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So to begin with... what is stylized 3d and
non-photorealistic graphics? sometimes
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you can hear artists describing it like "3d
graphics not looking like generic 3d graphics"
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while obviously there is nothing
wrong with the generic 3d look,
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we all intuitively know that type of look. when
starting our journey of computer graphics, most of
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us 3d artists stay in this box for a while before
moving on, so from this perspective stylized means
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"looking like something else" or in other words
it means, well, adoption of a style. the style as a
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set of properties can be defined very broadly. say,
it can look like a 2d painting or like a drawing,
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like an illustration, like a comics or a pixel
art or it can be defined slightly more strictly:
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like a diorama or a playstation 2 style game
or a recent pixar movie. for example probably
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the first thing that comes to mind when we talk
about stylizing 3d art is traditional 2d media
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and indeed so many techniques and approaches in
this field of computer graphics have been inspired
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by two-dimensional sensibilities. the hand-drawn or
painted look has proven to be super effective in
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breathing in some life into generic 3d art. somehow
painterly connotations help to position your 3d
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art sufficiently far away from that uninspiring
3d look that we get by default when we start.
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the manually placed randomized brush strokes,
crosshatching effects and other properties of
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two-dimensional style like 2d sketching
carry on into 3d domain of Blender or
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any other software without a hitch and
bless it with the artistic qualities.
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like we have pointed out already, this style can be
defined very loosely or it can be quite specific.
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it can be as specific as for example basing your
rendering vibe on the comic book look based on the
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printing intricacies of the time. it was inspired
by a specific technology existing in the specific
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historical time having specific set of limitations
and features and when we adopt such style, we mimic
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some of its most important features, for example
the halftone printing pattern that was used
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to save some ink or the ink offset that looked a
little bit like chromatic aberration. interestingly,
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some of the styles that we may want to choose
while working in the npr environment are the
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styles that were inspired by specific technology
or specific limitation of this technology.
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think about playstation 1 style low poly models or
pixel art that was brought into existence thanks
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to some limitations of the technology, but then
developed into a fully fledged aesthetics and
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some other styles are not so reliant or inspired
by a certain technology or medium, like the Studio
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Ghibli style which is a constellation of various
awesome things and traits which are unique to this
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studio and then there are more, there are always
more when we talk about non-photorealistic or
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stylized, there are multitude of potential styles
that you can choose from: low poly, anime, hand-drawn,
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voxel art hand-painted textures and the list
goes on and on and on and on. when we say "not
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generic 3d" we can mean so many different things.
actually to put it very roughly, while generic 3d
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is one kind of thing, there are multitude of things
on the other side of the divide. the other way to
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define stylized computer graphics would be to
use the term NPR, "non-photorealistic rendering"
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which is once again a pretty vague description,
but intuitively we all know what this means.
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all of us have a strong intuitive understanding
of what photorealistic means and how it looks
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so once we see it, we know it, we know that this is
a photo of a car or a highly realistic render, but
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not stylized, clearly not. that being said, sometimes
the perception of realism may get a little bit
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shaky, even though the rendering quality could be
very realistic, in fact that could happen when some
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other element like the design of the USPS car
in this example will move it to the NPR side
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so it's not entirely about rendering. it's about
many things like geometry, lighting, perspective
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and so on. we will talk about that later. so all
things considered, geometry, lighting, shading,
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animation, whatever else, it can be closer to or
further away from what we vaguely call photorealism.
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look at these six characters from Spider-man: Into
the Spider-verse, each of them comes from the npr
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domain obviously, but each of them at the same time
represent different distance from photorealism
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and once again, these three characters from Pixar's
Soul are also npr but to a different extent we may
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say. Manu, what do you think about this gradient
of realistic and non-virtualistic things?
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I remembered this one talk given by Blender
animation studio member Hjalti Hjalmarsson. so you
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find this chart in the talk, there are basically
the photorealistic-stylized axis, it goes from
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fully realistic on the left to super simplified
on the right, so for example a photograph
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would be in the left corner, a child drawing of
a face in the right corner and various mixtures
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of those styles in between. the vertical axis is
realistic versus abstract or non-representational. it
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starts photorealistic and then gradually becomes
more and more abstract to the point of collapsing
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into a set of artist Kazimir Malevich type of
shapes which no longer look like a face at all.
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so all possible stylization options can be mapped
unto this gamut by Hjalti. it's important to break
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the image down into elements, for example rendering
style in this image of the USPS car is highly
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realistic, but the design style leans towards the
toon side of the Hjalti's triangle. unsurprisingly
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it shifts the perception of this image towards
stylized. separating these things too much could
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lead to interesting results. cartoonish proportions
plus ultra realistic rendering and bam! uncanny
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valley where you no longer know if it's still npr or not :) amazing experiment by Miguel Vasquez!
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sometimes when we say stylized 3d we mean
"simplified, decorative and exaggerated"
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and sometimes in addition to that "abstracted
and non-figurative". practically the most of the
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techniques related to creating stylized 3d art
boil down to these two things: simplification
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and exaggeration indeed. it's also a kind of a
gradient. using the toolset of reductionist we
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decide what aspects of the image should be
trashed and what should be left intact. like
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do we really need 3d perspective, do we really need
lighting so on and so forth and alongside reducing
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the unnecessary complexity, we also exaggerate
stuff. that's the hallmark of stylized 3d art,
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we use raw oil of reality and we exaggerate a few
things here and there and artistically transform
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it into something cool. or think about it in
this way: if the gray horizontal line here is
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some basic photoreal state then this wobbly line
represents exaggeration and simplification, or in
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other words amplifying some aspects of reality and
dropping some other things, decimating them. these
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two operations seem to be the most fundamental
in creating stylized 3d graphics. alright, so far
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we covered these definitions: not looking like
a generic 3d, non-photorealistic as opposed to
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photorealistic, simplified and exaggerated. it
all makes sense, but there is the fourth one
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which is even more instrumental. stylized
3d could mean "following artist's intention"
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this one is a really fundamental principle
that takes the artist's intention into account
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we take control from software to define the
fundamental rules for geometry, perspective,
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lighting, rendering and movement according to our
artistic intent. our artistic intent may involve
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breaking the rules in some crazy way, like
what if this girl is casting a demon shadow?
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in the realm of all possible creative
decisions that one is totally viable.
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what we actually do when we create the npr
art is that we design the rules for color
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for lighting and shadows qualia, for geometry,
for perspective, for anything else... for rendering
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and for movement... for practically every aspect
of the computer graphics pipeline. we take the
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control over these things and define precisely
how they should function. you may want to imbuy
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some of these elements with abstract qualities
or representational qualities on the other hand
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you can make them realistic or not, cohesive or
eclectic in terms of the style used, it's totally
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up to you. and incidentally this course has been
structured precisely around this theme: breaking
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down the NPR art creation pipeline into important
elements and then learning how to twist and bend
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each one of them according to your artistic goals.
and let's see how you as an artist can split the
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rendering pipeline into important elements
to set your own rules for each one of them.
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a major aspect of computer graphics to
be aware of as an NPR artist is color.
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it starts with choosing and controlling the color
palette but then extends onto directly painting
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with color and not relying on the shading
information generated by the render engine.
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color is a very broad and omnipresent
consideration in NPR art and it blends in with the
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lighting and shading qualia. without light there is
no vision and to fully realize our creative vision
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we should exactly define how the highlights
look, how the gradation between different shades
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look, what are the shadows, what is the ambient
aspect of lighting and most importantly to what
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extent are you ready to simplify and exaggerate
the properties of light. getting back to the
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color theme it's absolutely fine to drop the
lighting altogether and just play with the
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solid colors, that's your choice. for example
you may want to go shadeless and just paint
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everything directly into textures, the lighting
i mean and just don't use the light sources at
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all in Blender. on the other hand you may very
well want to keep it hybrid and use the hand
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painted textures with the lighting baked in, but
use the light sources of Blender on top of it.
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it may end up looking awesome, you know. then we
have 3d modeling and everything else that directly
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connects to designing the geometry to worry about.
the questions that we may ask to ourselves is what
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is the shape language or the visual flow that we
have chosen for our geometry, what qualities do our
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3d forms possess? are they angular or more rounded
or spaghetti-like or anything else? like maybe the
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building blocks of our three shapes are really
blocks, like in Minecraft, voxels in other words.
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or does our style of geometry implies the
low poly look? aside from color lighting and
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geometry we can also control perspective. we can
go isometric or orthographic or on the other hand
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we can try experimenting with the fisheye look
that makes everything bulgy and curvy and... cute,
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i think. the perspective experiments can be much
more brave than that. think about artistically
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twisted perspective, like we see in the Day of the
Tentacle. this is a stylistic choice of euclidean
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versus non-euclidean space when we think about
it. so we are free to bend the rules of space ;)
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and then obviously rendering and post-processing
is where the big part of the non-photorealistic
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magic happens. it's impressive how much you can do
with modifiers and nodes in Blender shader editor
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and compositor. it's crazy how much we can affect
rendering to make our 3d stuff look very cool
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indeed. think line art, pixelization, posterization,
halftone effects, whatever else we can imagine.
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and lastly we can control the low level properties
of movement for animation. for example that could
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be a stylized motion blur in the Spider-verse which involves smearing and doubling
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or it can be a crazy denoising effect in Blender
which resembles the Lord of the Rings style vision
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or for example the painterly style transfer
effect in EbSynth. animation won't be the
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focus of the course though, but anyway that's also
something that can follow our artistic intention.
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so that is what we usually
mean when we say stylized 3d:
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"not looking like a generic 3d", "non-photorealistic
or npr", "simplified and exaggerated" and lastly
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"following the artist's intention". i think that's
a decent starting point for exploring what does
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stylized 3d means for you and with that
being said, let's move on to the next video! :)
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