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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