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GDC 2011 Notes – Art Direction for Photoreal Games

It’s really all about getting everything looking juuuuust right

Photoreal is just as much an art direction decision as any other style, and there’s a lot of room to play around in that

Photoreal requires a lot of creativity, it’s not easy, very difficult to achieve

“cinematic photoreal” -> beautiful and visually distinct images

-Every film has its own unique look, and you can pick out a shot from films even if you have no contextual information at all

Photoreal can be achieved through proper application and use of:

  1. Textures
  2. Lighting
  3. Post Effects

Art Director’s Job

  • Figure out what is most visually important
  • Design a look for your game you can call your own
  • Focus on the big-picture first, then start getting down to details

Good visuals/reference lead to a game that “looks good!”

Visuals support and enhance gameplay

How are your art direction choices making the game more fun?

Night doesn’t have to be, and usually isn’t, black

Your eye is attracted to brightness and contrast

Your goal is to create visual interest through:

  • A dynamic image
  • Directing the eye with contrast or color

Find great reference -> photography (not pictures)

Use reference daily, use it in reviews, use it in context, always have it up, look at it on-screen

Quick-glance test to get the color and contrast looking right first

Maybe make a photo-wipe tool to view reference and game side-by-side

Textures

  • Higher texture resolution doesn’t not mean photoreal
  • Get these right FIRST
  • Use a MacBeth Munsell Color Chart to color-correct your photoreference and phototextures
  • Best light to take textures is on an overcast dry day with a fixed White Balance on your camera
  • Pair your MacBeth with the digital version (have a digital version in your engine, too!)

1. Shoot in RAW on an overcast, dry day w/ camera set to sRGB

2. Shoot your MacBeth for EACH texture, or lock down your settings

Light changes every time you move the camera, depending on your angle to sun etc.

3. Lock exposure settings

4. Bring into bridge and click White Balance Tool

Make sure curves are set to linear
Exposure slider a lot until your numbers line up with the digital macbeth

 

Resources –

Chromoholics

Save areas of base image and adjusted to see difference

Goal-> In unlit mode your scene looks like a really realistic overcast day

Lighting

Bring your color chart into your game, make sure that’s lined up correctly

Use grey diagnostic spheres to make sure your lighting is looking right

Filmic tone mapping!

Ambient lighting should match sky, sky not always blue

Shadows should reflect the sky

Avoid flatly-lit areas

-Bounce and AO help define the shape

Need darks and lights, but don’t have to go to full extent with JUST lighting, you’ll push them out with post effects

Contact shadows sell the world

Post Effects

Atmosphere color and horizon color

Color Grading Lookup Tables

-Can use multiple to define different areas

-Treat a base LUT in photoshop, apply those treatments to color strip, plug in that LUT

What techniques do films use, and how can they be applied to games?

-Bleach Bypass

Squint-test -> Do you know what you’re looking at?

Desaturate Scene Test -> Are you maximizing your value range?

Use Histograms to check your scene

Do the basics REALLY well

Have a clear visual direction

Does the art make the game more fun?

-Get textures right

-Linear lighting and filmic toning

By Ozzy

Graduated in May 2011 from Ringling College of Art and Design with BFA in Game Art and Design. Tech Artist with strong work ethic, organization and time management skills, initiative, adaptability, and communications skills.

Credits:
- Darksiders II (in production)
- Saints Row: The Third (Art Intern)

Specialties
3DS Max 2012
Maxscript
Python
Perforce
Unreal Development Kit
Maya 2011
xNormal
Photoshop CS5
3DS Max 2010
Unreal Kismet
Crazybump
Dreamweaver CS3
Premiere Pro CS5
MEL
Hansoft
Mudbox 2011
zBrush 4
Corel Painter XI
AfterEffects

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