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Stellaris開發(fā)日志#256 | 6/2 打造一個空間站

2022-06-23 16:03 作者:牧有漢化  | 我要投稿

牧游社 牧有漢化翻譯


Stellaris Dev Diary #256 - Making a Station

Posted by MrFreake_PDX, Colonel, Written by Tim Wiberg & Lloyd


Hi There,

大家吼??!


My Name is Lloyd and I'll be your host for tonight. I am a concept artist working on Stellaris and for this dev diary I'm going to give you a look at how the art team brings an asset to life. Specifically I want to focus on the Salvagers station from the Overlord expansion.

我的名字是Lloyd,我是各位今晚的主持人。我是在Stellaris團隊工作的一名概念美工,在這篇開發(fā)日志中,我將讓你們看看藝術團隊是如何創(chuàng)作一個美工素材的。具體來說,我想著重介紹一下四海皆臣擴展包中的打撈者空間站。


Visdev

視覺開發(fā)


The first step is visdev, which is short for visual development. It‘’s where we throw ideas at the wall and see what sticks. At this stage everyone is welcome to contribute, and ideas are often borrowed and expanded upon by other artists.

第一步是visdev,也就是視覺開發(fā)的簡稱。在這里,我們把想法“拋到墻上”,看看哪些想法能堅持下來。在這個階段,我們歡迎每個人做出貢獻,而且這些想法經常被其他美工借用和擴展。


Salvager station visdev by Avishek Banerjee

Avishek Banerjee創(chuàng)作的拾荒者空間站視覺設計。


Avishek Banerjee, a concept artist on the team made this piece showing a station that consisted of several circular openings that served as tear-down bays for ships. This is an idea that was borrowed by me and integrated into the final design of the station.

團隊中的概念美工Avishek Banerjee創(chuàng)作了這個作品,展示了一個含有數個圓形敞口的空間站,這些敞口作為船舶的拆裝區(qū)。這是一個被我借用的想法,并被整合到空間站的最終設計中。


Salvager station visdev by Lloyd Drake-Brockman

Lloyd Drake-Brockman創(chuàng)作的拾荒者空間站視覺設計。


Here you can see some of my early sketches for the Salvagers station. My thinking was to create something that looked like some kind of hive, an industrial place that was hap-hazard but didn't look too unfriendly.

在這里,你可以看到我為拾荒者空間站繪制的一些早期草圖。我的想法是創(chuàng)造某種看起來像某種蜂巢的東西,一個雜亂無章的、工業(yè)化的地方,看起來并不是太友好的那種。


Early concept of the Salvagers station

拾荒者空間站的早期概念美工圖。


When I painted this sketch of the station we decided that this was the way forward, and from that point I was assigned to develop the sketch into a full concept. Although it looks quite different to the final, the shape language and some of the texture ideas are already present in this early version.

當我畫出這個空間站的草圖時,我們決定這就是前進的方向。從那時起,我被指派將草圖開發(fā)成一個完整的概念美工圖。雖然它看起來與最終的版本有很大的不同,但形狀語言和一些紋理的想法已經存在于這個早期版本中。


Concept

概念美工


More early concepts of the Salvagers station

拾荒者空間站更早期的概念美工圖。


I spent some time exploring alternate shapes for the station. Most were scrapped, but that's part of the job of a concept artist. The whole time I wanted to keep the lotus-pod aesthetic of the big dome in the original sketch. I also wanted the station to have some kind of long-axis; that way I could give the station a strong shape, and it wouldn't just be a big blob of parts. It's important to note that for each iteration the whole art team is giving their feedback and occasionally contributing their own sketches. Every stage of this process is a collaborative effort.

我花了一些時間來探索空間站的替代形狀。大多數都被取消了,但這是概念美工的開發(fā)工作的一部分。我一直想保持原始草圖中大圓頂的蓮蓬狀美感。我還希望空間站有某種長軸,這樣我就可以給空間站打造一個強大的形狀,它就不會只是一大堆零件了。值得注意的是,對于每一次迭代設計,整個美工團隊都會給出他們的反饋,偶爾也會貢獻他們自己的草圖。這個過程的每一個階段都是合作的成果。


Early 3D concept of the Salvagers station

拾荒者空間站的早期3D概念美工圖。


As the design got closer to the final, the changes were more subtle. I chose to model the station in Blender so I could more accurately present the complex curves and intricate details. To be clear, this is not the 3D model that goes into the game. It's terribly un-optimized, and it has enough geometry issues to make a 3D artist cry, but it's good enough to give an impression of what the final result will be.

隨著設計越來越接近最終版本,改動之處也越來越細微。我選擇在Blender中為空間站建模,這樣我可以更準確地呈現復雜的曲線和細節(jié)。要說明的是,這不是進入游戲的3D模型。它沒有經過優(yōu)化,而且它的幾何問題足以讓一個3D美工哭泣,但它已經足夠好了,可以讓人們對最終的成品有一個印象。


Early render of the Salvagers station

拾荒者空間站的早期渲染圖。


Here's a beauty render of an early version of the station.

這里是空間站早期版本的漂亮渲染圖。


Construction notes for the Salvagers station
拾荒者空間站的建構筆記。


While it is fun to do beauty renders, the primary goal of the concept phase is to clearly convey ideas. So the final images that I pass along are quite simply presented, with a focus on clarity and structure.

雖然做漂亮的渲染圖很有趣,但概念美工階段的主要目標是清楚地傳達想法。因此,我所提交的最終圖像是相當簡單的呈現,重點是清晰和表現結構。


Final concept for the Salvagers station

拾荒者空間站的最終概念美工圖。


Here's the final concept, complete with a couple of break-out drawings that show some of the details in greater clarity. At this point I hand you over to Tim Wiberg who will take you through the 3D art process of creating the station.

這是最終的概念美工圖,其中有幾張拆解的圖紙,更清晰地顯示了一些細節(jié)。我就說到這里了,接下來交給Tim Wiberg,他將帶你一覽創(chuàng)建空間站的3D美工過程。


Hello! My name is Tim Wiberg and I am a 3D artist for Stellaris, where I got the chance to work on the Salvager station for the Overlord expansion.

大家好!我的名字是Tim Wiberg,我是Stellaris團隊的3D美工,在那里我有機會為四海皆臣擴展包創(chuàng)作拾荒者空間站。


I am going to highlight the process of the in-game models and textures for the station.

我將著重講解這個空間站在游戲中的模型和紋理的創(chuàng)作過程。


Blockout

基礎模型搭建


I started off by blocking out the model based on the awesome concept made by Lloyd.

我首先要根據Lloyd創(chuàng)作的漂亮的概念美工圖,搭建基礎的模型。


It was important to get a good sense of scale right from the start because we wanted to incorporate existing ships into the station. So I picked different ship types from different Phenotypes that could be in the "back-slots" of the station as a good reference. I quickly exported it to the game just to see if the scale made sense.

從一開始就獲得一個良好的比例感是很重要的,因為我們想把現有的艦船收納入到空間站中。所以我從不同原型中挑選了不同的船型,將它們放到空間站的“后槽”中,作為一個很好的參考。我迅速將其導入到游戲中,只是為了看看比例是否合理。


The blockout model in Maya and ingame

在Maya和游戲中的基礎模型。


Highpoly

高模模型


When the blockout was set I started working on the highpoly model. One of the reasons why we do highpoly models is that we can include all the cool details from the concept but still have an optimized model for it when baking it onto the lowpoly model. In this case I didn't have to add that much detail since I knew that the textures later on would do most of the job.

當基礎模型確定后,我開始著手制作高模模型。我們要做高模模型的原因之一是,我們可以在概念美工中涵括所有很酷的細節(jié),但我們需要搞一個優(yōu)化的模型,以便將其貼到低模模型上。在這種情況下,我沒有必要添加那么多的細節(jié),因為我知道后來的紋理階段會做大部分的工作。


Lowpoly

低模模型


After the highpoly was done I made a simpler version of the station that details from the highpoly can be transferred to. Then it was time to UV map the model.

在高模模型完成后,我做了一個更簡單的空間站版本,高模模型的細節(jié)可以轉移到上面。然后是對模型進行UV貼圖。


A lot of the ships in Stellaris are usually symmetrical, to save texture space. This station was not very symmetrical so I put some more time into coming up with solutions to get the highest possible quality with smaller textures.

Stellaris中的很多艦船通常是對稱的,以節(jié)省紋理空間。這個空間站不是很對稱,所以我花了更多的時間來想辦法,以較小的紋理獲得盡可能高的質量。


Baking/Texturing

烘培貼圖/紋理


I used the texturing software Adobe Painter to bake in the details from the highpoly model. Then it was time for me to work on the actual plating materials for the model.

我使用紋理軟件Adobe Painter來對高模模型的細節(jié)進行烘培貼圖。然后我就要為模型制作鍍層材料。


We wanted to have a "scrappy" feel to the whole station, so I used Adobe Designer to create the main plating material. I used small, medium and large shapes for the plating to get a more interesting look.

我們想讓整個空間站有一種“潦草”的感覺,所以我用Adobe Designer來創(chuàng)建主要的鍍層材料。我使用小、中、大的形狀來制作鍍層,以獲得更有趣的外觀。


Substance Designer WIP screenshot on the main plating material
在物質設計器中創(chuàng)作主要鍍層材料,開發(fā)中的屏幕截圖。


This process was a bit iterative, but when I was happy with the materials I jumped back to do the texturing on the model. I used the same texture with a different diffuse and roughness for the darker "secondary" plating parts. Then I could add all the details suchs as lights, windows etc.

這個過程有點重復,但當我對材料感到滿意時,我又跳回去對模型進行紋理處理。我使用相同的紋理,用不同的漫反射和粗糙度來處理深色的“二級”鍍層部分。然后我可以添加所有的細節(jié),如燈光、窗戶等。


Destroyed version

損毀版本


When the final modeling and texturing was done I could quickly create a destroyed version of the Salvager station. I used the same model, but I moved, bent and cut some parts to really get that feeling of it being destroyed. For the material I used the same plating textures, but I darkened the base color, changed roughness values and removed the emissive lights so it could have that destroyed look.

當最后的建模和貼圖完成后,我可以快速創(chuàng)建一個損毀版本的拾荒者空間站。我使用了相同的模型,但我移動、彎曲和切割了一些部件,以真正獲得它被摧毀的感覺。對于材料,我使用了相同的鍍層紋理,但我把底色變深了,改變了粗糙度,并刪除了放射光,這樣它就有了被破壞的感覺。


Models and textures for the Salvager station

拾荒者空間站的模型和紋理。


Implementation

實裝


I needed to come up with a good solution regarding the ships that were going to be attached in the back of the station. So I attached locators on the model and added the existing ship models in code, and therefore they spawn at the same time the Salvager station spawns in.

關于要附在空間站后面的艦船,我需要想出一個好的解決方案。所以我在模型上附加了定位器,并在代碼中添加了現有的船舶模型,因此它們在空間站生成的同時也生成了。


And that was basically the whole process of making this station. I was really stoked when I got to see Lloyd's concept being made for this, and I had a blast the whole process of making this station.

而這基本上就是制作這個空間站的整個過程。當我看到Lloyd的概念美工被創(chuàng)作出來時,我真的很興奮,在制作這個空間站的整個過程中,我也感到很開心。


Final Salvager station models in game

拾荒者空間站在游戲中的最終面貌。



翻譯:瘋狂的新兵

校對:三等文官猹中堂


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