[無畏契約·簡中]通行證皮膚太陽之石專欄-文明復(fù)蘇

SUMMON THE PAST: VALORANT'S PIEDRA DEL SOL?
?明復(fù)蘇:太陽之?
跟隨Raquel和Sammi,步入阿茲特克神話,抓住靈感!原文于2022年10月3在發(fā)布于官方
Hey there! My name is Raquel Garcia and I am a weapons artist on the VALORANT Premium Content team here at Riot. I was given the opportunity to work on the Piedra del Sol skinline and I’m excited to talk about my process during this artistic journey. Sammi Pedregon, Art Outsource Supervisor on VALORANT, will also join me!?
嘿?家好!我是Raquel Garcia,?畏契約?級通?證?膚設(shè)計(jì)師。今天有幸參加太陽之?通?證?膚創(chuàng)作內(nèi)容,很?興分享在創(chuàng)作之旅的過程。?我 的搭檔,藝術(shù)包裝總監(jiān)Sammi Pedregon也會與玩家們?同分享。?
This post will focus on how the team translated aspects of the ancient art from the Aztec civilization onto our weapons. If you want a complete look at how skinlines are made from pitch to launch, check out our latest behind the scenes look at the Champions Collection.?
本?聚焦于我們團(tuán)隊(duì)如何把阿茲特克神話各個??移植到?膚上。想要了解如何完整地設(shè)計(jì)?膚,請查看這篇?章【冠軍?】
BRINGING THE PAST TO NEW AGE GAMING?
復(fù)古浪潮
One thing that I enjoyed about working on this skinline was being able to dip my toes into some history and learn a lot more about the Aztec culture. I was assigned to create the Ghost weapon influenced by the Aztec god Xolotl. He was commonly depicted as a human skeleton with the head of a canine who guided the dead through the Aztec underworld known as Mictlan. I wanted to grasp an artistic feel for this gun that would represent him well and would also fit into today's modern gaming world.?
我享受?膚設(shè)計(jì)的?件事是能夠沉浸在歷史中,從阿茲特克神話中學(xué)到很多。我分配到創(chuàng)作受修羅特爾神影響的?魅?膚這個任務(wù)。通常把他刻畫成? 具能在阿茲特克地獄(?克特蘭)為名的地下城引領(lǐng)亡靈的?頭頭?。我想抓住這種靈感,能很好地呈現(xiàn)修羅特爾以及貼合當(dāng)今的游戲世界的?魅?槍


After reviewing the initial concept, I felt that the face had more of a feline direction. I wanted this to appear more dog-like as the deity is described. After rounding the cheeks, squaring off the nose and introducing rounder ears, I was able to bring this design into a mutual representation of the original concept and Xolotl canine attributes with the intent of allowing players to question what type of animal this could be.?
審核初稿后,我發(fā)現(xiàn)其?貌更像貓臉,我想讓他呈現(xiàn)出更像?頭的外貌,如同描述神?樣。調(diào)整完臉頰后,移除了??并添加了更圓的?朵,我能把這種設(shè)計(jì)帶?到初稿和修羅特爾?類樣貌的相同代表。旨在讓玩家們對這類動物會是什么提出質(zhì)疑
Thus completing the weapon design to fully immerse Xolotl for players to enjoy all over the world! Next, Sammi Pedregon will discuss the rest of the weapons in the skinline.?
因此完成?魅?膚設(shè)計(jì)讓玩家全??沉浸在修羅特爾以此享受這把?膚。接下來,交給搭檔,分享余下的內(nèi)容吧?
Hey there! I’m Sammi Pedregon, Art Outsource Supervisor on VALORANT, here to talk about the rest of the weapons for the Piedra del Sol skinline. I worked closely with Raquel, who brought the Ghost to life, to ensure that the rest of the weapons received the same attention in keeping with historical authenticity.?
?家好,我是藝術(shù)包裝總監(jiān)Sammi Pedregon,由我來與玩家們分享余下內(nèi)容。我和Raquel密切?作,他把?魅帶進(jìn)游戲?,以此確保剩余通?證?膚 能按照歷史真實(shí)性得到?致關(guān)注?
As Raquel mentioned with the Ghost, each gun corresponds to an Aztec god. The Phantom represents Quetzalcoatl (Creation), Bucky is Huitzilopochtli (Sun and War), and the Judge is Tezcatlipoca (Night Sky). We worked closely with our Latin American office to decide on the faces for each gun and to find unique color palettes that best represent each weapon’s deity. 正如上?Raquel提到的?魅,每把槍?對應(yīng)各?神話。幻影代表?蛇神,雄?代表左蜂?,?判官是煙霧鏡。我們與拉丁美洲?作室密切合作,決定每把槍的樣貌,找出最適合每把槍身上的神的獨(dú)特配??




The Melee was based on the Aztec sun stone and a Macuahuitl, a historical Aztec wooden club with obsidian stones embedded as blades.?
近戰(zhàn)武器是基于阿茲特克太陽之?以及雙刃?(?克胡特),這是?把嵌有?曜?作為?刃的悠久?質(zhì)?柄?

The toughest part about bringing Piedra del Sol to modern life was transforming the concept into a 3D model and making the weapon look its best. In our first batches of the weapons, the faces, in particular, would look really lopsided, small, or uneven compared to the rest of the details of the weapon. It was essential that we re-worked and adjusted different sections of each weapon so it would match the same beautiful and intricate stone work seen in Aztec culture.?
把太陽之?帶進(jìn)游戲最艱難的部分是將概念圖轉(zhuǎn)換成?體模型,讓?膚欣賞最佳。在我們最初的稿?,尤其是?部,看起來不均勻,?起其他武器要不 均勻。我們必須重做?膚,調(diào)整每把槍的不同部分,因此能配得上相同美貌,以及在神話中看到的錯綜復(fù)雜的?頭?
Here are some early screenshots of how our first batch of weapons looked:?
以下是我們最初?膚外貌的早期截圖?

Here is a first glance of our first batch of the Melee where we had a longer bottom base to hold the bottom two obsidian blades. We felt that the bottom base didn’t make the Melee feel “aggressive” enough, and that only the top section felt “deadly.” We did a lot of re-work to have the Melee feel practical in appearance and useful in utility as a melee weapon.?
這是我們早期近戰(zhàn)武器的最初截圖,我們設(shè)計(jì)更?的?枕以固定底下的倆個?曜?刃。我們感覺底下的?枕并沒有讓近戰(zhàn)武器顯得格外“兇悍”。我們重做了很多次,讓近戰(zhàn)有著貼切的外貌以及實(shí)??

We went through many iterations of these ancient weapons in order for them to look their best in our modern game. I’m very thankful to our partnered vendor for executing these weapons beautifully, and for Raquel for giving the Ghost the same attention to detail to match the Piedra del Sol skinline beautifully.?
我們在這些?膚上經(jīng)歷了反反復(fù)復(fù)地重做,旨在讓它們在現(xiàn)代有著更合適的外觀。我很感謝我們的合作伙伴出?地完成了這次?膚設(shè)計(jì),也感謝Raquel 對?魅的注意,圓滿完成這次?膚設(shè)計(jì)