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.
Helper classes for animations, tilemaps, text, backdrops, and more with z-sorted render lists for easy depth management.
Fast and manageable rectangle, pixel, and grid collision system with a plethora of built-in collision options.
Powerful motion tweening for linear, curved, and path-based movement as well as spritesheet support and image transformation.
Sound effect support with volume, panning, and fading/crossfading, complete with one-line sound playback.
Quick and efficient particle effects and emitters allow for beautiful particle systems without slowing things down.
Framerate-independent and fixed-framerate timestep support allow you to decide what mode is best for you and your game.
Simple keyboard and mouse input state checking makes setting keys and events incredibly easy, yet powerful.
Handy console for real-time debugging and information tracking. It even allows moving the camera and inspecting entities while playing!