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These are the user uploaded subtitles that are being translated: 1 00:00:04,400 --> 00:00:10,400 So to begin with... what is stylized 3d and  non-photorealistic graphics? sometimes   2 00:00:10,400 --> 00:00:15,920 you can hear artists describing it like "3d  graphics not looking like generic 3d graphics"   3 00:00:16,560 --> 00:00:20,400 while obviously there is nothing  wrong with the generic 3d look,   4 00:00:20,400 --> 00:00:26,720 we all intuitively know that type of look. when  starting our journey of computer graphics, most of   5 00:00:26,720 --> 00:00:34,240 us 3d artists stay in this box for a while before  moving on, so from this perspective stylized means   6 00:00:34,240 --> 00:00:40,400 "looking like something else" or in other words  it means, well, adoption of a style. the style as a   7 00:00:40,400 --> 00:00:46,400 set of properties can be defined very broadly. say,  it can look like a 2d painting or like a drawing,   8 00:00:46,400 --> 00:00:52,560 like an illustration, like a comics or a pixel  art or it can be defined slightly more strictly:   9 00:00:52,560 --> 00:00:59,200 like a diorama or a playstation 2 style game  or a recent pixar movie. for example probably   10 00:00:59,200 --> 00:01:04,880 the first thing that comes to mind when we talk  about stylizing 3d art is traditional 2d media   11 00:01:04,880 --> 00:01:09,840 and indeed so many techniques and approaches in  this field of computer graphics have been inspired   12 00:01:09,840 --> 00:01:16,320 by two-dimensional sensibilities. the hand-drawn or  painted look has proven to be super effective in   13 00:01:16,320 --> 00:01:23,360 breathing in some life into generic 3d art. somehow  painterly connotations help to position your 3d   14 00:01:23,360 --> 00:01:29,360 art sufficiently far away from that uninspiring  3d look that we get by default when we start.   15 00:01:30,080 --> 00:01:36,160 the manually placed randomized brush strokes,  crosshatching effects and other properties of   16 00:01:36,160 --> 00:01:41,680 two-dimensional style like 2d sketching  carry on into 3d domain of Blender or   17 00:01:41,680 --> 00:01:45,840 any other software without a hitch and  bless it with the artistic qualities.   18 00:01:46,400 --> 00:01:52,800 like we have pointed out already, this style can be  defined very loosely or it can be quite specific.   19 00:01:52,800 --> 00:01:59,040 it can be as specific as for example basing your  rendering vibe on the comic book look based on the   20 00:01:59,040 --> 00:02:05,600 printing intricacies of the time. it was inspired  by a specific technology existing in the specific   21 00:02:05,600 --> 00:02:12,800 historical time having specific set of limitations  and features and when we adopt such style, we mimic   22 00:02:12,800 --> 00:02:17,600 some of its most important features, for example  the halftone printing pattern that was used   23 00:02:17,600 --> 00:02:23,680 to save some ink or the ink offset that looked a  little bit like chromatic aberration. interestingly,   24 00:02:23,680 --> 00:02:29,520 some of the styles that we may want to choose  while working in the npr environment are the   25 00:02:29,520 --> 00:02:35,120 styles that were inspired by specific technology  or specific limitation of this technology.   26 00:02:35,120 --> 00:02:41,120 think about playstation 1 style low poly models or  pixel art that was brought into existence thanks   27 00:02:41,120 --> 00:02:47,280 to some limitations of the technology, but then  developed into a fully fledged aesthetics and   28 00:02:47,280 --> 00:02:54,000 some other styles are not so reliant or inspired  by a certain technology or medium, like the Studio   29 00:02:54,000 --> 00:03:00,560 Ghibli style which is a constellation of various  awesome things and traits which are unique to this   30 00:03:00,560 --> 00:03:06,800 studio and then there are more, there are always  more when we talk about non-photorealistic or   31 00:03:06,800 --> 00:03:14,080 stylized, there are multitude of potential styles  that you can choose from: low poly, anime, hand-drawn,   32 00:03:14,080 --> 00:03:21,040 voxel art hand-painted textures and the list  goes on and on and on and on. when we say "not   33 00:03:21,040 --> 00:03:28,560 generic 3d" we can mean so many different things.  actually to put it very roughly, while generic 3d   34 00:03:28,560 --> 00:03:35,760 is one kind of thing, there are multitude of things  on the other side of the divide. the other way to   35 00:03:35,760 --> 00:03:41,440 define stylized computer graphics would be to  use the term NPR, "non-photorealistic rendering"   36 00:03:41,440 --> 00:03:47,760 which is once again a pretty vague description,  but intuitively we all know what this means.   37 00:03:47,760 --> 00:03:53,360 all of us have a strong intuitive understanding  of what photorealistic means and how it looks   38 00:03:53,360 --> 00:03:59,840 so once we see it, we know it, we know that this is  a photo of a car or a highly realistic render, but   39 00:03:59,840 --> 00:04:05,840 not stylized, clearly not. that being said, sometimes  the perception of realism may get a little bit   40 00:04:05,840 --> 00:04:12,160 shaky, even though the rendering quality could be  very realistic, in fact that could happen when some   41 00:04:12,160 --> 00:04:18,400 other element like the design of the USPS car  in this example will move it to the NPR side   42 00:04:19,040 --> 00:04:24,480 so it's not entirely about rendering. it's about  many things like geometry, lighting, perspective   43 00:04:24,480 --> 00:04:30,400 and so on. we will talk about that later. so all  things considered, geometry, lighting, shading,   44 00:04:30,400 --> 00:04:37,440 animation, whatever else, it can be closer to or  further away from what we vaguely call photorealism.   45 00:04:37,440 --> 00:04:42,800 look at these six characters from Spider-man: Into  the Spider-verse, each of them comes from the npr   46 00:04:42,800 --> 00:04:49,120 domain obviously, but each of them at the same time  represent different distance from photorealism   47 00:04:49,120 --> 00:04:55,680 and once again, these three characters from Pixar's  Soul are also npr but to a different extent we may   48 00:04:55,680 --> 00:05:01,440 say. Manu, what do you think about this gradient  of realistic and non-virtualistic things?   49 00:05:02,560 --> 00:05:09,200 I remembered this one talk given by Blender  animation studio member Hjalti Hjalmarsson. so you   50 00:05:09,200 --> 00:05:16,160 find this chart in the talk, there are basically  the photorealistic-stylized axis, it goes from   51 00:05:16,160 --> 00:05:22,480 fully realistic on the left to super simplified  on the right, so for example a photograph   52 00:05:22,480 --> 00:05:29,920 would be in the left corner, a child drawing of  a face in the right corner and various mixtures   53 00:05:29,920 --> 00:05:39,200 of those styles in between. the vertical axis is  realistic versus abstract or non-representational. it   54 00:05:39,200 --> 00:05:45,600 starts photorealistic and then gradually becomes  more and more abstract to the point of collapsing   55 00:05:45,600 --> 00:05:52,560 into a set of artist Kazimir Malevich type of  shapes which no longer look like a face at all.   56 00:05:52,560 --> 00:06:01,120 so all possible stylization options can be mapped  unto this gamut by Hjalti. it's important to break   57 00:06:01,120 --> 00:06:09,520 the image down into elements, for example rendering  style in this image of the USPS car is highly   58 00:06:09,520 --> 00:06:17,200 realistic, but the design style leans towards the  toon side of the Hjalti's triangle. unsurprisingly   59 00:06:17,200 --> 00:06:24,560 it shifts the perception of this image towards  stylized. separating these things too much could   60 00:06:24,560 --> 00:06:32,720 lead to interesting results. cartoonish proportions  plus ultra realistic rendering and bam! uncanny   61 00:06:32,720 --> 00:06:42,160 valley where you no longer know if it's still npr or not :) amazing experiment by Miguel Vasquez!   62 00:06:43,920 --> 00:06:49,600 sometimes when we say stylized 3d we mean  "simplified, decorative and exaggerated"   63 00:06:49,600 --> 00:06:54,800 and sometimes in addition to that "abstracted  and non-figurative". practically the most of the   64 00:06:54,800 --> 00:07:00,960 techniques related to creating stylized 3d art  boil down to these two things: simplification   65 00:07:00,960 --> 00:07:06,560 and exaggeration indeed. it's also a kind of a  gradient. using the toolset of reductionist we   66 00:07:06,560 --> 00:07:11,680 decide what aspects of the image should be  trashed and what should be left intact. like   67 00:07:11,680 --> 00:07:18,000 do we really need 3d perspective, do we really need  lighting so on and so forth and alongside reducing   68 00:07:18,000 --> 00:07:24,080 the unnecessary complexity, we also exaggerate  stuff. that's the hallmark of stylized 3d art,   69 00:07:24,080 --> 00:07:31,280 we use raw oil of reality and we exaggerate a few  things here and there and artistically transform   70 00:07:31,280 --> 00:07:37,920 it into something cool. or think about it in  this way: if the gray horizontal line here is   71 00:07:37,920 --> 00:07:46,080 some basic photoreal state then this wobbly line  represents exaggeration and simplification, or in   72 00:07:46,080 --> 00:07:53,440 other words amplifying some aspects of reality and  dropping some other things, decimating them. these   73 00:07:53,440 --> 00:07:59,360 two operations seem to be the most fundamental  in creating stylized 3d graphics. alright, so far   74 00:07:59,360 --> 00:08:06,240 we covered these definitions: not looking like  a generic 3d, non-photorealistic as opposed to   75 00:08:06,240 --> 00:08:12,000 photorealistic, simplified and exaggerated. it  all makes sense, but there is the fourth one   76 00:08:12,000 --> 00:08:17,200 which is even more instrumental. stylized  3d could mean "following artist's intention" 77 00:08:19,280 --> 00:08:24,240 this one is a really fundamental principle  that takes the artist's intention into account   78 00:08:24,240 --> 00:08:29,280 we take control from software to define the  fundamental rules for geometry, perspective,   79 00:08:29,280 --> 00:08:36,400 lighting, rendering and movement according to our  artistic intent. our artistic intent may involve   80 00:08:36,400 --> 00:08:41,520 breaking the rules in some crazy way, like  what if this girl is casting a demon shadow?   81 00:08:42,160 --> 00:08:46,240 in the realm of all possible creative  decisions that one is totally viable.   82 00:08:46,240 --> 00:08:51,120 what we actually do when we create the npr  art is that we design the rules for color   83 00:08:51,120 --> 00:08:57,680 for lighting and shadows qualia, for geometry,  for perspective, for anything else... for rendering   84 00:08:57,680 --> 00:09:03,920 and for movement... for practically every aspect  of the computer graphics pipeline. we take the   85 00:09:03,920 --> 00:09:10,160 control over these things and define precisely  how they should function. you may want to imbuy  86 00:09:10,160 --> 00:09:15,920 some of these elements with abstract qualities  or representational qualities on the other hand   87 00:09:15,920 --> 00:09:21,840 you can make them realistic or not, cohesive or  eclectic in terms of the style used, it's totally   88 00:09:21,840 --> 00:09:29,680 up to you. and incidentally this course has been  structured precisely around this theme: breaking   89 00:09:29,680 --> 00:09:36,240 down the NPR art creation pipeline into important  elements and then learning how to twist and bend   90 00:09:36,240 --> 00:09:42,000 each one of them according to your artistic goals.  and let's see how you as an artist can split the   91 00:09:42,000 --> 00:09:47,040 rendering pipeline into important elements  to set your own rules for each one of them.   92 00:09:48,800 --> 00:09:53,360 a major aspect of computer graphics to  be aware of as an NPR artist is color.   93 00:09:53,920 --> 00:10:00,000 it starts with choosing and controlling the color  palette but then extends onto directly painting   94 00:10:00,000 --> 00:10:05,360 with color and not relying on the shading  information generated by the render engine.   95 00:10:05,360 --> 00:10:11,600 color is a very broad and omnipresent  consideration in NPR art and it blends in with the   96 00:10:11,600 --> 00:10:18,160 lighting and shading qualia. without light there is  no vision and to fully realize our creative vision   97 00:10:18,160 --> 00:10:23,680 we should exactly define how the highlights  look, how the gradation between different shades   98 00:10:23,680 --> 00:10:29,760 look, what are the shadows, what is the ambient  aspect of lighting and most importantly to what   99 00:10:29,760 --> 00:10:35,200 extent are you ready to simplify and exaggerate  the properties of light. getting back to the   100 00:10:35,200 --> 00:10:40,720 color theme it's absolutely fine to drop the  lighting altogether and just play with the   101 00:10:40,720 --> 00:10:46,160 solid colors, that's your choice. for example  you may want to go shadeless and just paint   102 00:10:46,160 --> 00:10:51,360 everything directly into textures, the lighting  i mean and just don't use the light sources at   103 00:10:51,360 --> 00:10:57,360 all in Blender. on the other hand you may very  well want to keep it hybrid and use the hand   104 00:10:57,360 --> 00:11:03,600 painted textures with the lighting baked in, but  use the light sources of Blender on top of it.   105 00:11:03,600 --> 00:11:09,520 it may end up looking awesome, you know. then we  have 3d modeling and everything else that directly   106 00:11:09,520 --> 00:11:14,880 connects to designing the geometry to worry about.  the questions that we may ask to ourselves is what   107 00:11:14,880 --> 00:11:20,560 is the shape language or the visual flow that we  have chosen for our geometry, what qualities do our   108 00:11:20,560 --> 00:11:27,200 3d forms possess? are they angular or more rounded  or spaghetti-like or anything else? like maybe the   109 00:11:27,200 --> 00:11:33,760 building blocks of our three shapes are really  blocks, like in Minecraft, voxels in other words.   110 00:11:33,760 --> 00:11:39,600 or does our style of geometry implies the  low poly look? aside from color lighting and   111 00:11:39,600 --> 00:11:45,360 geometry we can also control perspective. we can  go isometric or orthographic or on the other hand   112 00:11:45,360 --> 00:11:51,920 we can try experimenting with the fisheye look  that makes everything bulgy and curvy and... cute,   113 00:11:51,920 --> 00:11:57,520 i think. the perspective experiments can be much  more brave than that. think about artistically   114 00:11:57,520 --> 00:12:03,360 twisted perspective, like we see in the Day of the  Tentacle. this is a stylistic choice of euclidean   115 00:12:03,360 --> 00:12:10,320 versus non-euclidean space when we think about  it. so we are free to bend the rules of space ;)   116 00:12:10,320 --> 00:12:15,200 and then obviously rendering and post-processing  is where the big part of the non-photorealistic   117 00:12:15,200 --> 00:12:20,720 magic happens. it's impressive how much you can do  with modifiers and nodes in Blender shader editor   118 00:12:20,720 --> 00:12:26,640 and compositor. it's crazy how much we can affect  rendering to make our 3d stuff look very cool   119 00:12:26,640 --> 00:12:32,720 indeed. think line art, pixelization, posterization, halftone effects, whatever else we can imagine.   120 00:12:33,920 --> 00:12:39,440 and lastly we can control the low level properties  of movement for animation. for example that could   121 00:12:39,440 --> 00:12:44,240 be a stylized motion blur in the Spider-verse which involves smearing and doubling   122 00:12:44,240 --> 00:12:49,200 or it can be a crazy denoising effect in Blender  which resembles the Lord of the Rings style vision   123 00:12:49,200 --> 00:12:54,240 or for example the painterly style transfer  effect in EbSynth. animation won't be the   124 00:12:54,240 --> 00:13:00,000 focus of the course though, but anyway that's also  something that can follow our artistic intention.   125 00:13:01,600 --> 00:13:04,640 so that is what we usually  mean when we say stylized 3d:   126 00:13:05,680 --> 00:13:12,960 "not looking like a generic 3d", "non-photorealistic  or npr", "simplified and exaggerated" and lastly   127 00:13:12,960 --> 00:13:18,720 "following the artist's intention". i think that's  a decent starting point for exploring what does   128 00:13:18,720 --> 00:13:25,200 stylized 3d means for you and with that  being said, let's move on to the next video! :) 17927

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