Digital Dragons
Latest comments
by Nils Arenz
2 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
7 hours ago

Thank you!

Digital Dragons
Mon 21, May — Tue 22, May
Krakow, Marii konopnickiej 17, 30-302 Kraków, Poland — Marii Konopnickiej 17

It is one of the largest B2B events in East and Central Europe. Top players of the Polish game industry (CD Projekt Red, Techland, 11bit studios, CI Games) are always presented at this conference. Also conference attracts the biggest names from the international game industry (BioWare, Activision, Remedy Entertainment, Blizzard). Apart from this business pass holders, speakers and media representatives will have an unlimited access to a meeting application.