2025年9月25日星期四

Common Art - Week 05 - Use of Perspective

Final: 


Reference:


Analysis:
From this part of the game screenshots, we can see that the scene elements in Journey do not contain overly complex geometric shapes, which makes the overall visuals appear rather clean. The shadows are not rendered with overly complicated effects either; instead, they have a relatively soft but not that kind of soft quality. The slight cartoon-like impression mainly comes from the noticeable color differences in the texture painting.



Model:
So I also used simple geometric shapes to build my desk lamp, keeping it from becoming too complex.

Rendering:
In this assignment, I used Unity as the rendering engine. The core approach is based on applying the half-Lambert lighting model, which I then quantized into discrete steps to create a cel-shading effect. This stepwise transformation effectively replaces smooth shading transitions with banded layers of light and shadow, producing a more stylized, cartoon-like visual result. The thresholds for these layers were not fixed values from theory but were instead fine-tuned through my own iterative testing and adjustments to achieve the desired artistic style.

Stepped gradient:

Smooth:


Outline: 
Use another render pass to render backface outline(Displace the vertices along their surface normals, while restricting the rendering to back-face culling only.)


    Final Rendering:




PhotoShop

Outline:
Add Contrast:
Add Color:

Add Shadow and High Light:

Add AO:

Add Emission:


Final:






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