Are these basically just meshes with diffuse only? How did they light this with little to no shadow? I am seeing some shadows which I question if are just baked in rather than rendered. Also confused about the hedges.
It's flat shaded 3d. There's no magic there at all
They'll have done a nice shader but you could get basically the same effect by using semi emissive materials and ducking around with flat ambient lighting
maybe i using wrong term but i think its principle of occams razor says simplest possible explanation is most likely to be correct. so if i try to reproduce this, "It's just flat colors and very low opacity shadows" that's where i'd start.
To be completely fair it's likely both more simple and more complicated than it seems - there's more than meets the eye.
UGG has an absolutely stellar art direction - meaning that whoever is in charge knows a ton about visuals, picture making, and so on. Which in turn means that they are likely not applying some 100% formulaic tech-driven approach, but rather are probably proactively adjusting things in the context of the bigger picture. As shown here on these beams being treated differently :
So to me the key to this art style is not about whichever shader is being used - it's about the artist behind the vision having a ton of experience in picture making.
It's also possible that I may be reading too much into this though, but I don't think so - this game is just so beautifully well made.
I think you're absolutely right, they'll be adjusting colours, painting "shadows" in and paying a great deal of attention to the way the visuals are balanced - It's beautifully directed. No need for anything fancy though, just vision and talent
If you bring up the midtones you can see what appears to be self-shadowing, so they could be dynamic, like a single sun/directional lamp with shadows on. The soft spots seem to be SSAO because the characters have them as well around their feet. The diffuse colors come from the vertices, with split polygons for the sharp changes.
Replies
They'll have done a nice shader but you could get basically the same effect by using semi emissive materials and ducking around with flat ambient lighting
UGG has an absolutely stellar art direction - meaning that whoever is in charge knows a ton about visuals, picture making, and so on. Which in turn means that they are likely not applying some 100% formulaic tech-driven approach, but rather are probably proactively adjusting things in the context of the bigger picture. As shown here on these beams being treated differently :
So to me the key to this art style is not about whichever shader is being used - it's about the artist behind the vision having a ton of experience in picture making.
It's also possible that I may be reading too much into this though, but I don't think so - this game is just so beautifully well made.