Stellaris開(kāi)發(fā)日志#265 | 9/8 毒素族服裝的美工設(shè)計(jì)

牧游社 牧有漢化翻譯
Stellaris Dev Diary #265 - The Art of Toxoid Clothing
Eladrin, Stellaris Game Director
Hey all! My name is Alec Beals, one of the several concept artists who worked on the Toxoids Species Pack. Today I'll be taking you on a very fashionable walk through the seriously expanded clothing component of this pack. In a later dev diary we will go into more detail examining the design process of a species, so this will be an informally focused look at our experiences creating the clothing of Toxoids.
大家好! 我的名字是Alec Beals,是參與毒素族物種包開(kāi)發(fā)的幾位概念美工其中一人。今天,我將帶你概覽這個(gè)物種包極大擴(kuò)展的服裝部分,這將是一趟時(shí)尚之旅。在后期的開(kāi)發(fā)日志中,我們將更詳細(xì)地瀏覽一個(gè)物種的設(shè)計(jì)過(guò)程,所以這篇日志就是一個(gè)非正式的聚焦,來(lái)看看我們是如何創(chuàng)造毒素族的服裝的。

A Quick History of Toxoids
毒素族服裝設(shè)計(jì)簡(jiǎn)史
At the end of our visual development process we found ourselves with a diverse array of species for the Toxoid pack. Our intention was to give around a third of them something to wear. By and large, we don't specify which species will or won’t be clothed at the start of this process. Most artists generate concepts for creatures designed to wear nothing at all, as well as many with clothing designed specifically for that species in mind.
在我們的視覺(jué)開(kāi)發(fā)工序結(jié)束時(shí),我們發(fā)現(xiàn)自己為毒素族物種包開(kāi)發(fā)了許多物種。我們的意圖是給其中三分之一的家伙穿上衣服??傮w來(lái)說(shuō),在這個(gè)過(guò)程的最初始,我們并沒(méi)有指定哪些物種會(huì)或不會(huì)穿上衣服。大多數(shù)美工為那些根本不穿衣服的生物創(chuàng)造了概念圖,也有人專(zhuān)門(mén)為這些物種設(shè)計(jì)了許多衣服。
Once we are sufficiently satisfied with how much we've explored what is and is not a 'Toxoid,' the actual process of deciding the characteristics of our species begins. This is a fairly quick process where we assign common traits (scholar, brute, aggressive, needs pants, etc.) To everyone, after that's done it's time to start the clothing process!
一旦我們感到對(duì)于什么是或不是“毒素族”的問(wèn)題的探索已經(jīng)足夠時(shí),我們就開(kāi)始了實(shí)際決定這些物種的特征的工序。這是一個(gè)相當(dāng)快的過(guò)程,我們將常規(guī)的特征(學(xué)者、野蠻人、攻擊性強(qiáng)、需要褲子等)分配給各個(gè)物種,在這之后,就是開(kāi)始穿衣服的過(guò)程了!
Inspiration
靈感來(lái)源
Toxoids represented a great opportunity for us to try out some aesthetic choices that had either been missing or only slightly touched on before in Stellaris. It also represented a recurring challenge: "How do we create a series of space-faring civilizations that maybe aren't so neat and tidy without making them look like a bunch of post-apocalyptic hitchhikers?" In the end, we vaguely defined three broad areas of inspiration: High Tech Survivalism, Wasteland Toxpunk, and Protective Fashion. While we drew from each, we decided to avoid the wasteland aesthetic since it clashed the most with our sci-fi setting.
毒素族給了我們一個(gè)很好的機(jī)會(huì),讓我們可以嘗試一些美工選擇,這些選擇在此前的Stellaris中要么沒(méi)有,要么只是略微觸及。它也提出了一個(gè)反復(fù)出現(xiàn)的挑戰(zhàn):“我們?nèi)绾蝿?chuàng)造一系列也許并不那么整潔體面的太空文明,又不使它們看起來(lái)像一群末世搭車(chē)客?” 最后,我們模糊地設(shè)定了三個(gè)寬泛的靈感來(lái)源領(lǐng)域:高科技求生、廢土污染朋克、勞保風(fēng)格。雖然我們從每一個(gè)領(lǐng)域汲取了靈感,但我們決定避免廢土美學(xué),因?yàn)樗c我們的科幻背景沖突最大。
Finding style
尋找風(fēng)格
After this, we are at the point where we feel comfortable with both having a unique style while also ensuring that it fits well into the grander scheme of Stellaris.
此后,當(dāng)設(shè)計(jì)達(dá)到既擁有獨(dú)特的風(fēng)格又能確保很好地融入Stellaris的宏大體系之時(shí),我們就感到滿(mǎn)意了。
For this pack, we especially wanted to reference some of the great work done on the ships in the clothing we designed. Another decision made early on was in keeping with the visual and narrative theme that roles like Scientist and General should have a decidedly more roughed-up appearance. After all, Toxoids aren’t afraid to get their numerous hands dirty.
對(duì)于這個(gè)物種包,我們的服裝設(shè)計(jì)特別想?yún)⒖家恍┪覀冊(cè)谖锓N包艦船設(shè)計(jì)中已經(jīng)完成的偉大工作。另一個(gè)初期決策是,為了與視覺(jué)和敘事主題保持一致,像科學(xué)家和將軍這樣的角色應(yīng)該有一個(gè)明顯的粗獷外觀。畢竟,毒素族并不害怕弄臟他們的諸多雙手。

Initially we do not focus too much on what roles each outfit will end up as and more with what makes interesting design. Here are some rough sketches I did using a basic human to explore quite a few styles.
最初,我們并不太關(guān)注每件衣服最終會(huì)匹配什么角色,而更多的是關(guān)注怎樣打造有趣的設(shè)計(jì)。下面是我做的一些粗略的草圖,用一個(gè)基礎(chǔ)人體來(lái)探索諸多風(fēng)格。
Making it Unique
塑造獨(dú)特性
"What's so special about all this!" You say, between rounds of Caravan Slots. For all prior Species Packs, clothing has been a relatively straightforward process of creating a single outfit per role, and giving it several different sizes. These have always done a great job but they come with drawbacks; they mask the creature from the neck down and generally come with more limited animation opportunities.
“這有什么特別的!”你看著一堆通用槽位,可能會(huì)這么說(shuō)。對(duì)于先前所有物種包,服裝設(shè)計(jì)是一個(gè)相對(duì)單純的工序,即為每個(gè)角色創(chuàng)建一個(gè)單一的服裝,并給予它幾種不同的尺寸。這樣做總是能做得很好,但也有缺點(diǎn):它們掩蓋了生物的頸部以下部分,而且一般來(lái)說(shuō),創(chuàng)作動(dòng)畫(huà)的機(jī)會(huì)比較有限。

A comparison of a role outfit amongst multiple species from earlier Stellaris and Toxoids.
角色外裝對(duì)比,分別來(lái)自早期Stellaris版本和毒素族物種包。
With the new camera settings requiring clothing designs far beyond the original scope as well as our diverse cast of candidates, we felt that in order to do these designs justice we were going to need to create outfits more specific to each species:
由于新的視角設(shè)置,服裝設(shè)計(jì)遠(yuǎn)遠(yuǎn)超出了原來(lái)的范圍,而且我們的候選方案也多種多樣,我們覺(jué)得為了使這些設(shè)計(jì)公平,我們需要為每個(gè)物種創(chuàng)造更具體的服裝。

Some early stages of concept and refinement. Some designs such as the Ruler seen here lasted for quite a while before being changed.
一些早期階段的概念美工和改進(jìn)設(shè)計(jì)。有些設(shè)計(jì),如這里看到的“統(tǒng)治者”,在被修改之前延續(xù)了相當(dāng)長(zhǎng)的一段時(shí)間。
We also decided that robots shouldn‘’t be left out of the fun, so Toxoids is introducing the first ever clothed machine! With support of our fantastic animators, we even discussed the idea of introducing masks, backpacks, and more as ways of adding variety. Eventually it was decided that each species would get more or less a tailor-made outfit.
我們還決定,機(jī)器人也不應(yīng)該被排除在外,所以毒素族物種包將推出有史以來(lái)第一臺(tái)穿衣服的機(jī)器!在我們超棒的動(dòng)畫(huà)師的支持下,我們甚至討論了引入面具和背包等物件的想法,以增加多樣性。最終,我們決定每個(gè)物種或多或少都會(huì)有一套量身定做的服裝。

A continuation from the above image, this time with color and material passes, as well as figuring out how to apply each design uniquely to each of our clothed species.
上圖的延續(xù),這次是顏色和材料通道,以及弄清楚如何將每個(gè)設(shè)計(jì)獨(dú)特地應(yīng)用于我們的每個(gè)穿衣服的物種。

An example of how assets are re-used and modified and also how small details can make noticeable differences between species.
一個(gè)例子,說(shuō)明了素材是如何被重新利用和修改的,也說(shuō)明了小的細(xì)節(jié)可以使物種之間產(chǎn)生明顯的差異。
Achieving this would require re-using as many assets as possible while still making enough changes, new details, and species-conforming components that each one felt as if it was designed for the individual wearer.
要實(shí)現(xiàn)這一目標(biāo),需要盡可能多地重復(fù)使用素材,同時(shí)還要做出足夠的改變、新的細(xì)節(jié)和符合物種要求的組件,使每一件作品都感覺(jué)是為單個(gè)穿戴者設(shè)計(jì)的。

An example of ways we were looking to expand the clothing even more, also look how many artists are on this single page!
一個(gè)例子,顯示我們正在嘗試進(jìn)一步擴(kuò)展服裝設(shè)計(jì),也看看這個(gè)單一的頁(yè)面上有多少美工!
As previously mentioned, we wanted to explore add-ons such as masks, backpacks and more. Some of these concepts were not new to Stellaris, but we still felt like they could be expanded.
此前提到,我們想探索面具、背包等附加組件。其中一些概念對(duì)Stellaris來(lái)說(shuō)并不新鮮,但我們?nèi)匀挥X(jué)得它們可以被擴(kuò)展。
For the most part, during our initial development phase these proved to be costly in terms of time (complicated with the layering of species, gender, role and color variant) or in terms of the in-engine animation budget. This is the nature of the job, and it’s important to know when to push towards a solution and when to recognize something isn’t feasible.
在大多數(shù)情況下,在我們最初的開(kāi)發(fā)階段,這些組件被證明在時(shí)間成本方面是昂貴的(由于物種、性別、角色和顏色衍生型的圖層而變得復(fù)雜),或在游戲引擎的動(dòng)畫(huà)預(yù)算上是昂貴的。這就是我們工作的本質(zhì),重要的是要知道,什么時(shí)候要推動(dòng)一個(gè)方案,什么時(shí)候要認(rèn)識(shí)到一些事情是不可行的。
Robots with Skirts
穿裙子的機(jī)器人
As mentioned above, we have a robot with clothes! This was an aspiration I specifically wanted to see as a long time Stellaris player. After all, even a cold and calculating near-immortal machine might want to try on an outfit or two for a change.
如上所述,我們有了一個(gè)穿衣服的機(jī)器人!這是我作為Stellaris的老玩家特別想看到的。畢竟,即使是一個(gè)冷酷無(wú)情、精打細(xì)算、近乎不朽的機(jī)器,也可能想嘗試換一兩件衣服來(lái)做些改變。
Initially, I had hoped we could have both different heads and unique back components for each role, as well as animated sub-components. However, as with some of the other designs for non-machine clothing, these added up substantially, and quickly exceeded what can be done in-engine. Eventually it was settled on using different heads as well as a specific back component for the Ruler.
起初,我希望我們可以為每個(gè)角色設(shè)計(jì)不同的頭部和背部部件,以及帶有動(dòng)畫(huà)的子部件。然而,就像其他一些非機(jī)械服裝的設(shè)計(jì)一樣,這些東西的數(shù)量會(huì)大大增加,很快就超出了游戲引擎可以做到的范疇。最終,我們決定為統(tǒng)治者使用不同的頭部和一個(gè)特定的背部組件。

Personally I think this adds a nice variety to our machine species, and I hope you agree because I would love to draw robots with pants next.
我個(gè)人認(rèn)為這給我們的機(jī)器人物種增加了一個(gè)很好的衍生型,我希望你同意,因?yàn)槲液芟虢酉聛?lái)畫(huà)穿褲子的機(jī)器人。
Bringing it to life
讓它活起來(lái)
Once the designs and rendering are done, the next step is to separate and export files for animation. Breaking out and cleaning up each separate layer can take a while. Across all our species there's around 150-200 total assets just for the clothing. Separating these for animation can also be a finicky process. Depending on the complexity of the costume, the method used requires all assets to line up with one another, since they will have to be layered over the original character.
一旦設(shè)計(jì)和渲染完成,下一步就是分離和輸出文件,以便制作動(dòng)畫(huà)。分離和理清每個(gè)獨(dú)立的圖層可能需要一段時(shí)間。在我們所有的物種中,僅服裝就有大約150-200個(gè)素材。為制作動(dòng)畫(huà)分離這些素材也是一個(gè)復(fù)雜的過(guò)程。根據(jù)服裝的復(fù)雜性,所使用的方法要求所有的素材彼此對(duì)齊,因?yàn)樗鼈儽仨氃谠冀巧蟿?chuàng)建圖層。
Any additional components (such as the cape for a governor) need to also fit in a space unfilled by anything else. Below is a .gif showcasing how this works across an entire set:
任何額外的組件(例如總督的斗篷)也需要適應(yīng)未被填充的空間。下面是一個(gè).gif圖片,展示了這是如何在整個(gè)套裝中工作的:

Not shown: the dozens of stray pixels I had to hunt down during cleanup未展示的是:我在清理工序中不得不追捕的幾十個(gè)雜亂像素。
The next step is animation, which deserves its own Dev Diary for all the effort and complexity it entails, but for now I would like to shout out our amazing animators Hannah and Mota for all the work they’ve done on this and everything else for Toxoids.
下一步是動(dòng)畫(huà),這個(gè)步驟的工作量和復(fù)雜度值得出一篇自己的開(kāi)發(fā)日志,但現(xiàn)在我想大聲向各位介紹我們杰出的動(dòng)畫(huà)師Hannah和Mota為毒素族所做的所有動(dòng)畫(huà)工作和其他事情。
For the clothing, assets just shown being broken apart are reconstructed and layed in a 3D program (by Maya in our case). Here's an example of what that looks like outside of the normal in-game Stellaris view:
對(duì)于服裝來(lái)說(shuō),剛才顯示的被拆開(kāi)的素材是在一個(gè)3D程序(在我們的例子中是由Maya)中重新構(gòu)建和鋪設(shè)的。下面是一個(gè)在Stellaris常規(guī)游戲視圖之外的例子:

Here you can see the robot being re-constructed in Maya在這里,你可以看到機(jī)器人在Maya中被重新構(gòu)建。
Extensive work is then done rigging and preparing the 2d images to actually be able to warp and bend in a way to help stimulate more fluid animation. This can take a variety of forms, such as creating nodes where fabric and banners can bend to areas where the 2d art will stretch and pull during animation. This is also where the animation budget I mentioned before rears its ugly, if not sensible head. All the points of articulation you see add up quite fast when you also include the character beneath the clothes.
接著就要完成大量的工作,并為2D圖像做準(zhǔn)備,使其能夠扭曲和彎曲來(lái)使得動(dòng)畫(huà)更加流暢。這可以采取多種形式,例如創(chuàng)建節(jié)點(diǎn)使織物和垂帶可以彎曲,使其在2D圖像中拉動(dòng)和延伸。這也是我之前提到的動(dòng)畫(huà)預(yù)算開(kāi)始發(fā)揮壞作用的地方。當(dāng)你把衣服下面的人物也包括在內(nèi)時(shí),所有銜接點(diǎn)都會(huì)迅速增加。

The art can take quite a beating in the process of being rigged for animation美工在被制作成動(dòng)畫(huà)的過(guò)程中會(huì)遭受大量損失。

You've heard of T-pose, and A-pose, but have you ever heard of the 'You want HOW MUCH for alloys!?' pose?你聽(tīng)說(shuō)過(guò)T姿勢(shì)和A姿勢(shì),但你有沒(méi)有聽(tīng)說(shuō)過(guò)“你要多少錢(qián)的合金???”姿勢(shì)?
Further complicating everything is the need for the clothing to work with some pretty dynamic animations for characters. Luckily, our animation team is amazing and was able to pinpoint any clothing that may have needed to be removed before this part of the process began. Originally there were way more hanging banners than we see now.
使一切更加復(fù)雜的是,服裝需要與一些相當(dāng)動(dòng)態(tài)的角色動(dòng)畫(huà)配合使用。幸運(yùn)的是,我們的動(dòng)畫(huà)團(tuán)隊(duì)非常出色,能夠在這一過(guò)程開(kāi)始之前準(zhǔn)確地指出任何可能需要去除的服裝。一開(kāi)始懸掛的垂帶可比我們現(xiàn)在看到的要多得多了。
Coming together, final thoughts
組裝到一起,以及最后的想法
Finally it's all pieced together, beautifully animated, and in game! After the requisite amount of corrosive sludge, sweat and tears, we've got some finely attired Toxoids. Minor tweaks aside, at this point the work is done:
最后,這一切都被組裝在一起,加上精美的動(dòng)畫(huà),并實(shí)裝入游戲中!在流下必要數(shù)量的腐蝕性污泥、汗水和淚水后,我們得到了一些衣著精美的毒素族。撇開(kāi)后續(xù)微調(diào)不談,到此時(shí)工作已經(jīng)完成了:

This individual has never once considered if there's more to life than being really, really, ridiculously well dressed.此人從來(lái)沒(méi)有考慮過(guò)生活中是否有比穿著真正真正超級(jí)好的衣服更重要的事情。
Believe it or not, there are even more steps and miscellaneous details that I’ve completely passed over as to not turn this into a novel. To my knowledge, this was the most intensive and experimental clothing development cycle of any pack so far. For a variety of reasons, quite a bit of what was attempted wasn’t able to make it into the final build. However, I still feel like everything done for Toxoids can push Stellaris even further going forward.
信不信由你,還有更多的步驟和雜七雜八的細(xì)節(jié),為了不把本篇日志變成一本小說(shuō),我已經(jīng)完全忽略了。據(jù)我所知,迄今為止任何物種包中的服裝開(kāi)發(fā)周期都沒(méi)有這樣密集和具有實(shí)驗(yàn)性。由于各種原因,很多嘗試的東西都沒(méi)能進(jìn)入最后的版本。然而,我仍然覺(jué)得,我們?yōu)槎舅刈逅龅囊磺锌梢酝苿?dòng)Stellaris進(jìn)一步向前發(fā)展。
Thanks for reading. I hope you learned something and best of luck in your future space endeavors!
感謝閱讀。我希望你能學(xué)到一些東西,并祝你在未來(lái)的太空事業(yè)中取得好成績(jī)!
Next Week
下周
Next Tuesday we'll be back with
下周我們將帶著下面的東西回來(lái):

See you then!
到時(shí)候見(jiàn)!
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