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.
I try to only have the timeless classic styles here.
No quirky sh*t.
types: 1. begrenzt/süß 2. Skizzieren/Bruks 3. Dedikation/HQ
Effectors: Scanned, construction levels, detail level, digital, Pixelart, Cluttered, Spacey
Palettes
* Natural Palette with accents
* Flat and integrated palette
* High Contrast Saturation pump palette
* Open Mind Palette
* Mcquarrie, Neutral or non-circular shades
memorable Colors: Full blue, Steel blue, army green, Cadium yellow, skin pink, skin yellow, warm grey, cold green
2D/UI:
1. Minimalism & Metaphors
1.5 Kissenfantasie/pillow fantasy
2. Gouache/watercolor sketch
2. E-sketch
2. Bruks photos
3. HQ photos
2/3. Ligne Claire
2/3. Rough Comics
3. Oil Painting
Drawing Construction:
1. 2D shapes + symbols(Toon Zelda)
2. Neoclassic(squarish composition, 3D-shapes + symbols)(Mcquarrie)
2. süß
2. Symbols + 3D shapes(Tintin, Mulle Meck)
3. realistic(Zorn)
3D:
1. süßfigur 3D
1. Feltwerk photogrametry/Gouache 3D
1. Box Feltwerk photogrametry/Gouache 3D
1.5 Feltwerk photogrametry/Gouache 3D
2. Feltwerk 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
720/1080p = bruks resolution
16mm, 4k = indie resolution
30mm, 8k/16k = Dedication resolution
It has taken a crazy amount of time for digital to catch up to film.
The "film feel" to me is just the feeling that you're giving it all.
If the camera is cheap then I assume that is how you value what is on the screen, cheaply.
Line vs Lineless
Lineless = more immersive, less clear construction
Line = better clarity of construction, less immersive
Analogue graphics System
I have this super weird idea in my head of an analogue graphics system.
Like the graphics are actually in a box of moving models.
That would be an interesting game.
LOD types
texture LOD
Texel LOD
object LOD
Shading LOD
Micro Texture Levels
* Clean
* Marble
* Rock
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.
Lo-Fi fragile
Sometimes you want a feeling in the image that is less sterile, maybe because you want it to feel more fragile, so you add some authentic detoriation.
From the 90s to the 2000s everything was sterilised, which is a shame, everything shouldn't have a sterile image.
I prefer using authentic detoriation over fake detoriation.
* VHS-pass
* old video cam pass
* Film-pass
* CRT-pass
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
1. begrenzt 2. bruks 3. dedication
1. Flat Lightning:
Means there is no shading, all surfaces are just color/texture data
Cheap and does not look good
2. add/subtract Light shapes:
heavy lightning
Adds/subtracts light based on objects position within defined shapes, no shadows
Granularity is easily controlled.
cheap and looks good
Simple Bounces can be added with add shapes
Simple Shadows can be added with subtraction shapes
Object gradients are done per light source
Can be used for contact occlusion as well
ambient gradients
It's basically raycasting, but boxes/shapes and way less accurate
It can be as granular or ungranular as you want, that is the beauty of light shapes
Shapecasting:
adding and subtracting light, multiple or single bounce, based on shapes casts from light sources/object sides
Bigger lights give the entire object a light gradient and shadow, smaller lights create granular spots on the object
Shapechain = number of chained shapes
shapebounces = number of bounced shapes
3. Direct Lightning:
heavy lightning
no bounce lightning that creates a shadow, but no ambient light.
Very accurate shadow shapes, but is veery expensive
pseudo bounces can be added
1. Gesture Gradients:
This is free.
Light baked object shading meant to make form clearer.
Face/spirit emphasis
round gradients
2. Ambient Light:
light shading meant to add spatial clarity and integration of objects
Can be cheap and look good, can be expensive and look like sh*t
Contact occlusion
E-sketch
"Oekaki" refers to a sketch style common on the early internet.
Oekakis are made using pixel perfect brushes, giving them a very digital "E" look.
Digital is embraced, very very bruks.
I just call them E-sketches, or E-skizziren, because I don't like japanese lone words for common words.
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
Black = Elite, intelligence, competence
White = stupidity, clueless, fumbling
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
* If separation through line, line should be within top object
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!
I've also seen people do 3D models with texture filtering, but UI images with clear pixels.
It makes sense, you want a clear edge on UI elements.
Unless they are polygonal UI elements, don't have texture filtering.
So,
compability:
* no texture filtering
Bruks:
* ~0.3 blur for grainy textures
* 1+ blur for gesture textures
* 0 for nonpolygonal UI elements
Common Photogrametry/Gouache Levels
Remember it is a spectrum!
Conmpability/Feltwerk:
* LOD 2
* Map sketchers probably like feltwerk the most, fastest to sketch in
* Quake, 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:
I prefer Animation movies that don't move above this level, beyond this level all the details start being distracting.
Information overflow.
In the mid 2010s a bunch of games and movies moved beyond this level and my eyes just started being annoyed by all the damn detail.
It's the jump from the wii to the wii U, I didn't like super mario odyssey.
The reason why I like this the most is because introducing micro details makes elements look less clearly separated, and you don't want that in a game.
I really like the clone wars series because it has an animation style that isn't massively micro detailed.
It has aged really well.
Simplicity ages well.
* Highly immersive
* LOD fades(Use lower sample count of background if it is too expensive, please no pop in LODs that sh*t is so ugly)
* 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:
You need a good reason for this, most times I see this it is over-detail, superflous.
I feel that with many games, all the detail actually makes it worse, I can't focus.
HD remasters of game from around 2010 is what I would consider optimal for dedication.
* 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)