The document provides an overview of the process for designing environments and visuals for the video game Uncharted 2. It discusses how the art director and environment artist split up tasks based on their strengths, with the art director focusing on concept and marketing and the environment artist handling implementation. It then goes into details on how they develop concepts and style guides, iterate on designs, use color, lighting and shapes to convey mood, and translate blocky level designs into detailed environments through layered modeling and texturing based on research and references.
19. Everything here absolutely inappropriate to conveying that message.
Works for irony
Surprising how many people do no consider the overall goal when coming up with
shapes and colors
35. COLOR AND LIGHTING VERY EMOTIONAL TOOLS
IN THIS VIEW WE HAVE A MID DAY SUN, BRIGHT, CHEERY AND PEDESTRAIN.
36. SAME MODEL AND TEXTURES, THE ONLY THING THAT CHANGED IS THE LIGHTING
BUT IT COMPLETELY ALTERED THE MOOD. MUCH MORE SOMBER NOW. AGAIN, NO
MODEL OR TEXTURE CHANGE.
216. For Crazy bump, its actually not that bad, it turned out a little softer and not really
217. The Nvidia kinda look noisy with a bunch of
artifacts.
218. Now zbrush a good range of depth and protrusion.
219. Now, combining the color map,
Nvidia
And zbrush gives you a pixel perfect combination of the normal map with the color
map.
220. Although, crazybump might be ok, you still need a good color map to get good
results. The advantage of the zbrush method is, you already have all geometry in 3d
so its much easier to do changes or variations.
240. In application, you can use this slope shader not only on small rocks, but also on the
ground, structures, and entire mountains.
241. With tiling textures combined with the blend shaders and slope shaders, We have the
luxury of high resolution pixel density, and unlimited variety on our surfaces and
objects.
242.
243. So basically, We do all our lighting set up in maya ligthing calculation for
our Global Illumination is done by a software package called NOVA.
244. Nova
called Rainbow.
So, in this layer, we have the Direct Sunlight
because we replace this with a run-‐time direct sunlight, so we can cast run time
shadows.