Graphic Styles: Difference between revisions

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A Specular Map is responsible for the specular highlights and defines how shiny the object is when reacting to a light source. This is usually done by using an 8-bit image (grayscale) where lighter colors define shiny spots and deeper colors define dull spots on the texture. Meaning, when you want to make a shiny metal texture, you would use a very bright tone. Using a 24-bit image (RGB) also possible. With this, you can colorize specular highlights which can add a little bit of realism or aesthetic to your mesh. However, this comes at the cost of more memory usage since a 24-bit image uses more RAM than an 8-bit image.
A Specular Map is responsible for the specular highlights and defines how shiny the object is when reacting to a light source. This is usually done by using an 8-bit image (grayscale) where lighter colors define shiny spots and deeper colors define dull spots on the texture. Meaning, when you want to make a shiny metal texture, you would use a very bright tone. Using a 24-bit image (RGB) also possible. With this, you can colorize specular highlights which can add a little bit of realism or aesthetic to your mesh. However, this comes at the cost of more memory usage since a 24-bit image uses more RAM than an 8-bit image.


This Map or an Environment Map plus Bump mapping was probably used for [[Medli's Harp]] in {{TWW}}.
This Map or an Environment Map plus Bump mapping was probably used for [[Sacred Harp]] in {{TWW}}.


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A Normal Map is a 24-bit image known for its purple-blueish color. The Normal Map is able to react realistically to lightning environments by showing highlights and shadows on the model corresponding to the position of a light source. A Normal Map and several other maps are usually rendered in a process called 'Map Baking'. A highly detailed mesh and the final game mesh will be needed for this process. The 'high-poly' mesh can be made out of millions of polygons so that the artist can model out smaller details. The final game mesh is then built around this high-poly mesh to encompass it. Once the game mesh is ready for baking, the 3D application will project the details of the high-poly mesh onto the UVW coordinates of the game mesh which will result in highly accurate textures. In the end, the game mesh can look exactly like its high-poly equivalent, depending on the mesh, the technical restrictions and the skill of the artist.
A Normal Map is a 24-bit image known for its purple-blueish color. The Normal Map is able to react realistically to lightning environments by showing highlights and shadows on the model corresponding to the position of a light source. A Normal Map and several other maps are usually rendered in a process called 'Map Baking'. A highly detailed mesh and the final game mesh will be needed for this process. The 'high-poly' mesh can be made out of millions of polygons so that the artist can model out smaller details. The final game mesh is then built around this high-poly mesh to encompass it. Once the game mesh is ready for baking, the 3D application will project the details of the high-poly mesh onto the UVW coordinates of the game mesh which will result in highly accurate textures. In the end, the game mesh can look exactly like its high-poly equivalent, depending on the mesh, the technical restrictions and the skill of the artist.


This effect was probably used for [[Medli's Harp]] in {{TWW}} and in {{SS}} on some meshes.
This effect was probably used for [[Sacred Harp]] in {{TWW}} and in {{SS}} on some meshes.
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|image= File:Link-Swimming.jpg
|image= File:Link-Swimming.jpg
|caption = Realistic water and lighting from {{TP}}
|caption = Realistic water and lighting from {{TP}}
|name = Realistic Shading
|uses = Simulation of real-world lighting in 3D-based media
|uses = Simulation of real-world lighting in 3D-based media
|comp = Computer Animation
|comp = Computer Animation
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{{Infobox Object
{{Infobox Object
|image= File:3D WW Link.png
|image= File:3D WW Link.png
|caption = [[Link]] in {{TWW}}
|caption = Cel-Shading, a type of non-photorealistic lighting
|name = Cel-Shading, a type of non-photorealistic lighting
|uses = Adding artistic flair to a video game or movie  
|uses = Adding artistic flair to a video game or movie  
|comp = Computer Animation
|comp = Computer Animation
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=== Lens Flare ===
=== Lens Flare ===
[[File:Lens Flare TWWHD.png|300px|right|thumb|Lens flare in {{TWWHD}}]]
[[File:TWWHD Lens Flare.png|300px|right|thumb|Lens flare in {{TWWHD}}]]
Lens flare in video games is the simulation of the internal reflections of a camera lens, to increase realism. Its first Zelda debut was in {{OoT}}. Lens flare is usually colored, and often accompanies dynamic exposure effects.
Lens flare in video games is the simulation of the internal reflections of a camera lens, to increase realism. Its first Zelda debut was in {{OoT}}. Lens flare is usually colored, and often accompanies dynamic exposure effects.
=== Dynamic Exposure ===
=== Dynamic Exposure ===
Dynamic exposure is an effect in some video games that compensates for the overexposure of the image when the scene is dominated by a bright light source. In {{TWW}}, dynamic exposure is used with the [[Picto Box]] and the 3rd-person camera. When they are pointed at the sun, the exposure level is lowered. Interestingly, this does not happen when the first-person camera is pointed at the sun.
Dynamic exposure is an effect in some video games that compensates for the overexposure of the image when the scene is dominated by a bright light source. In {{TWW}}, dynamic exposure is used with the [[Picto Box]] and the 3rd-person camera. When they are pointed at the sun, the exposure level is lowered. Interestingly, this does not happen when the first-person camera is pointed at the sun.
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===Examples===
===Examples===
<gallery>
<gallery>
File:Hyrule Castle Courtyard TP.jpg|Blurry light effects caused by Bloom as seen in {{TP|-}}
File:TP Hyrule Castle.jpg|Blurry light effects caused by Bloom as seen in {{TP|-}}
File:Ghosts.jpg|Post-Processing applied to the screen while [[Wolf Link]] uses Senses
File:Ghosts.jpg|Post-Processing applied to the screen while [[Wolf Link]] uses Senses
File:TP Midna Riding Wolf Link.jpg|Black and White Post-Processing used in an earlier version of {{TP|-}}
File:TP Midna Riding Wolf Link.jpg|Black and White Post-Processing used in an earlier version of {{TP|-}}
File:Hyrule B and W.jpeg|Post-Processing is used in {{TWW|-}} to paint Hyrule in a Black and White tint
File:Hyrule B and W.jpeg|Post-Processing is used in {{TWW|-}} to paint Hyrule in a Black and White tint
</gallery>
</gallery>
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[[Category:Interface]]
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