Standard Grafik
Introduction
Here I gather all my thoughts related to my graphics production
I seek freedom, not challenge, I have an assortment of styles I use and that is that.
Vedurs Standard Graphics Style List
For every style there is a person I associate the most with it, who did it best, who did it with intention, or both.
I use the list below and think no further, excentric styles are not for me.
Sexy graphics rawr, catty.
To punga in or punga ut, that is the question.
types: 1. begrenzt/süß 2. Skizzieren/Bruks 3. Dedikation/HQ
Effectors: Scanned, construction levels, detail level, digital, Raster, Cluttered, Spacey
Palettes
* Natural Palette with accents
* Flat and integrated palette
* High Contrast Saturation pump palette
* Open Mind Palette
2D:
1. Minimalism
1.5 Süßkissen
2. Gouache/watercolor sketch
2. Bruks photos
3. HQ photos
2/3. Ligne Claire
2/3. Rough Comics
3. Oil Painting
3D:
1.5. Feltwerk photogrametry/Gouache 3D
1.5 Feltwerk photogrametry/Gouache 3D
2. bruks Photogrametry/Gouache 3D
3/4. Photoreal photogrammetry/Gouache 3D
2/4. Voxel rendering/Point-cloud-rendering
Video/Photography:
1. CCTV camera
2/4. Basic Camera Setup
3/4 Advanced Camera setup
The indie software scene
The indie software scene and E/Web has always been dominated by bruksgrafik and bruksljud.
It is where creativity thrives.
Unthoughtthrough Graphics
It's bothersome how unoptimized and un-thought-through much of todays graphics are.
Graphics that are neither bruks or dedication.
Minimalism with ubershaders that look like nothing and burns your computer.
Texel density can be quite garbage in supposedly dedication tier graphics.
DOS, PS1, Nintendo DS
The PS1, DOS PC, and Nintendo DS are aesthetically my favorite platforms.
Those platforms have timeless bruks tier graphics for every single title, no exceptions.
PS2, XBOX, XBOX 360, PS3, Gamecube, N64 they all aimed too high.
They tried to hide digital artifacts through blur.
They were ashamed of what they were, and that is what ruined them.
I love how the indie software scene embraced bruks aesthetics.
Unashamed pixelation and digitalness.
We need way more of that, way less half arsed attempts at realism/dedication.
Making Textures
* Generally low/mid contrast
* Avoid white roof/black floor
* Generally, texture! not form! super common mistake, people try to put rocks, handles, windows on a texture, in begrenzt graphics styles you sometimes do that
* in case of painting, detail on every level, block, blotch, fine, micro
* GO, gesture occlusion, map
Location
I only have real world locations, that is something I got from Tintin. I do not see the point in fictive locations.
It keeps everything together real nice.
3D-Graphics technique list
! DON'T DO FAA
! DON'T DO MASS TEXTURE FILTERING(sometimes texture filtering is cool, just don't do it all the damn time)
! I WANT THE CRISP
! IF YOU'RE NOT DOING REALISM FOCUS ON GEOMETRIC READABILITY & FUNCTIONALITY
! AVOID BAKED LIGHTNING, THINGS MOVE, DOES NOT ADD ENOUGH GEOMETRIC READABILITY TO JUSTIFY
Texture smoothing and anti aliasing are one of those things I always want to be able to turn off.
* Flat lightning, only direct lightning, no global illumination
* Multi sample anti aliasing = removes jagged edges, expensive.
* Cone-tracing = sort of like ray tracing but cones instead.
* Local-illumination = boxes that control the ambient lightning of rooms/spaces. for example: blue = outside, dark grey = inside, cheap, cheap, cheap, very unrealistic
* Depth occlusion = Not realistic, improves geometric readability.
* illumination boxes priority
* Atmosphere/fog = makes things fade into the atmosphere over distance.
* crevass Occlusion/coloring = makes crevasses darker/colored, cheap.(Don't overdo this everything will look like skrottnisse)
* Ray tracing = calculates light bouncing, expensive as hell.
* Bloom = smudges the are around light hitting the camera
* gradient textures = good for giving form readability to textureless objects
* Noise gradient textures = same as above
* Paralaxx shaders = good for textures with depth, grass, gravel
* skyboxes = good for worm backgrounds that don't move
* chunksum billboards = good for chunks that are far away and at a similar angle.
* Micro Detail Sunbleaching
Rendering techniques
When I am doing bruks tier photogrametry there are a couple of favorite graphic techniques I use to achieve dynamics, beauty, speed, functionality.
* Direct lightning = objects get illuminated and cast shadow based on light sources in the scene, absolute classic
* Local Illumination:
* cheap
* Boxes that control local lightning.
* Have a priority index.
* room ambient color generally has a lower priority index than outside lighting.
* Depth occlusion boxes = make things slightly darker in a specificed direction within the box to increase geometric and spatial readability, priority over outside lightning
good for foilage, boxes, crevasses, holes
* Depth bright boxes = good for fires, light holes
* Gradient textures = helps with geometric readability.
* Ambient occlusion = expensive, but does enhance gemoetric and spatial readability quite a bit.
* multi layer foilage
* multi billboard foliage
* low res texture combined with high res noise, micro texture
* High Resolution textures + maximizing model joining(Harry Potter 1-4)
* Intersection filtering
* Fauna fields
Filters
I think filters are a good tool for the photographer to make their photos more assertive.
Filters in combination with standard color language can be a tool for telling the viewer how to feel about the content.
Magenta = Seriousness
Contrast boost(no saturation boost) = seriousness
Saturation pump = playfullness
Neutral = science
Boosted reds = love, romance
Low Saturation = bleakness, misery
Selective boosts = forwardness, formality, hope, hiearchy
Warm Dark(Fantasy-24) = epic, Fantasy, fever dream, dreamish
BW = Death, tradegy
Metaphoric Minimalist UI
Metaphors is essential for quick orientation in any application.
* Tool/place metaphors
* Smallest unit
* Balanced contrast
* Separation through value first, line second
Making 3D objects look more together
* Intersection smoothing
* Ambient Intersection bounces
* Contact occlusion
Texture Filtering New Statement
I have said that texture filtering for low resolution textures isn't bruks but you know what,
If you following the rules of good texturing I do not mind the filtering.
Removing texture filtering starts looking good at those low LODs, LOD 2.
Mario 64 looks better without texture filtering.
I don't want to imagine minecraft with texture filtering.
yeah yeah.
LOD 2: no texture filtering
LOD 1.5>: Texture filtering
I believe that texture filtering comes in two types though:
* Non destructive for detailed textures, blurs pixel edge less that one pixel, grass, sand, wood, anything grainy
* Destructive for textures that are more gesture, like water or sky, blur greater than one pixel
So a texture should be marked as either being either gesture or grainy.
Proper Anti Aliasing!
The reason why you don't do texture filtering above LOD 2 is because it cost processing power.
and compability tends to becoem priority then.
but you can do texture filtering there also!
So,
compability:
* no texture filtering
Bruks:
* ~0.3 blur for grainy textures
* 1+ blur for gesture textures
Common Photogrametry Levels
Remember it is a spectrum!
Conmpability/Feltwerk:
* LOD 2
* Map sketchers probably like feltwerk the most, fastest to sketch in
* Counter Strike, Day of Defeat
* Blocky models, hence the name feltwerk.
* pixelated textures
* Flat lightning
* No AA
* Somewhat goofy and unimmersive
* You can do AA and texture filter if you want, looks good as well
* pop-in LODs
Bruks/semi-realism:
* Highly immersive
* LOD fades
* 4x MSAA(I refuse anything less than that, I will lower the screen resolution rather than give this up)
* LOD 1.5
* Models are not blocky and do NOT look like paper fold art, though they are slightly edgy. If something looks like paper fold art that isn't a distance-LOD you are doing something wrong.
* LOD is higher on smaller models
* Counter Srike: Source, Flight Simulator: X, Day of Defeat: Source, Skywards Sword HD, Battlefront II
* Billboards/shell shading for particles
* Blend of HD textures and mid-textures
* non-realistic, but very pretty shaders
* AA
Realism:
* LOD 1
* Sleek, photoreal models
* Fully detailed particle systems
* HD textures
* realistic lightning model
* !!Manual-settings-maxx!! my latest purchase, zv-1, does not have manual focus in video mode what the h*ck
* 1x-30x zoom(mostly optical, but also digital)
* ~720p 60fps = basic, ~4k 45fps = HQ
* Coolpix b500/b700
* Fixed Zoom Draw Screen(Only change pencil size, to mimic physical medium)