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.

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

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

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

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

Original Screenshot in VR without touch ups.

Original Screenshot in VR without touch ups.

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

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

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.

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.

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

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

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

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

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

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

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.

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.