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Hey hey, Gleb here! let's talk about simplification
a super important part of this stylization process.
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simplification often means throwing out the
unimportant traits and properties of an object or
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scene and leaving only the essential bits that are
most expressive in regards to your artistic vision
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of this thing or scene or object. our plan for this
video would be to take this already simplified car
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model by Manu Järvinen (feel free to download it from
project files) and we will keep reducing it to its
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basic states even more. we will take it through
a few stages of simplification by throwing away
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the unimportant elements like perspective or
lighting, who cares about them anyway and we will
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talk about the theoretical side of simplification
as well because that's one of the main two
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operations of stylization alongside exaggeration
obviously. so let's start the ball rolling.
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we humans are really great at recognizing
objects based on just a few key properties,
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just a couple of polygons in this model of a car,
just a few objects representing various details,
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just a few materials for that matter, three
materials to be exact and solid blocks
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of color, no textures whatsoever, no fine details
and just a few hints of what makes this object
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a car and yet we can read it perfectly fine and
being more simple or even primitive, this car
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didn't become less expressive, on the contrary, one
can say, this became much more representative of
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an idea of a car (and a very cute one! :) and just
like with the other operations with style, we can
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push it very far to this stylized side or to the
abstract side and still keep it readable. how far
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you want to take it, it's totally up to you, it's a
constituent part of your artistic vision, of your
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style, we can make it really really generalized
but if you push it a little bit too hard
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you will end up in an abstract thought land from
the Inside Out Pixar movie, do you remember that? :)
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four stages, the first one is... what was it...
non-objective fragmentation, then reconstruction
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and then hey, Bing Bong, we're two-dimensional!
we're non-figurative!! that was hilarious :D
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you'd better be careful... brave, but careful. so it's
a fine line but anyway even in in the case of such
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crazy artistic representation of the object we can
still say that... well, it's my abstract vision and
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we'll be perfectly fine with it. we can even
throw away the shading information, that's
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some next level of simplification and we will
be left with only these solid blocks of color
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and yet it will *still* be a car. yeah or we can
drive the car *away from the frame* and it will
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*still* be a car. it will it will be an absence
of a car... okay i'm kidding :) but you got the point.
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let's have a look now at the simplification
styles starting at the Manu-style simplification,
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the one that you can see on the left, going to the
isometric low poly style and to the pixel art.
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these are very distinct flavors of this the same
operation which is simplifying stuff so it's kind
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of interesting. all right the first thing that i
would do is i switch the render engine to Eevee.
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that will by itself reduce the shading complexity
of the scene, we will make it less photorealistic
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and that is by definition more stylized.
second of all i will add the decimate modifier.
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this modifier in some software is called
Simplify so yeah. we can adjust the ratio
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and it will reduce the overall number of polygons
and it will crunch the model, make it a little bit
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more abstract, a little bit more non-figurative
you may say. all right and what else can we do? for
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example we can change the lens from perspective to
orthographic to collapse the overall complexity of
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three-dimensional perspective to a two-dimensional
representation of a three-dimensional perspective.
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remember we're Bing Bong in the Abstract
Thought land, kind of. we're losing the degrees
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of freedom, so to speak, we're collapsing into more
abstract shapes. all right so it already looks like
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it's a low poly asset from a 2d game or at least
we're on the way to this stage of simplification,
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but we can do more. we can do way way
more. let's jump over to the shader editor
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make... make some room for additional
nodes, go Shift A search and search for
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Shader-to-Rgb node. we will talk about this node
extensively later on in the course, because it's
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super helpful to create a cartoonish looking
shaders, which are *shadeless*... forgive me a pun.
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but for now let's add the color ramp and place
it just after the Shader-to-Rgb node, then i will
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copy paste the base color from this shader to the
stops of the color ramp by going Ctrl C and Ctrl V
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and then i will control the colors
directly by adjusting the color stops.
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i will do the same for the background mesh which
is a plane, but this time i will give it a sandy
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color instead of a teal, so practically we have
just got rid of the lighting information, how the
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light interacts with the underlying materials of
the object and now we're playing with solid colors.
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that's yet another step towards generalization, but
what else can we do? can we take it even further
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than that? we need to go deeper, we need to go pixel
art! that that will be a final destination of our
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tutorial i guess, because further than that it's a
realm of Kazimir Malevich and other impressionist
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painters. it's pretty cool, but we won't go this
road for now. alright so still we can tell that
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even in this low poly isometric image we still
have some things that make it... complex, like for
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example gradients. that means some hint of shading.
and then we have... god forbid... a soft light. soft
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lights are impeccable for modeling big shapes for
revealing uh the relationship between different
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objects, for drawing some extra ambient occlusion
so to speak, so let's get rid of it too. i'm going
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to go to the shaders once again and crunch the
stops of the color ramp to which the Shader-to-Rgb
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node is hooked. the goal here would be to collapse
the gradients that are still present in the image
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and by doing that we we are deconstructing
everything to just pure unadulterated colors
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which is almost a two-dimensional art approach. the
two-dimensional art sensibilities play a crucial
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role in this process actually. for that matter we
can even remove all shadows from the light sources
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and make the light sources way way smaller to
practically remove the gradations in shadows.
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and just allow me to rotate the light source a
little bit... i think it looks very nineties :) well
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i think instead of removing all the shadows we
can we can turn off the ambient occlusion instead.
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so i'm going to go into the render settings
uncheck ambient occlusion and other effects...
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all right we're halfway there, the next thing that
i will do is i will crunch down the resolution
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to something like 100 pixels wide, that will
give us our pixelated version of the image,
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now let's just hit f12 to render it out
and it's a little bit soft, what's going on?
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the softness though is caused by the anti-aliasing
filter, let's take it down from 1.5 to just 0.01,
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practically to zero, to totally remove the
aliasing and get our sweet pixels. that was easy!
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but it works only because we have set up such
shader that... that is already simplified to the
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extent that it only shows pure colors and other
such stuff, so we can take the resolution down even
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more. metaphorically taking down the resolution
means going back in time towards 70s and 60s,
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something like that... it's such a fun process,
simplification. and to make it slightly more
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beautiful i guess i will select those top
polygons and assign a different material to them,
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a copy of the initial blue material but with a
slightly adjusted hue to give it a little bit
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separation. so congratulations, we have successfully
ruined the model that Manu gave to us
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for experiments :) thank you so much Manu! we
have turned it into a fully fledged pixel art,
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we went down the ramp of simplification until we
arrived at our ultimate destination: the pixel art.
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obviously, simplification usually comes in bundle
with exaggeration and Manu will talk about that in
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the next video, but for now i will pass it over
to Manu for a quick exercise on simplification.
11992
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