I never liked games like WOW or league of legend because i don't like those art styles , i was always attracted towards realistic looking games like COD , battlefield , GTA etc but since 2016 when INSIDE came now Rime and Legend of Zelda i really wanted to know about this kind of art styles.
They don't looks like WOW Lighting is really nice , textures are not blurry environments are awesome .
Can anyone explain me what is going on with this games what art style is this ? If i have to create a environment like INSIDE in UE 4 what things should i keep in mind in term of texturing or lighting ?
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This isn't really a satisfactory answer but what you're asking is so broad, it depends upon many things from the artist to the programmer to the designer etc. WOW is not only stylised, but its specifically as low-fi as it can get away with, but pushed to maximum polish. Making the most of limitations so that they aren't continually chasing the latest tech, but rather forever getting better stuff out of their limited but well defined style.
I gotta agree with @Chimp , there isnt really a name for it, but you could call WoW handpainted instead of stylized if you really need to separate them.
Where moving objects such as characters are more simply drawn, as they need to be drawn by hand every frame. To make their characters and moving object seem 2d they use cel shading.
Whereas the backgrounds, or environments in this case, are traditinally handpainted with as much detail and fluff as possible, nothing cel shaded about it.
I think the Zelda style is very appealing, but I agree the whole "stylized" thing is confusing! I think your best bet is to analyze each game separately and try to reverse engineer their Art Rules to come up with what makes their style consistent and why you think it's appealing!
Specifics about INSIDEs rendering : https://www.youtube.com/watch?v=RdN06E6Xn9E
If you were to create an Inside kind of environment, you should focus on Lighting, Composition and Silhuette. (Spoiler, this is what you should always focus on!) and they seem to have gotten alot of mileage out of their simple depth fog. Ignore texturing until you have 90% of the look nailed to be honest.
INSIDE also did a great job using fog and both were custom made fog not unity's standard fog.
<video> https://www.youtube.com/watch?v=hTqmk1Zs_1I</video>
<video>https://www.youtube.com/watch?v=ZYnS3kKTcGg</video>