How Persona Combines 2D and 3D Graphics
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Published 2024-02-28
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Persona 3 Reload is the official remake of my favorite game of all time and I'm very impressed with the visuals! Today we take a look at how much of it is shader work versus artist illustration and how it all gets put together.
Topics covered: Non photorealistic rendering, fresnel, ray traced vs screen space reflections, z prepass, shadow mapping, forward rendering, deferred shadows, screen space ambient occlusion, global illumination, transparency, 3d models as ui elements
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This series is largely inspired by Muhammad's "Behind The Pretty Frames" series of articles which you can read here: mamoniem.com/category/behind-the-pretty-frames/
Music:
Afternoon Break - Persona 3 OST
Afternoon Break - Persona 3 Reload OST
In A Moment's Time - Skullgirls OST
Junes Theme - Persona 4 OST
During The Test - Persona 3 OST
During The Test - Persona 3 Reload OST
A New Frontier - VA-11 Hall-A OST
Those Who Dwell In The Shadows - VA-11 Hall-A OST
Every Day Is Night - VA-11 Hall-A OST
Underground Club - VA-11 Hall-A OST
Like A Dream Come True - Persona 4 OST
Layer Cake - Persona 5 OST
Thanks for watching!
This video is dedicated to my friend, Alotryx.
#acerola #gamedev #unity3d #graphics #shaders #persona3reload
All Comments (21)
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bro's trying to distract us from the Jam.
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Now that you point out how ray tracing shadows work, it has just now, and only now, become intuitively apparent why my Desmos radiography machine ran like a burning dumptruck. It's a raytracing integration problem, for ten thousand pixels, running on the CPU, written in JavaScript, through an interface.
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That 'bug' with the hallway light rendering is likely intended, there's a good few scenes where someone comes to talk to you and you can see out into the hall while they stand in the doorway.
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I love the irony of him playing the junes song while doing a promo
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Your choice of P3 music for your videos has always been great, but now it fits perfectly.
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Acerola: Explains why brilliant is great My Brain: EVERYDAY IS GREAT AT YOUR JUNES!!!
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that albedo pronunciation is wild
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I love that you noticed the 3D model on the pause screen looks like Kingdom Hearts.
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Acerola, truer words have never been spoken than couldn’t “find an example from VRChat that wouldn’t get the vid demonetized”
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Fun fact, the normals of the faces of each character's meshes are hand-edited to have shadows that look more "anime" after cel-shading! This is also commonly done in VR Chat and other Atlas games. It's a painful but rewarding process. Also, I'm not sure if that discard had anything to do with the inverse hull because that outline effect is simply drawing an unlit black version of the model with its faces inverted. Since faces are single sided, no clever discarding or other shader tricks needed! Great video as always :)
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Honestly, the fact that they created such a robust NPR lighting system in UNREAL is super impressive as Unreal previously did not make it easy to do so
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Of COURSE you would do a P3 video given all the P3 music you've used in your previous videos! Super excited to watch this one :D
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i thought i would see something on the jam but was gifted with the menu tutorial of the century
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I recommend looking at Arcsys games, they're also kings at stylized 3D graphics, particularly 3D that really looks like hand drawn 2D graphics. They have an old GDC talk about their Guilty Gear Xrd game revealing a lot of interesting techniques as well. It focuses mostly on 3D modeling techniques rather than shaders though, but it's still full of insight for anyone interested in non-PBR rendering.
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The sponsor + Junes song = brilliant
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Words not spoken here, but you can tell Acerola was very excited for that game, literally all the background music on this channel is P3 music. It's deserved, game is awesome, I'm having a blast too!
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This video is awesome! I love the visual real examples and it's insane how concise your breakdowns of each effect are given all the complex stuff going on.
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Thanks for this video, Atlus really knows how to make slick UI and it's great to see how they approached these challenges
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love these closer looks at the rendering process of different games!