ARTThis months art discussion focusses on the subject of grading. You may have heard about film grading, when watching the Lord of the Rings extras, or perhaps just puzzled over the look of O'Brother Where Art Thou or other popular films with a noticeable colour treatments.
Grading is the process of adjusting colour, also referred to as colour correction, or colour timing. The same theory of treating colour can be applied to games. (Compare screen shots of Quake and Gears of War). With film there are a number of ways to apply your grade. The traditional methods of applying colour correction with chemicals, or coloured filters over lenses, is being replaced by digital processes. If you have the Lord of the Rings - 4 disc set, there is a great little introduction into digital film grading. Digital provides the director with fine non destructive control over all aspects of the image.
Grading is used to give a film a certain look or quality which may enhance the experience of the film, much like a painter would use colour and shade to denote mood and evoke an emotional response in the viewer. Another use is to reduce differences when filming on different days/weather conditions and combine separate filmed or CG elements into the same scene.
So how can we perform grading in games? We could use a post process run time effect, by using the frame buffer, and applying a filter, however this has computational overheads, so it's costly at run time, and may not be achievable on lower spec machines or shader models. Another solution is to apply the grade directly to each texture used in the game. This has no extra run time overhead, and provides fine control as each set of textures (landscape textures, and character textures for example) can be treated slightly differently if required.
With careful planning and organisation of source textures, it's an easy process to grade via a batch file which opens each texture applies the filter and saves it off. This is the method I've used this month to generate our grade.
Let's look at the approach to finding the grade of choice. Obviously batching all the textures takes a bit of time, so we don't want to do our testing that way we'll reserve that for the final treatment. Fortunately we can mimic the final result by using a screen shot. In Photoshop I'll experiment with different approaches to adjust the grade, until I find a workable solution to the look I want. The same process (when finalised) can then be used to batch the textures.
Here is the original Screen Grab.
Through the grade I'm looking to create a more cohesive image and create a 'look' for the game.
In Photoshop I used the Gradient map tool, This tools adds a colour gradient into the light and dark colour range in the image. So with the Gradient map you can isolate and tweak the highlights, mid tones and shadow areas. This on it's own will remove too much of the original colour, so the screen grab is duplicated first, the Gradient map is applied, then the result of the grade is blended with the original image and finally the opacity reduced.
Here are two colour strips which demonstrate the colour shift as a result of the Gradient map process described above.
Before
After
Graded Screen Grab result.
The graded image, processed on the screen grab not the actual textures. To batch the textures I have to create a Photoshop action, this stores the Gradient map, blend mode and opacity settings. The action can then be run on a selection or an entire folder of images.
Below is the result in game after the textures have been processed.
That is a screen grab with the new batched textures, not just another Photoshop graded screen grab. I wouldn't trick you like that, honest! Seeing as you've been so good and I'm feeling generous, here are a couple grabs from the game with the new grade in use.


Until next time then...