鋼鐵雄心4開發(fā)日志 | 9/20 美工與成就

牧游社 牧有漢化翻譯
Developer Diary | Art & Achievements
CreamGene, 2D artist
Hello, and welcome to this week's Dev Diary!
大家好,歡迎來到本周的開發(fā)日志!
I am HOI's 2D artist and am the one who makes the little buttons, icons, and whatever gets thrown in my way for you to look at and push on, and today I have gotten the opportunity to talk about my work!
我是鋼鐵雄心組的2D美工,負責(zé)制作大家經(jīng)??匆姾忘c擊的按鍵、圖標(biāo),以及所有被扔到我這里的給你看和點擊的內(nèi)容,今天我有幸得到機會來介紹我的工作內(nèi)容!
So let's start at the beginning, how does a project start, and how and when do artists get involved?
那么首先,項目該如何啟動呢?美工組員又是在何時以什么方式加入制作呢?
Being an artist on a project such as Hearts of Iron is not an easy piece of work. You need to be on your toes and ready to adapt to whatever task your colleagues want help to solve. It usually involves a bit of text and a ton of reference material. And to gather all of these things we use a tool called Miro.
擔(dān)任鋼鐵雄心這類項目的美工可不是容易事。你得時刻準備好接手同事們需要幫忙解決的事情,通常會帶有一點文字和一車參考材料。為了保證所有這些素材整潔,我們會用一個叫Miro的工具。

It's essentially an online whiteboard that can be used however fits you and your team best. On our Miro, we separate the features into columns that give you a quick overview of what we need to complete for the upcoming update.
這東西大致就是個在線的白板,可以按隊伍的需求使用。在我們的Miro板上,我們會將內(nèi)容分欄,以便能快速了解下一次版本更新需要制作的內(nèi)容。
The columns are usually divided into Focus trees and Features that are expected to get art during the project.
分欄通常被分為國策樹和特性,它們在項目中預(yù)計將會獲得美工內(nèi)容。
As the project starts it's not uncommon for the Miro to be a bit empty. A lot of the research for what can be used, artwise, is a pretty heavy task to bite into with all copyrighted photos out there. Our amazing content designers spend quite a lot of time on valuable research, sorting out what is necessary for the game to make sense as well as adding flavour to your gameplay. And yes, this takes a fair amount of development time to gather all this valuable information as well as imagery that will communicate the right thing for you when you play HOI.
在項目剛起步時,板上可能會比較空曠。從美工角度來說,我們必須對哪些東西可以使用進行大量的研究,這是一項相當(dāng)繁重的任務(wù),因為外面的照片都有版權(quán)。我們偉大的內(nèi)容設(shè)計師們會花很多時間用于這類研究,挑出讓符合游戲邏輯的必要內(nèi)容,同時還要給玩家們的游戲體驗增加風(fēng)味樂趣。沒錯,搜集這些關(guān)鍵信息,以及能傳達符合鋼鐵雄心游戲體驗的視覺材料很花時間。
As time goes on, more art tasks will fill up the Miro board. So, for an artist at the beginning of a project, it can range from doing some cleanup work on older icons or portraits, starting to work on loading screens, continuing setting up the Miro board for the DLC to their taste or helping with another project that needs some extra art-hands.
隨著時間流動,Miro板上會有更多的美工任務(wù)。那么對于美工來說,項目初期的工作基本包括打理舊圖標(biāo)與肖像、著手處理加載界面、繼續(xù)按拓展包內(nèi)容方向準備板上內(nèi)容,或是協(xié)助其他需要美工幫忙的項目組。
But back to BBA and our work there!
話題扳回唯有浴血BBA和我們的相關(guān)工作!
We already know what kind of art we want to have for each focus tree, it's more the quantity that is a fluctuating number at this point and it's still uncertain how much we can make in-house. I always try to convince my CDs to ask for art to their heart's content because we always prioritise what needs to be done so the things that matter the most get the art it deserves first.
我們已經(jīng)知道了想給每個國策樹加上哪類美術(shù),眼下主要是數(shù)量問題,這是一個浮動的數(shù)字,因為當(dāng)前我們內(nèi)部能做多少還不確定。我通常會試著說服我的內(nèi)容設(shè)計師,讓他們隨心所欲地對美工發(fā)任務(wù),因為我們會對工作評定優(yōu)先級,這樣最重要的內(nèi)容能首先獲得與之相配的美術(shù)。
When all High Prio art is done, if time allows we continue with Medium and last of course the Low. We also have, for whenever we manage to wrap up art in a timely manner, a special section that is called a "wish-list" or Corner of Shame. It's essentially Low Prio art but stuff that maybe was more of an afterthought or just forgotten for a Feature or a Tree that would be extra sweet if it got some new shiny textures.
在完成高優(yōu)先級的美術(shù)工作后,如果還有時間的話,我們會繼續(xù)處理中優(yōu)先級和低優(yōu)先級的工作。另外如果我們有幸按時處理完事情,其后還能有一個名為“愿望單”或示眾角的特別分區(qū)?;旧侠锩娑际堑蛢?yōu)先級的美工內(nèi)容,但多是事后想起的東西,或者當(dāng)時忘了給某些新內(nèi)容或國策樹加上某些亮閃紋理這樣的東西。
Without giving too much away, here's a heavily zoomed-out version of how a Miro board can look like that I as an artist work with. And yes, I was in charge of all the Focus trees and the Plane Designer for this DLC (granted I did not make all the art, we also outsource).
話不贅言,這里放上一個高度縮放的Miro板,這是我們美工看到和用其開展工作的版本。沒錯,我負責(zé)的是拓展包內(nèi)所有國策樹和飛機設(shè)計器的內(nèi)容(當(dāng)然我肯定沒法畫完全部的圖像,我們還有外包)。

We use a colour code to communicate what's going on on the board! All of them also have a little stamp on them to mark what Prio it has as well as a text section where CDs write what they want to communicate with the icon they request. As you probably can see, there's quite a lot of information that needs to be shared between the departments before art can be worked on.
我們用不同的顏色來交流板上的進展!他們都有標(biāo)記優(yōu)先級的小印記,以及內(nèi)容設(shè)計師們寫下的想讓圖標(biāo)帶有什么要素的文本部分。大家可能看到了,各部門之間要有很多交流后才能讓美工動手。
It's our transparent way to communicate with each other, CD’s can see how much I have done and how much I have left. They can also see my schedule on what I’ll be working with each day. This means that CDs can also ask to get prioritisation over each other if their Focus tree or Feature requires art sooner rather than later and this is constantly brought up and talked about on our syncs together.
這算是我們互相之間的透明交流,內(nèi)容設(shè)計師可以了解我做了多少和還剩多少,以及我每天工作的日程安排。這樣內(nèi)容設(shè)計師也可以提出優(yōu)先哪些工作,哪個國策樹或哪項內(nèi)容需要盡早配上美術(shù),每次我們對進度時都會多次提起并談及這些事情。
Communication is key!
溝通才是關(guān)鍵!
Here is an example of how a request turns into an icon (that you may or may not already have seen):
這里有個示例(有的朋友可能已經(jīng)看過了),可以看到設(shè)計要求變成實際圖標(biāo)的過程:

這個圖標(biāo)要表現(xiàn)游擊隊在意大利鄉(xiāng)間用驢子來運輸物品的情況。我要至少一頭驢,當(dāng)然多點也行。驢子可以是拖火炮或補給的。國策圖標(biāo)兩側(cè)有這種麥堆估計會很酷炫。
This is a typical request. It has an in-game name displayed, reference images provided as well as a description of what my CD wants out of the icon. It is also prioritised!
這是非常經(jīng)典的設(shè)計要求,它帶有一個游戲內(nèi)顯示名代碼、相關(guān)參考圖片和闡述設(shè)計師需求的描述,還有非常高的優(yōu)先級!

And this is how it ends up looking!
最后它就成這樣啦!
Since we have quite the large art-library by now I can quickly iterate on what type of background works the best as well as reuse different layer styles to make the icon feel cohesive and on-style with the rest. I also made sure to hit all the marks from the requests such as;
由于我們現(xiàn)在的美術(shù)儲備很充足,我可以快速更替最適合的背景,以及使用多層風(fēng)格來讓圖標(biāo)更緊湊且風(fēng)格一致。我還要保證滿足所有設(shè)計要求列出的重點,比如:
At least one donkey
至少一頭驢
The donkey should carry (at least) a supply
驢子(至少)要拉一份補給
Add wheat bundles without overcrowding the icon.
在不擠兌圖標(biāo)的情況下加上麥堆
When the icon is in either a conceptual phase (putting the requested items together without rendering it further) or simply put together from our art library, I of course share the progress with the CDs so they can have to say their yay or nay. If I hit or missed the mark with the request if we need to re-think the icon in itself or just a 10/10 beautiful icon, ship it!
圖標(biāo)處于概念階段(把設(shè)計要求內(nèi)容揉起來而不繼續(xù)打磨)或剛從美術(shù)庫存物品拼起來時,我當(dāng)然會和概念設(shè)計師分享進度、確認中不中,是對上了還是沒對上還是要重新構(gòu)思還是已經(jīng)可以打包出廠了。
Also, one thing to keep in mind when doing these types of icons is remembering their size. All the things that a CD may want in an icon may not fit in the end or make it more or less unreadable because all the things together will just create noise.
另外還要記住一點,在制作這類圖標(biāo)時要考慮到尺寸。內(nèi)容設(shè)計師想要加進一個圖標(biāo)的所有要素可能放不下,或因為要素過多過雜而難以理解。
That's when we artists step in and "take over" so to say with simplifying without losing the information that the icon should communicate.
這時候美工們就會“接手”工作了,著手簡化圖標(biāo)而不讓任何它要傳達的信息丟失。
This is also a typical request when a CD isn't 100% sure on what would or could look the best and leaves that up for me to figure out:
如果我們的內(nèi)容設(shè)計師不能百分百把握做起來最好或看起來最好的是什么,這時的一個典型要求就是讓我自己琢磨清楚:

非洲剪影?鐵路?工業(yè)?
要體現(xiàn)投資和非洲遍地起基建
Icons are requested the same throughout the art process, so name, description, and prio are all there.
在整個美工制作過程中,對圖標(biāo)的要求都是一樣的。所以名稱、描述和優(yōu)先級都在那里。
It's just that this time I didn't get any reference material and that's perfectly normal!
只是這次我沒有得到任何參考資料,這很正常!
And this is the result!
然后這就是結(jié)果!

I have the silhouette of Africa
非洲剪影有了
Railroad
鐵路有了
And industry
工業(yè)有了
And of course, a background to frame it all on
當(dāng)然還有一個把它們都框進去的背景板
Had I added coins to show off investment I would have crowded the icon. We usually have a rule of max three things in one icon to communicate what's necessary. After three it can start to become muddy.
如果我把硬幣元素加上來體現(xiàn)“投資”的話,那圖標(biāo)就太擁擠了。一般而言我們有個規(guī)矩:一個圖標(biāo)上最多能有三個最主要的元素。超過三個了就會開始亂了。
Example of adding coins to this icon to communicate investment:
加入了硬幣以表示投資的例子:

Immediately crowded
瞬間感覺變擠了
Silhouette of Africa is no longer a focus and is hidden
非洲剪影被蓋住了不再是主角
The coins stealing the show
硬幣太搶戲了
So the TL;DR of this section is;
太長不看版
Use good Tools for communication, whatever that may be for you and your team.
找個好工具用于你和組員溝通。
Be honest and transparent with what's going on, what you need to do your part, and when you need it to estimate the time left on the project.
對于當(dāng)前進展、在自己的工作內(nèi)容上要做什么、自己預(yù)估任務(wù)剩余時間這幾個話題上一定要掏心窩子直白講。
CDs do research, CDs request art, Artist look at the requests/ask questions, Artist make art, Artist share art with CDs and so the circle is complete.
內(nèi)容設(shè)計師負責(zé)研究、提出美工要求,美工看要求/提出問題,美工畫圖,美工給內(nèi)容設(shè)計師看結(jié)果,循環(huán)結(jié)束。
Now when you kind of know how artists, or at least I, do work with content and for the project I would also like to share how the loading screen got worked on for BBA!
現(xiàn)在你知道我們美工——至少我是怎么工作的了。我打算展示一部分在唯有浴血DLC中的加載界面是如何制作的!
Ahh shit, here we go again.
奶奶滴,又來一遍。
Yes, I was thinking that we could get a little re-cap on how it is to not just make icons and portraits, but also be flexible and knowledgeable enough to pull off a loading screen. We artists are a jack of many trades so to speak and we do need to be able to adapt to a lot of different types of art tasks that need to be done for a project.
氦,我覺得我們還是稍微復(fù)習(xí)一下圖標(biāo)和肖像是怎么做的比較好,畢竟這些內(nèi)容也可以應(yīng)用到加載界面的制作過程中??梢哉f,我們這些美工是許多行業(yè)的佼佼者,我們確實需要能夠適應(yīng)需要為一個項目完成的許多不同類型的美工任務(wù)。
So, how is a loading screen created? It usually always starts with a prompt or a vision from one of either designers or content designers that are heavily involved in the upcoming DLC. Essentially we want the loading screen/splash screen to communicate something in relation to the DLC, this time we want to focus on Italy and planes. Mostly because Italy has been heavily requested and we want to shine a spotlight on the country as well as showcase the plane designer!
所以,加載界面插圖是咋做的?首先,通常是深度參與新DLC的這個或那個開發(fā)者或內(nèi)容設(shè)計師提出提案或是想法。當(dāng)然了,我們想讓這個加載界面插圖盡量和DLC的某些內(nèi)容相關(guān),這次我們想注重于意大利和戰(zhàn)機。這主要是因為把意大利放上去是甲方的要求,我們也想展示一下飛機設(shè)計器這個功能!
The prompt is "Italian and American fighters incoming in a dogfight over Italian landscape"
所以這次的主題是“意大利和美國飛行員在意大利美景上空展開狗斗的珍貴影像”。
Cool. Let's go ahead and make some thumbnails then!
好,那我們就先做點草圖吧!

Once again several thumbnails are presented for the others to choose from. Typical hierarchy methods are used here, black = most visually interesting, grey = further away and white/light grey = low focus.
再次說明,草圖是提供給其他人選擇用的。這里用了典型的分層方法,黑色=視覺上最有趣的,灰色=更遠的,白色或是淺灰色=沒那么重要。
The last one, A3+5 was chosen and started to get some more details in a simple greyscale set-up. This time I quickly wanted to take it into colour and started to experiment with what kind of setting looked best.
我們選擇了最后一個插圖即A3.5號插圖,并且開始在簡單的灰度設(shè)置中繪制更多細節(jié)。這次我打算很快把它上色,并且試試什么樣的設(shè)置能使這張圖變得看起來最好。

After going with a more sunset/evening vibe, because it looks more epic, I started to experiment with the range of those colour schemes as well as trying out some different styles.
在選擇了更有日落/夜晚的氛圍后,因為它看起來更有史詩感,我開始嘗試那些顏色方案的范圍,以及嘗試一些不同的風(fēng)格。

Here you also can see that I had no idea I was painting the wrong plane but that doesn't matter because we are still very early in the process and just trying to find a good mood.
這里你也可以意識到我壓根沒注意我畫錯了飛機,不過這不重要。因為我們還在相當(dāng)早期的階段,我們只要找一個好氛圍就行。
I also noticed that the balancing of the image was off since we need to take into consideration the different kinds of resolutions it's gonna sit on. So to solve this I pushed the whole image down and (thankfully) it was just drawing more sky this time!
我還注意到,由于我們需要考慮到它要放在不同種類的分辨率上,所以圖像的平衡性是不對的。所以為了解決這個問題,我把整個圖像往下推,(幸好)這次畫出了更多的天空!

still, the wrong plane, don't worry about it飛機還是不對,不過別擔(dān)心
The render phase is coming up and I'm not gonna lie, I'm not too excited to draw hard surfaces.
然后就是渲染階段了,我直說對繪制硬面沒有興趣。
But luckily we have a fantastic 3D artist on the team that needs to model some planes for the DLC anyway! He was generous enough to pose the plane for me on top of my background and now it's just painting over them a bit to make them blend into the image and look cohesive.
幸運的是我們有一位相當(dāng)好的3D美工需要為DLC制作一些飛機的模型!他很慷慨地在我的背景上為我擺出了飛機的姿勢,現(xiàn)在只需要在它們上面涂抹一下,讓它們?nèi)谌氘嬅?,看起來很連貫就行。

3D render of the planes3D渲染的飛機

3D render on top of WIP background仍在制作中的載入界面
What's needed now for the next step is to make the planes work together with the background as well as paint more details in the clouds.
下一步要做的就是讓這些飛機和背景更合拍一點,順便得給云加上一點細節(jié)。
I also need to add details such as motion blur to make the planes go woosh, which is a dilemma. How much do you paint before the details you put in get lost from said motion blur? Let's find out… the hard way
我還得給飛機加一點細節(jié)譬如運動模糊,這才讓飛機看起來像是在快速運動,不過這是個兩難的問題。要畫多少才行?畫得多就會使細節(jié)因運動模糊而丟失。我們得找到這個平衡點……真是難搞。
Along the way, I also realised… what if we tilt the plane some more to have the wing cut through the cloud better.
這個過程中,我還意識到如果我把飛機再傾斜一點,讓機翼更好地劃過云層會發(fā)生什么呢?
Needless to say, I asked our 3D artist to tilt his model and render a new one which he so kindly did.
不用說,我讓我們的3D美工傾斜了他的模型并且渲染了一個新的出來,他真是個好人。

Looks nice看上去槇誧嚽
But back to figure out the BG again.
但是說回我們的背景圖片吧
After some back and forth with rendering in and out clouds as well as doing some touchup to the landscape I think I finally landed on something that I was happy with.
在來回渲染云層以及對地面景觀進行一些修飾后,我覺得終于做出了我滿意的成果。

Adding motion blur, air trails, and a propeller as well as bounce-light and painting in the sky in the plane's window I think I made it work nicely together.
然后我加上了動態(tài)模糊,飛機航跡,螺旋槳,還有跳動的光影,再在飛機的風(fēng)擋上添上了天空的倒影,我感覺最后的成品還是很和諧好看的!
And the loading screen is done
加載界面的內(nèi)容到這里就結(jié)束啦
And now for something completely different! I was thinking that you guys might be tired of reading about the art process now so I'm just gonna drop a bunch of art stuff for you at this point.
現(xiàn)在,我們來介紹點完全不一樣的!我在想,大家可能已經(jīng)厭倦了游戲美術(shù)的制作過程,所以我來給大家介紹一堆已經(jīng)完成的美術(shù)成品吧!
Please, enjoy the small selection of what's to come for BBA!
那么,請欣賞唯有浴血的美術(shù)作品集!
Cute misc icons
可愛的雜項圖標(biāo)

Focus icons
國策圖標(biāo)

Portraits
領(lǐng)導(dǎo)人畫像
Italy:
意大利:

Switzerland:
瑞士:

Ethiopia:
埃塞俄比亞:

Achievements for BBA
唯有浴血的成就
Why yes, we can't forget about the achievements for BBA now can we?
噢對,我們不能忘了介紹唯有浴血的成就對不?
We always think about what type of achievement can be done for each DLC. This time around I hope you guys will have a few laughs and also maybe think "well that's easy" or "oh no… how?"
我們總會想什么類型的成就可以塞進dlc里。這次,我希望大家除了看個樂子外,也能多想想,比如“有手就行”,或者“干哦,這怎么搞”。

…and you get a canton, everybody gets a canton!
…你有了一個州,大家都要拿到一個州
As Switzerland, have 24 states.
作為瑞士,擁有24個地區(qū)。
I'm not locked in here with you…
我不和你被關(guān)在一起…
As Switzerland, declare war on Germany and win.
作為瑞士,對德國宣戰(zhàn)并取得勝利。

Swiss Cheese
瑞士奶酪
As Switzerland annex 5 states that are not contiguous with each other or Switzerland.
作為瑞士,吞并五個彼此互不接壤也不接壤瑞士本土的地區(qū)。

You Shall Not Pass
不許通過!
As Switzerland, win a defensive war without ever losing Western Swiss Alps, Eastern Swiss Alps or Ticino.
作為瑞士,在不丟失瑞士西阿爾卑斯、瑞士東阿爾卑斯或蒂奇諾的情況下贏得一場防御戰(zhàn)爭。

The Lion that Roared
怒吼之獅
As Ethiopia, without being in a faction, force the Italians to make peace. Again.
作為埃塞俄比亞,在不加入任何陣營的情況下迫使意大利再次求和。

The Lion King
獅子王
As Haile Selassie, declare yourself "King of Kings" and control Kenya and Tanzania.
作為海爾·塞拉西,宣布自己為萬王之王并控制肯尼亞和坦桑尼亞。

This time for Africa
非洲時間
As Ethiopia, found the African Union and have it encompass at least 13 different countries with capitals in Africa.
作為埃塞俄比亞,成立非洲聯(lián)盟并同時擁有13個首都在非洲大陸上的成員國。

Crusader Kings IV
十字軍之王IV?(蠢驢跟這個梗過不去了是吧)
Take Jerusalem as Ethiopia and move the capital there
作為埃塞俄比亞控制耶路撒冷,并遷都至該地。

The Red Sea
紅海
As Ethiopia, go communist and take all the states that border the Red Sea.
作為埃塞俄比亞,接納共產(chǎn)主義并控制紅海沿岸的所有省份。

Holy, Roman, and an Empire
既神圣,又羅馬,還帝國
As the Pope, restore Rome.
作為教宗,重建羅馬。

Pizza Time!
披薩時間!
As Italy, occupy New York, Chicago and Hawaii.
作為意大利,控制紐約、芝加哥和夏威夷(祝BBA在意大利大賣吧)。

Collect all the Romes
集齊全部羅馬
As Italy, continue holding onto the First Rome, and gain the second and third Rome.
作為意大利,在保證控制第一羅馬的情況下,占領(lǐng)第二和第三羅馬。

Nothing personal, Adolf
不是針對你的嗷,阿道夫
As Italy, take Austria before the Anschluss and never enter a faction with a fascist Germany (before 1945).
作為意大利,在德奧合并前控制奧地利,并在1945年前不和法西斯德國處于同一陣營。

Not today
今天不行
As communist Italy, save Gramsci from the brink of death, make him the leader of Italy and form the Italian National Union.
作為共產(chǎn)意大利,將葛蘭西從死亡邊緣救出,讓他成為意大利領(lǐng)袖并成立意大利國家工團。

This time it will stick
這次是定死了
As any Allied Nation (in faction with a democratic Britain), enforce a peace deal on Germany that disarms the Rhineland and makes it a demilitarized zone.
作為任意同盟國(和民主大英處在同一陣營),強迫德國同意將萊茵蘭非軍事化的停戰(zhàn)條約。

By Beer Alone
唯有杜康
As Germany, control Budweis, Tsingtao, and Guinness directly or through a faction member.
作為德國,直接控制或讓陣營成員控制布杰約維采、青島和健力士(吉尼斯)(三個啤酒品牌)。

By merit alone
功成名就
Promote a Unit Commander to a general, and reach max level.
將一名師長提拔至將軍,然后升到滿級。

Snakes on a plane
飛機上的蛇
As Brazil, capture Rome with paratroopers.
作為巴西,以空降的方式控制羅馬。
3D art for BBA
唯有浴血的3D美術(shù)
Of course, we need to show, last but definitely not least, the 3D art that was made for BBA \o/ (some are still WIP )
當(dāng)然,我們最后要展示的、同等重要的內(nèi)容是我們?yōu)槲ㄓ性⊙獪蕚涞?D美術(shù)(其中一些還在施工中)。





T-posing soldiers:
T字擺的士兵:






Cute tanks
坦克克:


Adorable planes ?
敲可愛的飛機:



And with that, I'll wrap up this week's, and last DD for By Blood Alone! Thank you for hanging around for this long, I truly hope you enjoyed getting a peek behind the curtain of a HOI4 production!
就這么多了,這篇日志到這里就結(jié)束啦。這也是唯有浴血發(fā)行前的最后一篇開發(fā)日志了!感謝大家這么長時間以來的關(guān)注,我真心希望大家享受窺探HOI4幕后的開發(fā)工作!
翻譯:人間面包 Raymond
校對:zzztotoso 三等文官猹中堂
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