Heya polycounters, this is my first polycount topic, so be nice !
I've been wanting to create a foggy forest scene for a while now, so here are my current shots after about a week of work:
Mainly used speedtree, zbrush (3ds max for bases), and substance painter.
All materials are created from B2M using textures from textures.com, but I'm planning to substance them up later, if needs be.
Honestly guys, I've been lurking on this site for a while now, and I'd love some of that glorious polycount critique.
My current plan is to make this scene a playable/walkable environment, so obviously need to focus on optimizing it, right now I'm getting around 25 fps on my gtx 970, which is not a great sign.
I've used LODs, foliage (and rock) culling, 1k textures with rgb channels used for roughness/height/ao, (and unlike the screenshots) removed shadows from dynamic lights, and switched to the standard bloom.
The issue seems to be the translucency on the trees, and a few frames coming from the moonlight shadows (might get rid of those and darken the scene instead).
Other than that, I'm stumped. I've fiddled with the gpu profiler, and apparently lighting is the main issue here, so might switch from DFAO to baked lighting, even though that'll take ages for all the trees I have (around 50k), fog doesn't seem to matter too much (2-3 fps).
Any other tips would be extremely appreciated.
Here's another shot of a blocked out cabin that I'll be working on next (over-exposed for now due to lack of lighting).
And of course, some of the assets I used for the curious lot:
Thank you in advance for responds or even lurks !