Friday, 19 February 2021

Gladiator Character - Lighting, Shaders and Presentation

 Gladiator Lighting, Shaders and Presentation

·         Following the completion of the modelling, texturing, and rigging of the character, it is time to light and present the character.

·         Presentation is crucial step in the project as the lighting and any extra effects or background can drastically affect the quality of the result. A bad model can still look good with good presentation, and a great model can look terrible with terrible presentation.


Lighting:

·         I imported the character and the textures I had into unreal to yield the result below. The natural light set up in unreal washed the colour out completely, and I realised I did not set up a map to define what areas of the model are metallic. To do this, I gave my texture map an alpha and plugged that alpha into the metallic node, so the gladiator could have interesting material shading.

·         I made a very crude box with flat planes on all sides and made a simple brown material to colour the planes. I removed the fill light, and I rebuilt the lighting to show my character in complete darkness.

·         I used the resources from black board to assess the lighting. The lighting set up I wanted to use was the lighting with colours, producing defined rim lights as well as helping to saturate the colours of my character in unreal.

·         The lights were split into 3 key types:

o    Key – This light is the brightest light in the setup, used to make the scene’s form more obvious. Moving this light can drastically change the shadow shape and intensity, leading to changes in mood.

o    Fill – This light acts as a contrast controller for the light set up. It is typically the lowest intensity light, and acts as a mood controller also as this light implies the environment around the character (such as time of day, indoors vs outdoors). This light often has a colour added to it to further build the characters environment.

o    Rim lights – This light creates a more visible silhouette to the image and is usually of medium brightness. It sharpens the image and can show the overall shape of the object.

·         These 3 create create a 3-point light setup:

o    A 3-point set up is used most because it creates a clear 3-dimensional view of the subject matter for the viewer, as well as providing a deliberate source of light for the viewer to interpret and understand.

·         I used the reference to set up lighting of my character initially in the same colours, and then changed the colours slightly to create a warmer colour scheme. In the final version, the fill light was toned down a lot more to push the background back, and I added a warm top-down light which made the character look sunlit. The green became the rim light of the image, and the fill became a warm orange to compliment the skin tone of my character and to saturate the colours better.

·         I have had issues before with the auto exposure in unreal, so when lighting my character, I added a post process volume and adjusted the project settings to limit the intense shine coming from the metallic armour in the scene. I followed this tutorial to make sure I did this process correctly: https://youtu.be/Q1xi8NwpIqA

Import


Lighting Set up


Red and blue tinted lighting


Green and Orange tinted lighting


Edge Shading:

·         As an extra push to add the borderlands style edge shading I had begun to add to my textures, I looked at a couple of tutorials. I followed one (https://www.raywenderlich.com/92-unreal-engine-4-toon-outlines-tutorial)  for the first few steps to create a basic dark outline of the character, then stopped when it referred to Laplacian edge detection. This was something I would have done if I had time, but it would take me getting a lot more confident in unreal and learning about post process materials and blueprints to do, so I left it as a simple black duplicate of my character set with a material to create the edges.

·         I wanted to see if there were any simpler methods/videos to follow on this, and I found one which led me to this article. This article (http://blog.theoroy.com/2017/04/27/anime-look-cel-shading-in-ue4/#Laplacian-Filter)  had a full set of images showing each blueprint, material and how it all connected – so I attempted this. However, I ran into an issue where it started adding strange flat grey areas to the model as shading which I did not know how to fix, so I reverted to just my simple duped outline to create the edge detection.

·         I hope to investigate edge detection again at another point, since it seems like a cool way when in combination with cell shading at creating an interesting style commonly seen in games like borderlands, so I may look into this over the summer.

·         I thought the result for now was quite nice, and made the character appear like a stronger focal point to the scene than without.


Initial outline


Outline with post process material


Adjusted lighting and outline


Final Presentation:

·         Finally, I took a series of high-resolution screenshots and created a final collection image that shows the character from various poses below. I also gave her a name, a title, and some text describing the project and the budgets for the character.

·         All three images came together quite nicely to show the details of the character off, and to show the design well. I did submit the individual pictures also.


Final Presentation


 

Final Conclusions:

·         This project has felt like an uphill struggle. I have had to learn a few new processes that have taken some considerable time; I am happy I now know these processes. I think this project really came together at the end with the different stylisation and the lighting being added to the character since before then I definitely had a love hate relationship with Minerva.

·         I came well below the tris limit for this character which really surprised me, I actually struggled more with the texture size limit than the tris count. I could have added a helmet to my character, but I think this result helps show off her face, hair and forehead circlet as well as stops the character from becoming extremely top heavy with a super detailed chest plate, shield, and shoulder details. I think she reads as a gladiator, the leather accents do great at making that part readable, and the scars on the exposed skin help show she is not a heavily clad knight.

·         I will look forward to not having to hand texture a character again because after a certain point my photoshop document saved really slowly and would no longer update on the models anymore; I had to reimport the texture every time I wanted to save despite it being a photoshop file not the TGA file, so hopefully using programs light substance will make the texture process a lot more enjoyable in the future.



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