Stylizing the look…

Have you noticed that the “look” of big budget animated movies has become  homogenized?  However beautiful those globally illuminated, sub-surface scattered, realistically simulated CG worlds have become, there is a common look to them…. I think it is because the artists and the tools are the same from studio to studio…

From what I understand about the industry, artists move from film to film, studio to studio, as each project ends (self described “pixel gypsies”)… The tools are similar between studios, the feature orgy in 3D software pushing in a Darwinian way towards a synthetic hyper realism.

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The last animation that I posted suffered from this same look, and I had to stop and think about why…. I think  there is an unconscious bias towards that style, because our tools favor it, and there is an expectation that for it to be accepted   it has to have that look.

I am just one guy.  Even if I thought that this homogenous CG look was great–there are hundreds of people involved in creating it–and if my work attempts to emulated it, then it will rightly be compared to it.  The animation, the particles and effects, the lighting–everything has to be at Hollywood level…If it is not, then rather than being immersed in the story with the characters, the viewer is going to be distracted….

Realizing I needed to stylize the look–Dig a little deeper than what the tools want to give me–make them give me what I want,  I started looking at my influences for TAR of Zandoria to see what it was that I liked (and figure out how to make the computer render it).

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Frank Frazetta, Boris Vallejo, and Simon Bisley are my favorite fantasy artists. So I started looking at their paintings for stylistic cues that I could try to emulate–since that genre is the inspiration for TAR, if I could make it come to life that would be more satisfying….

The first thing that jumped out at me is the strong contrast between light and dark–It is called chiaroscuro in painting. The defined contours in Frazetta’s and Bisley’s work also stood out–I think this comes from their background in comics before they started painting…

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The backgrounds are painted of course, and since I was already using a matte painting approach to creating my backgrounds for TAR, this is an easy shift–Even running a Photoshop filter was an improvement over the realistic matte painting…

I added toon shading to the edges of my objects, and I relighted the scene with a key light and a couple of fill lights.  I think I am also going to tweak something with the diffuse falloff at the edges, to get a look for like my airbrushed version of TAR.

Landscapes

I have been a little torn between using somewhat realistic CG landscapes or digital paintings for this project. After doing a number of tests each way, I felt that a hybrid matte painted look was going to be better for the introduction of this character…

I started with a Digital Elevation Map (DEM) and exported a greyscale image from MicroDEM. The DEM files and software are available for free here.

ADAMANA, AZ

Using the greyscale values, it is pretty simple to generate a terrain mesh. In this case, I used Zbrush to generate the geometry, but I exported it to Sculptris to work on the detail and textures. The reason I wanted to use Sculptris is that I could use the Reduction brush to simplify the geometry in the distance. The detailed rocks in the pass is where the main action of the scene is, so I figured that I could just drop the landscape in as a PROP and render everything in A:M…

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Unfortunately, the maximum texture resolution in Sculptris was too pixelated when rendering up close. So I decided to render the landscape by itself to get the lighting, and retouch it in Photoshop to create matte paintings to use as background rotoscopes in A:M.

I added the dunes in the distance, and the sky, as layers underneath the rendering. Then I added extra detail of the rocks and scrub as an overlay layer.

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I set the ground plane to Front Projection Target and Flat Shaded.

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Now the only object in the shot is TAR. The dust particles are Sprites emitted with each step, and are drifting off to the right as though blown by the wind (actually there is a fan Force Emitter creating the wind).

I started rendering the shot (in HD, 1280 x 720), The first couple of frames took over 1-1/2 hours!  With over 400 frames in just this shot, that was way too long…I knew that I was going to have to make some compromises….  I eliminated global illumination, ambient occlusion, and multipass–relighted the scene with Z-buffered shadows instead of ray-tracing. The new render time was only 2 minutes per frame!

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