維多利亞3開發(fā)日志#49 | 6/8 圖像概覽

牧游社 牧有漢化翻譯
Victoria 3 - Dev Diary #49 - Graphics Overview
Max_Art, Private
Hey everyone! I'm Max, Art Director of Victoria 3, here to go over the different visual elements of the game and give you some insight into our process. The games' visual pillars center around Elegance, Hopefulness and some of the older visual elements of the Victorian era, this will be present within each visual category and discipline.
大家吼哇!我是Max,是維多利亞3的藝術(shù)總監(jiān)。這里我向大家介紹一下游戲內(nèi)不同的視覺元素,并介紹一些我們開發(fā)進(jìn)度。游戲的視覺支柱圍繞著“優(yōu)雅”、“希冀”以及維多利亞時(shí)代的一些古典視覺元素。這些理念會(huì)存在于每一個(gè)視覺類別之中。
To start off, a lot of things have happened visually over the last year, even in these last few weeks a lot of tweaks and improvements have been made thanks to the team! To go over some of these improvements I'll be giving a brief overview, starting with:
開個(gè)題,在過去的一年,甚至過去的幾個(gè)星期中,在我們團(tuán)隊(duì)的共同努力下游戲的視覺要素有了很多的變化!咱們接下來坐下來一一來談一談這些變化;首先是:
Interface
交互界面
The lead of the 2D art team, Kenneth Lim, talked a lot about our interface visuals in Dev Diary #30 so make sure to check that out! The components of the interface have not changed drastically since then, but have rather been refined and more illustrations have been incorporated into menus that are very text heavy or where a bit more flavor helps. In general the interface direction wants to provide visuals that are elegant and ornate but not too heavy, with a palette that compliments the visuals of the map and illustrations, making icons and button interactions pop out from it. Working closely with the UX designers we aim to put the visual emphasis and focus where your important decisions can be made, ensuring that interactable objectives and buttons are clear and have an order of importance.
2D美術(shù)團(tuán)隊(duì)的負(fù)責(zé)人Kenneth Lim在開發(fā)日志#30里提到了很多關(guān)于我們視覺效果的內(nèi)容,所以一定要記得回過頭去看一眼!雖然界面的組成要素目前并沒有發(fā)生巨大的變化,但變得更加精致了;更多的富文本說明被嵌入其中,讓游戲變得更有味道??傮w而言,界面設(shè)計(jì)的思路是想要提供一個(gè)優(yōu)雅和華麗的視覺效果,但看起來并不太累;用一種能夠兼顧地圖和插畫的視角效果并讓圖標(biāo)和按鈕從中凸顯出來。通過與UX設(shè)計(jì)師的緊密合作,我們希望能夠?qū)⒛愕囊曈X注意力放在重要決定需要被下達(dá)的地方,保證交互對(duì)象和按鈕足夠清晰且有著重要性的層次。

Interface for the politics, showing various different elements.政治的交互界面,展示不同的元素。

Buildings and lots of icons
建筑以及很多圖標(biāo)。

Outliner for the market UI市場(chǎng)UI的總覽。
Illustrations
插畫
As illustrations are being incorporated more frequently in the game we want to ensure they have a consistent style, a style that is something of a mix between modern digital art and some older 19th century style and technique with clear brush strokes. We also try to ensure that they all have a hopeful (though some quite grim) feel to them that gives flavor to your decisions and the Events that do occur while still not discouraging you. The illustrations for Events are quite vast, and with so many different possible events occurring one thing we have tried to ensure is that all different cultures of the game are represented within Events. The downside of this decision is that some of our events will look pretty specific to a culture while applicable to almost everyone, this is something we will look to improve in the future!
隨著游戲中出現(xiàn)了越來越多的插畫,我們希望保證它們有著一致的風(fēng)格——一種現(xiàn)代數(shù)字藝術(shù)以及19世紀(jì)老式畫風(fēng)結(jié)合的風(fēng)格,并且做到筆觸清晰。同時(shí)我們也希望能夠確保每張圖都有一種充滿希望的感覺(盡管有些還是相當(dāng)嚴(yán)峻的),從而讓你做的決策和遇到的事件更有樂趣且不會(huì)讓你感到沮喪。事件的插畫數(shù)量如此龐大,且潛在的事件如此之多,但我們?nèi)匀辉噲D確保游戲內(nèi)的每一種不同的文化都能在事件內(nèi)得到體現(xiàn)。這個(gè)決定的缺點(diǎn)是一些事件可能對(duì)于某個(gè)特定的文化看起來很特別,卻適用在幾乎每個(gè)文化里——這是我們未來將會(huì)尋求改善的。

Event Illustration within the interface界面內(nèi)的事件插畫。

Character background illustrations角色背景插畫。

Illustrations for the different Institutions不同機(jī)構(gòu)的插畫。
Map
地圖
The map of the world is something we've put a lot of effort into making sure looks both very interesting yet soothing enough not to compete in complexity with the interface and the actions you take, steering clear of too much clutter and maintaining the visual pillars that gives the player satisfaction of seeing their course of the world progress. We also try to ensure a visual hierarchy of what is important to look at by balancing the complexity of assets as well as their scale. During next week's' DD I'll be talking more about the elements that help make the map feel alive and how we visually change the world as the game progresses. But aside from that the papermap, the zoomed out version of the 3d map, also has a lot of visual detail put into it, lots of small illustrations and details that make it more interesting to look at alongside the scene with the table and objects surrounding it to contextualize that this is you overlooking the world as a whole. Other elements present on the map are the buildings of different cultures that make up the Hubs that range from small farms to huge monuments, in addition there's also a vast assortment of military 3d units that appear when battles take place.
我們花了很多精力來制作世界地圖,以確保地圖看起來既有趣又足夠清晰,從而不會(huì)與界面以及你的行動(dòng)相比顯得過于復(fù)雜。這可以避免了過多的混亂,并保證了視覺支柱——讓玩家看到他們世界的發(fā)展而感到滿意。我們也試著去通過平衡要素的復(fù)雜度以及尺寸來保證視覺上的層次感(即什么更加重要)。下周的日志里我會(huì)繼續(xù)討論一些讓地圖更加生動(dòng)的元素,以及游戲進(jìn)行過程中這個(gè)世界看起來是如何變化的。此外,紙質(zhì)地圖(也就是3D地圖的拉遠(yuǎn)版本)也有很多需要加入的視覺細(xì)節(jié),在畫面的兩側(cè)周圍的桌子和物品上的很多小插畫和小細(xì)節(jié)能讓你覺得你在俯瞰整個(gè)世界。地圖上的其它一些元素還有不同文化的建筑,這些建筑構(gòu)成了從小型農(nóng)場(chǎng)到巨型遺跡的樞紐,在戰(zhàn)爭(zhēng)發(fā)生時(shí)還有大量的軍隊(duì)3D兵模。

Trade in the Dardanelles Strait達(dá)達(dá)尼爾海峽的貿(mào)易。

Rome and the Vatican
羅馬和梵蒂岡。

Asian building set亞洲建筑組套。

Papermap and the surrounding scene
紙質(zhì)地圖以及周圍場(chǎng)景。
Characters
角色
The characters of Victoria 3 aim to be visually representative not only of the stratas they inhabit but also of their profession and its characteristics. Butchers sporting cleavers, farmers have pitchforks and servicemen have rifles, all this in combination with various different appearances for different cultures, a large age spectrum as well as a plethora of different outfits ranging from farmer rags to exquisite dresses gives a really varied appearance of the game's characters. While our visual pillars still stand even for the characters, ensuring that their appearance is a bit softer and filled with a bit of hope, they also show when they are not doing well, giving starving Pops altered idle animations where they look displeased and hunched forward. We are still finding new ways of increasing the personalities of characters and their overall visuals and look forward to giving them even more life in the future!
維多利亞3中的角色不僅要在視覺上代表他們所處的階層,而且還要代表他們的職業(yè)以及特征。屠夫拿著屠刀、農(nóng)夫拿著農(nóng)叉、軍人端著步槍,再加上不同文化、不同年齡擁有的不同外觀,以及從襤褸農(nóng)民衣裝到精致禮服的不同服裝,就能夠讓游戲內(nèi)的角色看起來非常多樣化。盡管我們的視覺支柱對(duì)于角色仍然成立,仍然保證角色的樣貌溫和而帶著一點(diǎn)點(diǎn)希望,然而他們?nèi)匀荒軌驈耐獗砜闯鏊麄冞^得并不好:通過給予挨餓的Pops調(diào)整后的空閑動(dòng)畫,讓他們看起來面露愁容以及彎腰駝背。我們還在想辦法增加人物的個(gè)性以及他們的整體視覺效果,并期待著在未來賦予他們更多的生命力!

Farmers in Burma緬甸的農(nóng)民。

French heir法國(guó)的繼承人。

Now that's a fancy outfit瞧一眼華麗裝束。

Aristocrats in Harar哈拉爾的貴族。

Growing old變老。
VFX
視覺特效
The visual effects that we have in game range from emphasizing certain button presses to atmospheric weather effects like rain, sand and snowstorms but where it's most prevalent is through wars and battles where units fire devastating cannon shots or even flamethrowers, really emphasizing the situation! The game's VFX also helps provide a sense of what's happening on the map, visualizing things like buildings being built and completed, turmoil, revolutions and celebrations among many.
游戲中存在的視覺特效包括強(qiáng)調(diào)某些按鍵的效果,以及雨、沙和暴風(fēng)雪等天氣效果,但最普遍的用處是在發(fā)射毀滅性的火炮甚至火焰噴射器的戰(zhàn)爭(zhēng)和戰(zhàn)斗中,它真正地強(qiáng)調(diào)了戰(zhàn)局!游戲的視覺特效也有助于告訴玩家地圖上正在發(fā)生什么事情,使得建筑物的建造和完工、動(dòng)亂、革命和慶?;顒?dòng)等事情可視化。

It does snow a lot between Sweden and Norway
在瑞典和挪威之間下了很多雪。

Sandstorms can be daunting令人膽寒的沙塵暴。

Fire!火!
Technical Solutions
技術(shù)解決方案
For a lot of the neat details and dynamic elements of the game we have Technical Art providing smart solutions to things like waves around shorelines, the clouds that provide depth and fog of war to the map as well as how country borders and occupied territories look.
對(duì)于游戲中許多的簡(jiǎn)潔的細(xì)節(jié)以及動(dòng)態(tài)的元素,我們的技術(shù)藝術(shù)團(tuán)隊(duì)給例如海岸線周圍的海浪、提供景深的云層以及被占領(lǐng)領(lǐng)土的外觀提供了聰明的解決方案。

Smart shader work makes waves not take up too much performance機(jī)智的著色器工作讓波浪不用占用過多的性能。

Clouds and Contested Territories云和有爭(zhēng)議的領(lǐng)土。
That should give you some insight into how we work on the visual side of Victoria 3! As mentioned before, next week will have another Developer Diary from yours truly with a more in-depth look at the Living Map and how things change through the course of the game. We are still making a lot of nifty changes to things and can't wait for you all to experience Victoria 3 in all its glory!
這應(yīng)該能讓你對(duì)我們?cè)诰S多利亞3中視覺方面的工作有一些了解!正如前面所說的,下周的下一篇日志會(huì)更深入地介紹動(dòng)態(tài)地圖以及游戲過程中事物的變化。我們?nèi)匀辉谧龊芏嘤腥さ母淖?,我已?jīng)等不及讓你們玩上維多利亞3并體驗(yàn)它的所有魅力了!
翻譯:沒有V3正式版玩我要死了
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