Thursday, November 1, 2018

Story Design - Lighting Style Guide

For this week, while character and environmental leads work on 2nd revision passes, I focused my attention on how lighting and materials will work in "Tales of Thomas Carnacki and Fantomah


Lighting/Shading Style Board – Tales of Thomas Carnacki and Fantomah
Main stylistic division is the shading between characters/environment of the natural world, and those of the supernatural. Shadows that fall on the protagonists should be similar to those found in the environmental world around them. (Diffuse, rounded, roughness reflecting the material it lands on) Shadows that fall on the supernatural characters/environments should have harder, toon shaded or cell shaded lines that divide light values, or ignore environmental lighting completely.

Natural World Lighting: 
-Diffuse with no linework
-Gradual fade between value
-Material determines fade-rate
-Colors are complex and mixed









Supernatural World Lighting (Option 1):
-Toon/Cell shading with linework
-2D plane
- hard cuts between values
- material possibly determines fade rate
- characters can ignore light completely
-colors are generalized/simple
-2 tone gradients replace complex values




Cool World

Flat 2D figure in a 3D space, with little to no response to lighting

Gorillaz



Slight reaction to light direction, gradients shift 2-tone color values

Supernatural World Lighting (Option 2):

-Toon/Cell shading with linework
-3D model with cell shade
- hard cuts between values
- material possibly determines fade rate
- characters can ignore light completely
-colors are generalized/simple
-shading nodes breakup value/color differences 










1st Pass Lighting Test on VR environment





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