VR Cel Shade Prototype

Project Lead on exploration of potential art style direction. Worked on a prototype from an already built level that was done realistically using PBR. Objective was to find a solution for better performance in VR, as the realistic PBR approach was very taxing and dropping frame rates heavily.
Tasks include:
- Research on approaching new way of celshading that would work with the VR platform.
- Creating documentation and step by step guides for getting the cel shade look with our FX artist who created the shaders.
- Took a highpoly scene and recreated it from the ground up. Re-sculpted, Re-topo'd, Re-UV'd and Re-textured for maximum optimization and engine performance in Unity.
- Relighting the scene and creating a new Lightmap which had handpainted elements to add stylization.

Conclusion: The prototype was a success for hitting its target of final optimization, but unfortunately was abandoned as management and publishing partners still preferred a more realistic approach.

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Screenshot of VR scene with minor Paint Overs for Future-intended goals to hit. This was featuring a warmer mood.

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Screenshot of VR scene with minor Paint Overs for Future-intended goals to hit. This was featuring a cooler mood.

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Original Screenshot in VR without touch ups.

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Relighting the scene and creating a new Lightmap which had handpainted touch ups to add stylization.

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Above is part of my documentation and breakdown of how I wanted the cel shader to work. Below is the work of FX Artist Nick Rudolph, mimicking my examples and creating a shader that was applied to the 3D models.

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More examples of the collaboration with FX artist, Nick Rudolph, trying to get several different material types in. Glass, fabric, plastic, metal ect.

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Here, I'm working with Nick Rudolph in creating an appropriate glass shader that would fit the cel shade style.

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Took a highpoly scene and practically remodeled it for maximum optimization as well as redoing all the UV unwrapping.

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The prototype was a success for hitting its target of final optimization, but unfortunately was abandoned as management and publishing partners still preferred a more realistic approach.