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How to achieve this style?

Discussion in 'General Discussion' started by CAR182, Sep 5, 2020.

  1. CAR182

    CAR182

    Joined:
    Jul 8, 2013
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    2
    This is probably a really dumb question, but i've been playing around with lighting options to achieve a style similar to this render: https://dribbble.com/shots/2165260-Coffeeshop?1437901060=

    The idea is a simple. But I can't find anything as smooth as this.
    I've tried numerous skyboxes to achieve the background, but I can't have shadows without having some kind of base which then doesn't blend.
    I've also tried a "2 wall and floor" (like a photo studio setup) but you can clearly see where the edges meet.

    Ideally, I should be able to move the camera anywhere and the floor and background seamlessly blend ....

    I am going to assume there is a very obvious way of achieving this as I've seen it on lots of games but I just can't see it!
     

    Attached Files:

    odooncon likes this.
  2. kburkhart84

    kburkhart84

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    Apr 28, 2012
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    To me, it looks like there isn't really a background, rather the floor is big enough to cover everything...I also believe that it is an ortho projection, no perspective.

    So the floor is basically a solid color from the looks of it(which then looks like the background because its extended far enough. The floor then receives some pretty soft shadows from a directional light that points at a pretty strong-ish angle, 75 or 80 degrees maybe(doing a triangulation estimation based on how far the shadows extend). You can probably tweak the shadow settings to get that look.

    As far as the geometry...it looks like they used cel shading(toon shading) to me. On the little smoke swirl coming out of the coffee mug on the sign, the surface pointing up and right is curved, but there is a hard line where it changes shades, which is typical of cel shading. However, I'm not fully convinced it is cell shading either, because of the "shade" handing off the front of the building, the red and blue thing. That part doesn't show any lighting variance, and I would think the part pointing to the front would be shaded different from the part closer to the building(besides the shadowed part), but it carries the same lighting through the whole 90 degree turn there. But yet the smoke swirl DOES have that hard line with shade change.

    The other possibility I'm seeing, they could have done either custom normals, which means that over the smoke swirl curve, the whole top of the curve would have the normals pointing the same way, and the whole right side would have normals pointing the same way, making a hard line of lighting difference. Another possibility is that the engine is not doing lighting at all, rather they just painted it that way in the texture and used a light to only cast a shadow and not actually change the shading on the model. Honestly, I'm leaning to that option most.
     
  3. bocs

    bocs

    Joined:
    May 9, 2009
    Posts:
    406
    Not sure it's what your looking for, but I took a quick stab at it...

    Create New Material
    Change shader to Skybox/Cubemap
    Set Color to white

    Assign Material to Lighting -> Environment -> Skybox Material
    reduce Intensity Multiplier to maybe .1


     
    Billy4184 and Ryiah like this.
  4. CAR182

    CAR182

    Joined:
    Jul 8, 2013
    Posts:
    2
    Thank you guys!

    The large floor plane was something I considered before. but; One, it seemed like a "mallet to a nail" approach as i'd be rendering a lot of "blank space", (especially if the camera moved) and I wasn't sure if this was a good way to approach things. Two I've seen the same effect with a gradient background and in that case, getting the floor and background to match would be a nightmare!

    I'll start with the white washed approach and take it from there!

    Thank you!
     
  5. MadeFromPolygons

    MadeFromPolygons

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    3,877
    That large floor plane is made up of 4 vertices and 2 triangles, so it does not really matter about rendering the "Blank space", what matters is what you are rendering. If that same floor was made up of 500,000 triangles then it would be wasteful.
     
  6. Martin_H

    Martin_H

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    Jul 11, 2015
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    4,433
    In photo studios they solve this by having a curve where wall and floor meet:

     
  7. MDADigital

    MDADigital

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    Pretty sure you would get that look just by primitives baked in enlighten to be honest.
     
  8. MitchellJames

    MitchellJames

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    May 16, 2021
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    Did you able to create this effect? I am new to Unity and also want to achieve a similar effect. I guess the image I'm sharing is using the orthographic camera for the projection but don't how can I set the background and floor like shown in the image. In my case, the background image will change the colour runtime so using skybox in the lighting environment won't be the solution for me I guess.

    https://i.pinimg.com/originals/5c/3e/76/5c3e76e500ab63ba0375d90ef655cceb.png
     
  9. BIGTIMEMASTER

    BIGTIMEMASTER

    Joined:
    Jun 1, 2017
    Posts:
    5,181
    there is no tricks here. You just need a large light to get soft shadows. There is nothing to it. Just keep it simple.