How to achieve the Mario Galaxy visual style?
Members - Reputation: 236
Posted 30 August 2012 - 12:51 AM
http://files.g4tv.co...ario-galaxy.jpg - More "glossy"
http://www.gameguru....must-die-02.jpg - Less "glossy"
Both "mario galaxy" and "orcs must die" go for a cartoony style but mario just seems to just be a bit shinier/glossier. I'm working in XNA, if I load in a model with no shader, it tends to look more like the orcs must die models. So how does mario galaxy achieve this style? At the moment, all I've been able to discern is that it uses a bit of white rim lighting.
Hope someone can englighten me.
Thanks in advance.
Crossbones+ - Reputation: 5398
Posted 30 August 2012 - 05:15 AM
you can just draw (by an artist, or an offline tool) the lights into the cubemap, and have full freedom over shape and color.
It doesn't have to be, was just a guess
Edited by Olof Hedman, 30 August 2012 - 05:20 AM.
Moderators - Reputation: 48169
Posted 30 August 2012 - 06:59 AM
When there were a lot of lights in the scene, we'd dynamically render lots of little spots into one of these textures per-object, so that the actual object's "pixel shader" got infinite specular highlights for free (for the cost of 1 texture lookup).
Edited by Hodgman, 30 August 2012 - 07:01 AM.
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Posted 30 August 2012 - 02:29 PM
It doesn't have to be a white color, but it's usually white. Take care on modifying the lighting term after calculating the view space normals. If you apply it as-is (meaning it's linearly scaled) the object will likely appear too bright.
You should do some combination of multiplying the brightness to some value less than 1 to dim it, and raising the light term to a higher power which will contract the extent of the lighting. Alternatively, you can use a power less than 1 to achieve a more glossy finish.
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Posted 30 August 2012 - 03:09 PM