1.1 Art Theoretical Basis

1. Light and shadow

物体呈现在人们眼前的时候,不同受光面所呈现的明暗的变化以及物体的影子。

black and white gray

  • The bright side is white, the backlight is black, and the transition part in the middle is gray
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Chiaroscuro

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shadows in games

  • Use light and shadow to express a sense of transparency
  • make the characters real
  • shape the atmosphere

perspective

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type of perspective

  • related to the number of vanishing points
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Perspective in the game

  • Fog effect. Atmospheric reflection creates a sense of space
  • Distort towards the vanishing point for a better look

three colors

three elements of color

  • hue
  • Saturation (color purity)
  • Brightness

primary colors

  • Three primary colors of pigment: red, yellow and blue
  • Optical three primary colors: red, green and blue

secondary color

又称为第二次色,等量的三原色混合而成

Recolor

间色和原色组合或者间色和间色混合组成叫做复色

similar color

同一个色相中不同倾向的颜色

complementary color

色相环中相距180度为互补色,会产生强烈的对比感导致红的更红绿的更绿

Contrasting colors

色相环相距120到180度的颜色

warm and cool colors

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color psychology

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color in game

  • Evoke emotion, shape brand, add visual hierarchy, reflect the development of time

Four composition

突出主题,增强感染力。

type

  • Horizontal (stable and powerful)
  • Vertical style (serious and dignified)
  • S shape (elegant with variations
  • Triangular, sharp-angled stimulus
  • Rectangle, artificial sense of harmony
  • round, saturated tension
  • radiation, depth
  • Central type, the main body is strong and the effect is obvious
  • progressive, by rhyme
  • Scattered, free to expand

Composition in the game

- Zelda enhances the experience with triangles

five lens language

Wide-angle lens

  • Large viewing angle and wide field of view

telephoto lens

  • Small angle of view, short depth of field, poor perspective effect

Common means of lens language

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Game art concept design

How to determine the art style

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Origin blog.csdn.net/TongOuO/article/details/122114206