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Stylization with a Purpose Stylization with a Purpose Stylization with a Purpose Stylization with a Purpose The Illustrative World The Illustrative World of Team Fortress 2 of Team Fortress 2 Jason Mitchell Jason Mitchell Jason Mitchell


  1. Stylization with a Purpose Stylization with a Purpose Stylization with a Purpose Stylization with a Purpose The Illustrative World The Illustrative World of Team Fortress 2 of Team Fortress 2 Jason Mitchell Jason Mitchell Jason Mitchell Jason Mitchell

  2. Outline Outline • History of Team Fortress • Characters • Art direction • Shading algorithms • Environments • Meet the Team • Post-ship • Sneak Peek of the next Meet the Team short!

  3. Team Fortress Mod Team Fortress Mod

  4. INITIAL Team Fortress 2 INITIAL Team Fortress 2

  5. INITIAL Team Fortress 2 INITIAL Team Fortress 2 Medic!

  6. Team Fortress 2 Team Fortress 2

  7. Why The Unique Visual Style? Why The Unique Visual Style? • Gameplay • Readability • Branding

  8. Read Hierarchy • Team – Friend or Foe? • Color • Class – Run or Attack? • Distinctive silhouettes • Body proportions • Weapons Color Swatch • Shoes, hats and clothing folds • Selected weapon – What’s he packin’? • Highest contrast at chest level, where weapon is held • Gradient from dark feet to light chest

  9. Early 20th Century Commercial Illustration J. C. Leyendecker Norman Rockwell Dean Cornwell

  10. Early 20th Century Commercial Illustration Early 20th Century Commercial Illustration • Chose to adopt specific conventions of the commercial illustrator J. C. Leyendecker: • Shading obeys a warm-to-cool hue shift. Shadows go to cool, not black • Saturation increases at the terminator with respect to a given light source. The terminator is often reddened. • On characters, interior details such as clothing folds are chosen to echo silhouette shapes • Silhouettes are often emphasized with rim highlights rather than dark outlines

  11. Clothing Folds J.C. Leyendecker J.C. Leyendecker Thanksgiving 1628-1928 Tally-Ho , 1930

  12. Rim Highlights Red Terminator J.C. Leyendecker J.C. Leyendecker Arrow collar advertisement, 1929 Swimmin’ Hole , 1935

  13. Rim Highlighting Rim Highlighting

  14. Rim Highlighting Rim Highlighting

  15. CHARACTER CREATION CHARACTER CREATION 1. Character silhouette 2. Interior shapes 3. Model sheet 4. 3D Model 5. Character Skin 6. Final Character in game

  16. Character Silhouette Character Silhouette • Building block of character design • Identifiable at first read

  17. Interior Shapes Interior Shapes • Solving interior character design with shadow shapes • Keep it iconic • Work out design in three quarter pose

  18. Model Sheet Model Sheet • Use concept painting as guide • Solve design problems using silhouette only • Solve interior design with shadow shapes

  19. 3D Model 3D Model • Match silhouette to model sheet • Solve 3 quarter design with screenshots / paintovers • Model with character in mind

  20. Base Ambient Occlusion map Base Ambient Occlusion map

  21. Character Skin Character Skin

  22. Final Character Final Character • 3D model with texture and basic shading

  23. Engineer Concept Engineer Concept

  24. Engineer model Engineer model

  25. Pyro Concept Pyro Concept

  26. Pyro model Pyro model

  27. Character Shading Algorithm Character Shading Algorithm • Previous work in Non-Photorealistic Rendering • Character lighting equation in Team Fortress 2

  28. Gooch, 1998 Gooch, 1998 • Hue and luminance shifts indicate surface Conventional Gooch Shading Shading orientation relative to light • Blend between warm and cool based upon unclamped Lambertian term, underlying albedo and some free parameters • Extreme lights and darks are reserved for edge lines and highlights ( ) ( ) ⎛ ⎞ ⎛ ⎞ ⎛ ⎞ ( ) ( ) 1 1 1 1 ⋅ + + α + ⎜ − ⋅ + ⎟ + β ˆ ˆ ⎜ ⎟ ⎜ ⎟ ˆ ˆ n l k k ⎜ 1 n l ⎟ k k blue d yellow d ⎝ ⎠ ⎝ ⎠ ⎝ ⎠ 2 2 2 2

  29. Half Lambert Half Lambert • Typically clamp N · L to zero at the terminator • Half Lambert scales the -1 to 1 cosine term (red curve) by ½, biases by ½ and squares to pull the light all the way around (blue curve) Lambertian Term Half Lambert Lambertian Term Half Lambert • We have been applying this curve since Half-Life in 1998 • Similar to Exaggerated Shading [Rusinkiewicz06]

  30. Lake, 2000 Lake, 2000 • Lake used a 1D texture lookup based upon the Lambertian term to simulate the limited color palette cartoonists use for painting cels • Also allows for the inclusion of a view-independent pseudo specular highlight by including a small number of bright texels at N·L the “lit” end of the 1D texture map

  31. Barla, 2006 Barla, 2006 • Barla has extended this technique by using a 2D texture lookup to incorporate view-dependent and level-of-detail effects. • Fresnel-like creates a hard “virtual backlight” which is essentially a rim-lighting term, though this term is not designed to correspond to any particular lighting environment. |N·V| r |N·V| r N·L N·L

  32. Character Lighting Equation Character Lighting Equation View independent View independent ( ) ⎡ ⎤ ⎛ ⎞ ⎛ ⎞ L ( ) 1 1 + ∑ ⎜ ⋅ + ⎟ + ˆ ⎜ ⎟ ⎢ ⎥ ˆ ˆ k a n c w ⎜ n l ⎟ d i i ⎝ ⎠ ⎝ ⎠ ⎣ ⎦ 2 2 i = 1 [ ] ( ( ) L ( ) ( ) ) ( ) ∑ ⋅ ⋅ + ⋅ k k ˆ ˆ ˆ ˆ ˆ ˆ ˆ c k max f v r , f k v r n u f k a v spec rim i s s i r r i r r i = 1 View- -dependent dependent View

  33. View Independent Terms View Independent Terms ( ) ⎡ ⎤ ⎛ ⎞ ⎛ ⎞ L ( ) 1 1 + ∑ ⎜ ⋅ + ⎟ ˆ ⎜ ⎟ ⎢ ⎥ ˆ ˆ k a n c w n l ⎜ ⎟ d i i ⎝ ⎠ ⎝ ⎠ ⎣ ⎦ 2 2 i = 1 • Spatially-varying directional ambient

  34. View Independent Terms View Independent Terms ( ) ⎡ ⎤ ⎛ ⎞ ⎛ ⎞ L ( ) 1 1 + ∑ ⎜ ⋅ + ⎟ ˆ ⎜ ⎟ ⎢ ⎥ ˆ ˆ k a n c w n l ⎜ ⎟ d i i ⎝ ⎠ ⎝ ⎠ ⎣ ⎦ 2 2 i = 1 • Spatially-varying directional ambient • Modified Lambertian terms

  35. View Independent Terms View Independent Terms ( ) ⎡ ⎤ ⎛ ⎞ ⎛ ⎞ L ( ) 1 1 + ∑ ⎜ ⋅ + ⎟ ˆ ⎜ ⎟ ⎢ ⎥ ˆ ˆ k a n c w n l ⎜ ⎟ d i i ⎝ ⎠ ⎝ ⎠ ⎣ ⎦ 2 2 i = 1 • Spatially-varying directional ambient • Modified Lambertian terms • Unclamped Lambertian term

  36. View Independent Terms View Independent Terms ( ) ⎡ ⎤ ⎛ ⎞ ⎛ ⎞ L ( ) 1 1 + ∑ ⎜ ⋅ + ⎟ ˆ ⎜ ⎟ ⎢ ⎥ ˆ ˆ k a n c w n l ⎜ ⎟ d i i ⎝ ⎠ ⎝ ⎠ ⎣ ⎦ 2 2 i = 1 • Spatially-varying directional ambient • Modified Lambertian terms • Unclamped Lambertian term • Scale, bias and exponent

  37. View Independent Terms View Independent Terms ( ) ⎡ ⎤ ⎛ ⎞ ⎛ ⎞ L ( ) 1 1 + ∑ ⎜ ⋅ + ⎟ ˆ ⎜ ⎟ ⎢ ⎥ ˆ ˆ k a n c w n l ⎜ ⎟ d i i ⎝ ⎠ ⎝ ⎠ ⎣ ⎦ 2 2 i = 1 • Spatially-varying directional ambient • Modified Lambertian terms • Unclamped Lambertian term • Scale, bias and exponent • Warping function • Albedo ( ) 1 1 ⋅ l + ˆ n ˆ 2 2

  38. View Independent Terms View Independent Terms ( ) ⎡ ⎤ ⎛ ⎞ ⎛ ⎞ L ( ) 1 1 + ∑ ⎜ ⋅ + ⎟ ˆ ⎜ ⎟ ⎢ ⎥ ˆ ˆ k a n c w n l ⎜ ⎟ d i i ⎝ ⎠ ⎝ ⎠ ⎣ ⎦ 2 2 i = 1 • Spatially-varying directional ambient • Modified Lambertian terms • Unclamped Lambertian term • Scale, bias and exponent • Warping function

  39. View Independent Terms View Independent Terms ( ) ⎡ ⎤ ⎛ ⎞ ⎛ ⎞ L ( ) 1 1 + ∑ ⎜ ⋅ + ⎟ ˆ ⎜ ⎟ ⎢ ⎥ ˆ ˆ k a n c w n l ⎜ ⎟ d i i ⎝ ⎠ ⎝ ⎠ ⎣ ⎦ 2 2 i = 1 • Spatially-varying directional ambient • Modified Lambertian terms • Unclamped Lambertian term • Scale, bias and exponent • Warping function • Albedo

  40. View Independent Terms View Independent Terms ( ) ⎡ ⎤ ⎛ ⎞ ⎛ ⎞ L ( ) 1 1 + ∑ ⎜ ⋅ + ⎟ ˆ ⎜ ⎟ ⎢ ⎥ ˆ ˆ k a n c w n l ⎜ ⎟ d i i ⎝ ⎠ ⎝ ⎠ ⎣ ⎦ 2 2 i = 1 • Spatially-varying directional ambient • Modified Lambertian terms • Unclamped Lambertian term • Scale, bias and exponent • Warping function • Albedo

  41. View- -dependent Terms dependent Terms View [ ] ( ( ) L ( ) ( ) ) ( ) ∑ ⋅ ⋅ + ⋅ k k ˆ ˆ ˆ ˆ ˆ ˆ ˆ c k max f v r , f k v r n u f k a v spec rim i s s i r r i r r i = 1

  42. View- -dependent Terms dependent Terms View [ ] ( ( ) L ( ) ( ) ) ( ) ∑ ⋅ ⋅ + ⋅ k k ˆ ˆ ˆ ˆ ˆ ˆ ˆ c k max f v r , f k v r n u f k a v spec rim i s s i r r i r r i = 1 • Multiple Phong terms per light

  43. View- -dependent Terms dependent Terms View [ ] ( ( ) L ( ) ( ) ) ( ) ∑ ⋅ ⋅ + ⋅ k k ˆ ˆ ˆ ˆ ˆ ˆ ˆ c k max f v r , f k v r n u f k a v spec rim i s s i r r i r r i = 1 • Multiple Phong terms per light • k rim broad, constant exponent

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