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🧵 Untitled Thread

Anonymous No. 869179

Can someone break down how Tales of Arise’s art style works? It’s honestly one of the most striking ones I’ve seen, and even holds up to offline-rendered stuff like a certain Netflix show based off a MOBA.

Anonymous No. 869187

there's nothing to break down. artists made art.

Anonymous No. 869188

>>869179
I write a lot of shader, had a peek at a youtube gameplay video.Iit's a mixture of conventional 3D shading based on eye/light/normal vector and toonshading. There is no big secret to it, just shader composition finding an art style that sits halfway between 2D and 3D.

Hmmph. No really a fan of the look of the results, reminds me of the look of Borderlands, which doesn't do it for me at all. But I respect what they're doing. I think that is the direction non PBR should head in to find a voice fitting the 3D medium instead of trying to force it by faking 2D.

Anonymous No. 869191

>>869188
I'm pretty sure it at least uses normal maps.

Anonymous No. 869195

>>869188
Thinking about it I'd go for a artstyle similar to TERA, that game has this kinda handpainted quality to it, just drop in shaders with an even softer diffuse.
PS2 era Final Fantasy type texture work but with GI tint and super soft falloff would prob be the look I'd go for. It'd have a handmade uncompromized quality to it.
Faking geometry and adding outlines and shit like that looks too damn artificial on real geometry.

Unless you go choppy frame rate and all of that, but then you give up one of the best things about 3D which is the ease of creating smooth continuous motion.
Fighting the media to be something it's not can't be the answer.

>I'm pretty sure it at least uses normal maps.

Yeah some surfaces are very obviously using normalmaps, I find it kinda messy and jarring to see it juxtaposed like that.
One guy had a burnt face and you could like see crispy pores on one side of his face and the other half looked like flat handpainting.

Anonymous No. 869251

>>869188
>>869195
>>869179
95% of the appeal of the screen OP posted comes from good art direction.
Not shaders, not half real/cartoon stylized shit or whatever other technical mental gymnastics you can think of. You could make this with hyper-real shaders and it would have the same feel.

The problem with 100% of people who get into 3d is that they think the computer will compensate for their lack of art skills and then reality hits them like a fucking truck.

If there's one thing you need to breakdown is the art direction.
Overall crystal blue atmosphere interrupted by orange-tinted lights, green/blue and orange/blue color combinations. The fog elements accentuating aerial perspective, the road leading from near the viewer towards the structures in the background, even the surrounding environment is V-shaped and leads the eye towards the center where the road leads.

Take this screen from another random angle and it will look like shit.

Anonymous No. 869253

>>869251
You're right, but let me just quickly rant about the fact literally every single analysis of why some art is good always boils down to parroting these same things and nothing else:

>contrasting colors, blue/orange/green/red...
>accentuating areas with light and fog
>muh leading lines towards the subject
>3 planes, front, mid, background
>primary, secondary, tertiary shapes

These are such basic concepts but so many people don't get them... And at the same time it's so boring to read any kind of art analysis when people just keep repeating those over and over again like they don't know anything else to say.

Also every single 3D art critique I've seen on Discord and other forums, always a handful thing people keep parroting to each other like fucking robots.

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Anonymous No. 869254

>>869251
Imagine you need to have art skills to come up with the basic bitch blue/orange color palette

Anonymous No. 869255

OP it's an unreal engine 4 game, rip the models + textures with umodel and see for yourself, it takes 30 sec

>>869254
oh no complimentary colours bad!

wait until you look at the sky and see orange and blue one day, unoriginal af

Anonymous No. 869260

>>869253
It's selection bias, 3d art (art in general tbqh) is fundamentally a brainlet pursuit and the people who grow beyond it move on to tech art or proper programming once they realize it's both more creatively fulfilling and much more lucrative.

Anonymous No. 869263

>>869253
>why some art is good always boils down to parroting these same things and nothing else

Duh, because they work?
You're almost there, you're this close to getting it.
>Art boils down to a few fundamentals
YOU ARE SO CLOSE.
What the fuck do y'all want more, seriously?
You are literally given the building blocks you need to maximise the appeal of your art, it's what you make of them that distinguishes you from the rest.

When people say that "art is subjective" it's not an excuse for you to be fucking shit at it.
A dark, flat, boring render that reveals a fundamental lack of understanding of how to light a subject isn't the expression of your inner dark edginess, it's just that you're fucking shit at lighting.

The "subjective" part of art is the way the artist manages to combine those building blocks, bend and/or break those rules into something unique and original, and how much that resonates with their audience.

But what the fuck is even the point of explaining this when the extent of your taste doesn't go further than big bouncing coom tiddies.

>>869254
And yet, here we are.

Anonymous No. 869265

>>869255
Are you arguing that something you see every day is in any way original or high art? Are you a retard?

Anonymous No. 869307

>>869254
Michael Bay is what happens when someone hears about a concept like that and think that's all there is to it.
It really destroyed the look of film and games for a long time, Blue orange + crushed blacks puke.
Back in the day the origninal Matrix did the same with it's extreme green color temperature.
Every hack started emulating that look and people would tell you with a straigt face
you need to pick a color that runs thru your entire project.

>>869251
>>869253
Reality doesn't work that way, every environment isn't the same color, people can tell that it isn't blue+orange
in a city, in a cave, in a forest, under water, at the dark side of the moon, in a car at night etc.
Reality uses all sides of the color wheel, not just two colors that sits opposite of one another.

Meanwhile you look at the most popular lighting mods for any games it's always something
that removes color grading and restores a naturalistic whitepoint.

>It's almost as if people prefer to look at things that looks like the thing our visual system was evolved to look at...
>Accentuate as you please, but don't accentuate everything all the time. If you do it is in fact no longer accent.

Anonymous No. 869322

>>869307
>Reality doesn't work that way
reality is shit, m8.
if I wanted a recreation of reality in all its gloominess I'd take a photo.
goddamn you're fucking retarded.

>you look at the most popular lighting mods for any games it's always something that removes color grading and restores a naturalistic whitepoint.
are you literally autistic? As in, not 4chan autistic but actual low-functioning autism?
Because it's literally the opposite.

Anonymous No. 869340

>>869265
nature is the ultimate authority of aesthetics

Anonymous No. 869341

>>869322
>reality is shit, m8. if I wanted a recreation of reality in all its gloominess I'd take a photo.

Several million of downloads on the nexus of natural lighting ENB's for various games suggest you're in the minority feeling that way.

>are you autistic/retarded/tardedtistic/autardidated?
No, I don't have any particular mental disabilities. Do you perhaps suffer from some sort of anger issues anon?
You seem unusually salty over there being in disagreement with random strangers on the interwebs.

Anonymous No. 869526

>>869179
They did a CEDEC presentation on it with a lot of detail. You can register for CEDIL and download the PDF and machine translate it. Good luck.