Stylization With A Purpose

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Stylization with a PurposeThe Illustrative Worldof Team Fortress 2Jason Mitchell

Outline History of Team Fortress Characters Art direction Shading algorithmsEnvironments Meet the Team Post-ship Sneak Peek of the next Meet the Team short!

Team Fortress Mod

INITIAL Team Fortress 2

INITIAL Team Fortress 2M!cied

Team Fortress 2

Why The Unique Visual Style? Gameplay Readability Branding

Read Hierarchy Team – Friend or Foe? Color Class – Run or Attack? Distinctive silhouettes Body proportions WeaponsColor 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

Early 20th Century Commercial IllustrationJ. C. LeyendeckerDean CornwellNorman Rockwell

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

Clothing FoldsJ.C. LeyendeckerThanksgiving 1628-1928J.C. LeyendeckerTally-Ho, 1930

Rim HighlightsRed TerminatorJ.C. LeyendeckerArrow collar advertisement, 1929J.C. LeyendeckerSwimmin’ Hole, 1935

Rim Highlighting

Rim Highlighting

CHARACTER CREATION1.2.3.4.5.6.Character silhouetteInterior shapesModel sheet3D ModelCharacter SkinFinal Character in game

Character Silhouette Building block of character design Identifiable at first read

Interior Shapes Solving interior characterdesign with shadow shapes Keep it iconic Work out design in threequarter pose

Model Sheet Use concept painting asguide Solve design problems usingsilhouette only Solve interior design withshadow shapes

3D Model Match silhouette to modelsheet Solve 3 quarter design withscreenshots / paintovers Model with character in mind

Base Ambient Occlusion map

Character Skin

Final Character 3D model with texture andbasic shading

Engineer Concept

Engineer model

Pyro Concept

Pyro model

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

Gooch, 1998 Hue and luminance shifts indicate surfaceorientation relative to light Blend between warm and cool based uponunclamped Lambertian term, underlying albedoand some free parameters Extreme lights and darks are reserved for edgelines and highlights( )( )Conventional GoochShading Shading 11 1 1ˆˆ nˆ l (kblue αk d ) 1 nˆ l (k yellow β k d )2 2 2 2

Half Lambert Typically clamp N·L to zero at theterminatorHalf Lambertscales the -1 to 1cosine term (redcurve) by ½,biases by ½ andsquares to pull thelight all the wayaround (bluecurve)We have been applying thiscurve since Half-Life in 1998Similar to Exaggerated Shading[Rusinkiewicz06]Lambertian TermHalf Lambert

Lake, 2000 Lake used a 1D texture lookupbased upon the Lambertian termto simulate the limited colorpalette cartoonists use forpainting cels Also allows for the inclusion of aview-independent pseudospecular highlight by including asmall number of bright texels atthe “lit” end of the 1D texture mapN·L

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

Character Lighting EquationView independent( )L 1 1 k d a(nˆ ) ci w nˆ lˆi 2 i 1 2 [c k max( f (vˆ rˆ )Li ssik spec, f r k r (vˆ rˆi )k rim)] (nˆ uˆ ) f k a(vˆ)i 1View-dependentr r

View Independent Terms( )L 1 1 k d a (nˆ ) ci w nˆ lˆi 2 i 1 2 Spatially-varying directionalambient

View Independent Terms( )L 1 1 k d a (nˆ ) ci w nˆ lˆi 2 i 1 2 Spatially-varying directionalambient Modified Lambertian terms

View Independent Terms( )L 1 1 k d a (nˆ ) ci w nˆ lˆi 2 i 1 2 Spatially-varying directionalambient Modified Lambertian terms Unclamped Lambertian term

View Independent Terms( )L 1 1 k d a (nˆ ) ci w nˆ lˆi 2 i 1 2 Spatially-varying directionalambient Modified Lambertian terms Unclamped Lambertian term Scale, bias and exponent

View Independent Terms( )L 1 1 k d a(nˆ ) ci w nˆ lˆi 2 i 1 2 Spatially-varying directionalambient Modified Lambertian terms Unclamped Lambertian term Scale, bias and exponent Warping function Albedo( )11nˆ lˆ 22

View Independent Terms( )L 1 1 k d a(nˆ ) ci w nˆ lˆi 2 i 1 2 Spatially-varying directionalambient Modified Lambertian terms Unclamped Lambertian term Scale, bias and exponent Warping function

View Independent Terms( )L 1 1 k d a (nˆ ) ci w nˆ lˆi 2 i 1 2 Spatially-varying directionalambient Modified Lambertian terms Unclamped Lambertian term Scale, bias and exponent Warping function Albedo

View Independent Terms( )L 1 1 k d a (nˆ ) ci w nˆ lˆi 2 i 1 2 Spatially-varying directionalambient Modified Lambertian terms Unclamped Lambertian term Scale, bias and exponent Warping function Albedo

View-dependent Terms [c k max( f (vˆ rˆ )Li si 1sik spec, f r k r (vˆ rˆi )k rim)] (nˆ uˆ ) f k a(vˆ)r r

View-dependent Terms [c k max( f (vˆ rˆ )Li ssik speci 1 Multiple Phong terms per light, f r k r (vˆ rˆi )k rim)] (nˆ uˆ ) f k a(vˆ)r r

View-dependent Terms [c k max( f (vˆ rˆ )Li ssik speci 1 Multiple Phong terms per light krim broad, constant exponent, f r k r (vˆ rˆi )k rim)] (nˆ uˆ ) f k a(vˆ)r r

View-dependent Terms [c k max( f (vˆ rˆ )Li ssik speci 1 Multiple Phong terms per light krim broad, constant exponent kspec exponent (constant or texture), f r k r (vˆ rˆi )k rim)] (nˆ uˆ ) f k a(vˆ)r r

View-dependent Terms [c k max( f (vˆ rˆ )Li ssik speci 1 Multiple Phong terms per light krim broad, constant exponent kspec exponent (constant or texture) fs artist tuned Fresnel term, f r k r (vˆ rˆi )k rim)] (nˆ uˆ ) f k a(vˆ)r r

View-dependent Terms [c k max( f (vˆ rˆ )Li ssik speci 1 Multiple Phong terms per light krim broad, constant exponent kspec exponent (constant or texture) fs artist tuned Fresnel term fr rim Fresnel term, (1-(n·v))4, f r k r (vˆ rˆi )k rim)] (nˆ uˆ ) f k a(vˆ)r r

View-dependent Terms [c k max( f (vˆ rˆ )Li ssik speci 1 Multiple Phong terms per light krim broad, constant exponent kspec exponent (constant or texture) fs artist tuned Fresnel term fr rim Fresnel term, (1-(n·v))4 kr rim mask texture, f r k r (vˆ rˆi )k rim)] (nˆ uˆ ) f k a(vˆ)r r

View-dependent Terms [c k max( f (vˆ rˆ )Li ssik speci 1 Multiple Phong terms per light krim broad, constant exponent kspec exponent (constant or texture) fs artist tuned Fresnel term fr rim Fresnel term, (1-(n·v))4 kr rim mask texture ks specular mask texture, f r k r (vˆ rˆi )k rim)] (nˆ uˆ ) f k a(vˆ)r r

View-dependent Terms [c k max( f (vˆ rˆ )Li ssik speci 1 Multiple Phong terms per light krim broad, constant exponent kspec exponent (constant or texture) fs artist tuned Fresnel term fr rim Fresnel term, (1-(n·v))4 kr rim mask texture ks specular mask texture, f r k r (vˆ rˆi )k rim)] (nˆ uˆ ) f k a(vˆ)r r

View-dependent Terms [c k max( f (vˆ rˆ )Li ssik speci 1 Multiple Phong terms per light krim broad, constant exponent kspec exponent (constant or texture) fs artist tuned Fresnel term fr rim Fresnel term, (1-(n·v))4 kr rim mask texture ks specular mask texture, f r k r (vˆ rˆi )k rim)] (nˆ uˆ ) f k a(vˆ)r r

View-dependent Terms [c k max( f (vˆ rˆ )Li ssik speci 1 Multiple Phong terms per light krim broad, constant exponent kspec exponent (constant or texture) fs artist tuned Fresnel term fr rim Fresnel term, (1-(n·v))4 kr rim mask texture ks specular mask texture, f r k r (vˆ rˆi )k rim)] (nˆ uˆ ) f k a(vˆ)r r

View-dependent Terms [c k max( f (vˆ rˆ )Li ssik spec, f r k r (vˆ rˆi )i 1 Multiple Phong terms per light krim broad, constant exponent kspec exponent (constant or texture) fs artist tuned Fresnel term fr rim Fresnel term, (1-(n·v))4 kr rim mask texture ks specular mask textureDedicated rim lighting a(v) Directional ambient evaluated with vk rim)] (nˆ uˆ ) f k a(vˆ)r r

View-dependent Terms [c k max( f (vˆ rˆ )Li ssik spec, f r k r (vˆ rˆi )i 1 Multiple Phong terms per light krim broad, constant exponent kspec exponent (constant or texture) fs artist tuned Fresnel term fr rim Fresnel term, (1-(n·v))4 kr rim mask texture ks specular mask textureDedicated rim lighting a(v) Directional ambient evaluated with v kr same rim maskk rim)] (nˆ uˆ ) f k a(vˆ)r r

View-dependent Terms [c k max( f (vˆ rˆ )Li ssik spec, f r k r (vˆ rˆi )i 1 Multiple Phong terms per light krim broad, constant exponent kspec exponent (constant or texture) fs artist tuned Fresnel term fr rim Fresnel term, (1-(n·v))4 kr rim mask texture ks specular mask textureDedicated rim lighting a(v) Directional ambient evaluated with v kr same rim mask fr same rim Fresnelk rim)] (nˆ uˆ ) f k a(vˆ)r r

View-dependent Terms [c k max( f (vˆ rˆ )Li ssik spec, f r k r (vˆ rˆi )i 1 Multiple Phong terms per light krim broad, constant exponent kspec exponent (constant or texture) fs artist tuned Fresnel term fr rim Fresnel term, (1-(n·v))4 kr rim mask texture ks specular mask textureDedicated rim lighting a(v) Directional ambient evaluated with v kr same rim mask fr same rim Fresnel n·u term that makes rim highlights tend tocome from above (u is up vector)k rim)] (nˆ uˆ ) f k a(vˆ)r r

View-dependent Terms [c k max( f (vˆ rˆ )Li ssik spec, f r k r (vˆ rˆi )i 1 Multiple Phong terms per light krim broad, constant exponent kspec exponent (constant or texture) fs artist tuned Fresnel term fr rim Fresnel term, (1-(n·v))4 kr rim mask texture ks specular mask textureDedicated rim lighting a(v) Directional ambient evaluated with v kr same rim mask fr same rim Fresnel n·u term that makes rim highlights tend tocome from above (u is up vector)k rim)] (nˆ uˆ ) f k a(vˆ)r r

View-dependent Terms [c k max( f (vˆ rˆ )Li ssik spec, f r k r (vˆ rˆi )i 1 Multiple Phong terms per light krim broad, constant exponent kspec exponent (constant or texture) fs artist tuned Fresnel term fr rim Fresnel term, (1-(n·v))4 kr rim mask texture ks specular mask textureDedicated rim lighting a(v) Directional ambient evaluated with v kr same rim mask fr same rim Fresnel n·u term that makes rim highlights tend tocome from above (u is up vector)k rim)] (nˆ uˆ ) f k a(vˆ)r r

View-dependent Terms [c k max( f (vˆ rˆ )Li ssik spec, f r k r (vˆ rˆi )i 1 Multiple Phong terms per light krim broad, constant exponent kspec exponent (constant or texture) fs artist tuned Fresnel term fr rim Fresnel term, (1-(n·v))4 kr rim mask texture ks specular mask textureDedicated rim lighting a(v) Directional ambient evaluated with v kr same rim mask fr same rim Fresnel n·u term that makes rim highlights tend tocome from above (u is up vector)k rim)] (nˆ uˆ ) f k a(vˆ)r r

ENVIRONMENT DESIGN Creating a compelling,immersive world Team distinction throughmaterial hue/value/saturation. Impressionistic painterly look

CONTRASTING TEAM PROPERTIES Red Warm colors Natural materials Angular geometry Blue Cool colors Industrial materials Orthogonal forms

Red base in 2fort map

Blue Base in 2 fort map

ROUGH SHELLEarly game screenshot

CONCEPT2D Paintover

ART PASSFinal in-game screenshot

Impressionistic texturesShot from Spirited Away

Miyazaki – Brush Width Foreshortened Can easily imagine a 3D cameramove between these 2D views ofthe same spaceBackground plates fromSpirited Away

World texturingTexture mapIn-game Screenshot

World texturingTexture mapIn-game Screenshot

World texturingTexture mapIn-game Screenshot

World texturingTexture mapIn-game Screenshot

Model texturingTexture mapIn-game Screenshot

Class Character Defined personalities andarchetypes up front Consistent voice casting In-game taunt animations andcontext-sensitive emotes “So much blood ” Meet the Team shorts Character vignette moviesrendered with game engine Game assets except: Up-rezzed hands More facial morph targets More facial wrinkle maps We find ourselves mixing theterms “Class” and “Character”

How did fans react?NC SoftVolitionBiowareBlizzardNihilisticEA LA

Where do we go from here? Successful multiplayer games live for a long time Regular updates via Steam Shipped 28 times since the Beta in September New features, code optimizations and exploit fixes This is why we built Steam & Steamworks in the first place Steam is not just a digital distribution system Can ship updates extremely quickly and fully engage the community Extend experience for dedicated players Maps Game modes AchievementsNew Medigun concept Unlockable weapons in Team Fortress 2 Can ship more quickly than new maps and game modes

Meet The Scout Things to look for Distinct character classes Shape and ShadingAnalogous color palette Painterly world texturing

Conclusion History Characters Art direction Shading algorithms EnvironmentsMeet the TeamPost-shipMeet the Scout

References Barla, P., Thollot, J., & Markosian, L. 2006. “X-Toon: An Extended ToonShader,” NPAR 2006 Gooch, A. A., Gooch, B., Shirley, P., and Cohen, E. “A NonPhotorealistic Lighting Model for Automatic Technical Illustration,”SIGGRAPH98. Lake, A., Marshall, C., Harris, M., and Blackstein, M. 2000. “StylizedRendering Techniques for Scalable Real-Time 3D Animation,” ACMPress, New York, J.-D. Fekete and D. Salesin, Eds., 13–20. Jason Mitchell, Moby Francke and Dhabih Eng, “Illustrative Renderingin Team Fortress 2,” ACM Symposium on Non-Photorealistic Animationand Rendering, 2007

Reading List Art History, Cinematography & Graphic Design Painting with Light by John Alton The Science of Art: Optical Themes in Western Art fromBrunelleschi to Seurat by Martin Kemp Secret knowledge: Rediscovering the Lost Techniquesof the Old Masters by David Hockney On Reflection by Jonathan Miller Anything by Edward Tufte or Marcel Minnaert

Questions?

CHARACTER CREATION 1. Character silhouette 2. Interior shapes 3. Model sheet 4. 3D Model 5. Character Skin 6. Final Character in game. Character Silhouette Building block of character design Identifiable at first read. Interior Shapes Solving

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