Hi
I've just been looking at the
trailer for Abzu from E3 and am blown away. It makes sense as the art director is Matt Nava (same guy behind the art for Journey) I really love the visuals and would love to create something similar but was wondering just how much of this work is just well painted diffuse textures. It seems like the lighting also plays an essential part but I just dont know to what extent. Does anyone else have any thoughts? Any one else super excited?
Replies
I think the bigger contributor to the look, more than any particular map, is the combination of modeling techniques being used with some likely custom shader/material work to push the non-photoreal shading. That and lighting/fog can go a long way to push a look.
That's my guess, at least.
...but it's really tough to tell what's actually geometry and what's just surface property there..it might ALL be geometry cut in specific ways to showcase the lighting better.
This Quake3 map doesn't look too different from the screenshot you just posted:
@Ged what is the difference in a PBR versus diffuse setup? I am under the impression that mipmapping is something thats happening to the pixel size of the texture rather than the material. Do you mean that Albedo textures perform better with mipmapping over diffuse? Still early days for me understanding PBR.
@pior I'm not sure I see the similarities between the two. Do you have another example image you could show?
That would suggest that it's geometry that designates sharp transitions like that (or shader work--a cell shader could do similar, but I'm leaning more towards geometry in that example. Simplest solution is probably correct here)...either way, it suggests a minimal influence of albedo/diffuse.
The difference with PBR versus the older methods of rendering is most apparent in (but not restricted to) how the surface handles highlights and reflections, allowing for more realistic treatment. It has nothing to do with mipmapping, which is related to the compressed texture files themselves, and not the shader.
There are some great PBR threads here on PC that go into the details about the workflow..I think some were actually written by Earthquake, irrc. (thx EQ!)
http://wiki.polycount.com/wiki/PBR