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Stylizing your art; getting rid of the greeble

polycounter lvl 18
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JKMakowka polycounter lvl 18
Lately I have been thinking about how to work more effectively on 3D art, and how to make everything look more... well consistent...

What the Hawken guy did is of course cool too, e.g. reusing bits and pieces all over the place... but ultimatly you are still dealing with a lot of small details.

In general I feel all that greeble ( http://en.wikipedia.org/wiki/Greeble ) you will find in todays games, is of course cool and so on... but it just takes a very long time to make, and unless done very well, it looks kinda bad too. And I feel many artists fall for the Zbrush trap (e.g. just because you *can* add more details, doesn't mean you *should*).

What I am looking for is in a sense what was done during the development of the Anime style too... e.g. how could you cut down on features while still keeping it believable and good looking?

So just to start this discussion... does anyone have some good examples, tips & tricks or advise on how to develop such an 'minimal' art style (which doesn't have to be comic like)?

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  • Steve Schulze
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    Steve Schulze polycounter lvl 18
    I guess your Team Fortress 2 characters and particularly environments are the obvious example. Forms are typically large and simple and texture detail is often little more than a few well placed brush strokes.
  • pior
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    pior grand marshal polycounter
    There's one super easy trick for the "less is more" approach : use your hand/fingers to occlude parts of the piece you're working on (muscle details, brush strokes, and so on), then remove your hand. The brain fills in the blanks and literally suggests you the solution/path of least resistance to use in the hidden area. It really works!

    I know It sounds totally stupid but it helps a ton when it comes to removing unnecessary details from a concept, an asset, and so on.
  • dfacto
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    dfacto polycounter lvl 18
    I agree with you on greeble. When done well it is awesome, but most often it is a lazy fix for lazy design. Good example is the Gears of War guns, which have excellent forms, but then the rest is just filled in with plates that make no sense.
  • leslievdb
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    leslievdb polycounter lvl 15
    i think working from a distance is the best way to not overdo a piece with details, just add macrodetails,Big shapes and keep the silhouette interesting and readable
  • Sandro
    Care to elaborate more about "minimal" art style? Because anime does have it's visual noise too. It's stylized, but it's there nonetheless. I wouldn't call comics minimalistic either.

    Depends on subject matter and particular look you are going for. According to that, you might want to draw inspiration from illustration world, or even architecture and industrial design.

    Big shapes are important, but you still need to add complimentary smaller shapes in strategic places in order for piece to work. It's more about ratio and relationship of these shapes which you figure out based on particular needs or gut feeling.
  • ikken
    JKMakowka wrote: »
    So just to start this discussion... does anyone have some good examples, tips & tricks or advise on how to develop such an 'minimal' art style (which doesn't have to be comic like)?

    I can hardly track what kind of style you're trying to explain, but a few examples that are probably fitting:
    [ame]http://www.youtube.com/watch?v=y3vc-n9Gx68[/ame]

    [ame]http://www.youtube.com/watch?v=Rf6naKIIuf0[/ame]

    [ame]http://www.youtube.com/watch?v=YSXwreNIuYE[/ame]

    [ame]http://www.youtube.com/watch?v=vAnSFZgAT3I[/ame]

    they all are more or less cartoony and have great style and lighting
  • leilei
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    leilei polycounter lvl 14
    JKMakowka wrote: »
    Lately I have been thinking about how to work more effectively on 3D art, and how to make everything look more... well consistent...

    I usually paint on a single layer (and ONLY on a single layer) in Blender's 3d view without a focus on greeble. unfortunately another part of my brain wants to OCD in greeble. i have to fight the urge before I get distracted and make another waste of greeblemaking effort even if it's just practice work.

    And in the end, no one's going to give a crap anyway when your player base always insist on using r_picmip 2 at the least!
  • JacqueChoi
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    JacqueChoi polycounter
    Make it functional.

    For a sci fi ship, it's one thing to cover it with random squares, and another thing to cover it with functioning vents, actual compartments with doors that escape pods can come out from, turrets, and such.

    Also keep in mind, when a technology is first 'invented' you SEE the mechanics of how it works. Then as the technology progresses, it becomes smaller and more compact, that the emphasis no longer is about HOW it functions, but making things look more aesthetically pleasing.

    Just look through the history of car design.. how we went from the first Automobiles, to the model T Ford, to the Rolls Royce, then the muscle car era, the 70's boxy style, then to the current modern streamlined sleeker designs.
  • System
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    System admin
    Im a bit lost by your explanation, pior but im really curious as to how you go about it haha
  • Mark Dygert
    pior wrote: »
    There's one super easy trick for the "less is more" approach : use your hand/fingers to occlude parts of the piece you're working on (muscle details, brush strokes, and so on), then remove your hand. The brain fills in the blanks and literally suggests you the solution/path of least resistance to use in the hidden area. It really works!

    I know It sounds totally stupid but it helps a ton when it comes to removing unnecessary details from a concept, an asset, and so on.
    huh interesting, are you saying if you've already complicated a piece with too much detail using that method will help you cull the details? Or as you're working them up use it to have your mind fill in the details.

    runs off to experiment...

    Typically (mind you I'm a crappy artist) I use the step back and squint method to do something sort of similar but I'll have to play around with your crazy method they always end up helping, sometimes in unintended ways ha!
  • JKMakowka
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    JKMakowka polycounter lvl 18
    Thanks for posting the videos... but ultimately I think they are still too 'noisy'. I was thinking more along the lines of taking those old vector art games to the next level, or something like that ;)

    This concept drawing also has some interesting parts in it (found it a while ago on this page I think, forgot by whom it is though):
    8Wg4O.jpg
    The idea of blocking things out in single colors, with a lot of fog seems interesting... and working with actual silhouettes only as playermodels might be worth trying too. Maybe have all the world textures in desaturated colors and only use full colors for everything that moves to really make it pop... hmm and if you stop moving the color of your player silhouette fades back into a desaturated tone... just brainstorming here ;)
  • System
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    System admin
    those are my gash thumbnails hahaha

    people way better than me at the same kinda shit;

    http://calader.blogspot.com/
    http://mandrykart.wordpress.com/
  • ikken
    JKMakowka wrote: »
    Thanks for posting the videos... but ultimately I think they are still too 'noisy'. I was thinking more along the lines of taking those old vector art games to the next level, or something like that ;)

    just a few more suggestions -
    [ame]http://www.youtube.com/watch?v=a1Kjamcd3to[/ame]
    [ame]http://www.youtube.com/watch?v=ytK7DZ25wKc[/ame]
    (this, and no more heroes too)
    I don't know what exactly vector games you mean (zx-spectrum?), but rez has a nice constructivist/vector styled design -
    [ame]http://www.youtube.com/watch?v=o3vAD9VxISs[/ame]
    (love it, so trippy, and rez HD is 2x awesome too)

    I like the idea that you have in mind with monochrome tones and selective colouring - okami sort of had it as a part of game concept, but still it was quite different. (I'd like to play something like that too, though. I miss artistic games.)
  • rasmus
    To me it comes down to balance - even if you're working on something in a realistic style, things need to breathe, and allow focus on areas of interest. It's a process of adjusting things in relation to everything else after basic composition/designs are laid out. There is definitely a tendency to overwork things since we often work on objects or characters in isolation, and once detail is in (that we've toiled over for hours), it can be hard to have the discipline to cut it. To me it's always about trying to see the whole picture... Now go do something crazy instead of asking people how :)
  • pior
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    pior grand marshal polycounter
    Ha sorry if I was unclear (late night posting!!)
    Yeah Mark what I meant is that, once one reaches that tricky state when it's a bit unclear if a piece has enough details or not, simply hiding the troublesome area with the fingers on the screen tricks the brain into thinking that the details are not here, while still seing the whole thing.

    It's kinda obvious, but the cool thing is that it lets you see two versions of the model or painting, giving you an instant undo/redo between the two states (instead of having to paint on a new layer, and so on...)

    You can try it easily on this :
    http://i.imgur.com/8Wg4O.jpg

    On the third screenshot, there is a bit of a weird shadow patch near the bottom edge, making the separation between character and background confusing. Hiding that part instantly reveals what "should not be there" so to speak.

    Hope it makes sense!
  • System
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    System admin
    I get whatcha saying, tis an interesting way of going about it <3
  • Shaffer
    Jackwhat wrote: »
    those are my gash thumbnails hahaha

    people way better than me at the same kinda shit;

    http://calader.blogspot.com/
    http://mandrykart.wordpress.com/

    Jackwhat- Thanks for those links man, I gotta get practicing, love to see who you are inspired by.

    Pior- That does make sense to me on Jack's third thumbnail, I'll have to keep that in mind in the future.
  • murph
    Good design is good design. Whether it's a mutant-zombie-robot-machine gun, or a character for a children's book. All the same principles apply, and "greeble" fits into a big no-no, which is distracting noise.

    Pixar and feature animation in general is a great resource to study for the "simpler" kind of stuff (even though many make the argument that simple design like this can take quite a bit longer than realistically-styled work):

    12281107893.jpg

    no matter what style you're interested in, we could all do with learning more about good design. When you look at games with great art direction like TF2, Castle crashers, WoW, Portal, etc. It's easy to see that design and storytelling are going to trump new technology every time.

    Do you realize I could render Toy Story 1 *in real time* on my home computer? There's something holding a lot of us back, and it's not the fact that my computer can only handle 8 million polys per subtool in zbrush......

    to quote Miyazaki: "Do everything by hand, even when using the computer"
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