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Cartoon Town

 

 

My classmate Haiyin Yang and I had a goal to reproduce an illustration in 3D art form as close as possible. While she hadled the models and textures, my responsibility was to take care of the lighting, materials, camera effects, and shaders using Unity3D.

 

This is our reference picture:

The illustration has interesting field of depth and dramatic lighting.

And this is the final combination I tried:

Lighting: Light Probes + Deferred Lighting

Shader: Fake BRDF (Bidirectional reflectance distribution function)

Camera Effects: Screen Space Ambient Occlusion+ Global Fog + Depth of Field Scatters + Antialiasing As Post Effect

Reference: Illustrative Rendering in Team Fortress 2 +  Unity Shaders and Effects Cookbook

 

Lambert:

 

 

 

 

 

 

 

 

 

 

 

 

Result:

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