is this not like gear VR or anything else

by Starkemis
8 hours ago

Thank you!

Apps World Evolution 2018
Tue 12, Jun — Thu 14, Jun
London, 1 Western Gateway, Royal Victoria Dock, London E16 1XL, United Kingdom — ExCeL London

Apps World returned in 2017 as part of London Tech Week’s new festival of technology ‘TechXLR8’ – showcasing a paradigm shift in the digital services industry.

Bringing together brands, developers and enterprises who are innovating in the multiplatform ecosystem to learn how to maximise personal assistants, conversational commerce and Chatbots to engage consumers.

Explore the highlights of TechXLR8 2017.