码头:在 3ds Max、Substance Painter 和 UE4 中创建平静的场景
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发布于 2021-11-11 16:12:59

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码头:在 3ds Max、Substance Painter 和 UE4 中创建平静的场景


Abhishek Sharma 讲述了制作的 UE4 项目背后的细微差别,讨论了资产创建过程,并展示了如何制作项目的着色器。


Introduction
Hi, my name is Abhishek Sharma. I’m currently working as a Lead Environment Artist at Ubisoft Mumbai. I did my game development course at Frameboxx Jaipur. I have 9 years of experience working in AAA game development and have contributed to projects like Dark Souls 2, Bloodborne, Hyper Scape, Kingdom Hearts III & 2.8, Tekken 7.

介绍

你好,我叫阿布舍克·夏尔马。我现在在 Ubisoft Mumbai 担任首席环境美工。我在 Frameboxx Jaipur 上过我的游戏开发课程。我有 9 年的 AAA 游戏开发经验,并为《黑暗之日》魂2》、《血源》、《超景》、《王国之心III&2.8》、《铁拳7》等项目做出了贡献。

The Dock project started as an exercise for creating my custom Auto Landscape Shader. My major focus was to create an automatic system that helps in creating rich lush natural open-world environments, so I started with creating the Procedural Landscape shader with auto foliage system and for creating landscape I have used World Machine. Then, to give this Landscape a unique feel, I have created the Dock area to make it more realistic.

码头项目最初是作为创建我的自定义自动景观着色器的练习。我的主要重点是创建一个自动系统,帮助创建丰富的郁郁葱葱的自然开放世界环境,所以我开始使用自动树叶系统创建程序景观着色器,并使用 World Machine 创建景观。然后,为了赋予此景观独特的感觉,我创建了 Dock 区域以使其更加逼真。

Dock:在 3ds Max、Substance Painter 和 UE4 中创建平静的场景.jpg
References
After finishing my shader and landscape work, I started finding references for the dock area. Following are a few references that helped me to understand the size and composition of the scene.

参考

完成着色器和景观工作后,我开始寻找停靠区的参考。以下是一些帮助我了解场景大小和构成的参考资料。

Dock:在 3ds Max、Substance Painter 和 UE4 中创建平静的场景.jpg
Dock

Initially, I did the blockout and finalized its size and placement in the world. The dock is the point of attraction in this project and is big in size, so I needed to give it good texel density. I took modular wooden planks for Quixel Megascans and started constructing the dock using those planks in UE4 just like in real life.

码头

最初,我进行了封锁并最终确定了它在世界中的大小和位置。码头是这个项目的吸引力点,而且尺寸很大,所以我需要给它良好的纹素密度。我为 Quixel Megascans 使用了模块化木板,并开始在 UE4 中使用这些木板构建码头,就像在现实生活中一样。

Then I created some props to fill up the dock area like a fishing net, chair, lamp, ropes, crates and took some small props from Megascan like barrel, chain, drum, etc.

然后我创建了一些道具来填充码头区域,如渔网、椅子、灯、绳索、板条箱,并从 Megascan 拿了一些小道具,如桶、链、鼓等。

The fishing net was created using Marvelous Designer and the ropes were added through the Spline tool in 3ds Max. As for the material, I created a tilling net texture and used SSS to get the right feel.

渔网是使用 Marvelous Designer 创建的,绳索是通过 3ds Max 中的样条线工具添加的。至于材质,我创建了一个耕作网纹理,并使用了 SSS 以获得正确的感觉。
As for the other props, I followed the basic highpoly–lowpoly–bake–texture pipeline and created them using 3ds Max and Substance Painter.

至于其他道具,我遵循基本的高多边形-低多边形-烘焙-纹理管道,并使用 3ds Max 和 Substance Painter 创建它们。
For the boat, I created two model versions and 4 material versions of boats.

对于船,我创建了两个模型版本和 4 个材料版本的船。

After that, I created some props for boats like anchors, lifeguards, fishing nets, paddles, and some assets from Megascans like chains and small oil containers.

之后,我为船只制作了一些道具,如锚、救生员、渔网、桨,以及 Megascans 的一些资产,如链条和小型油箱。

Just to avoid repetition, I have created many versions of boats by adding props through blueprints in UE4.

为了避免重复,我通过在 UE4 中通过蓝图添加道具创建了许多版本的船。

Additionally, I added the Physics property to the boats to make them float.

此外,我为船添加了 Physics 属性以使其漂浮。

Adding Micro Details

I tried to make this environment realistic, so I gave a major focus on adding micro details. For that, I added many small elements like wooden debris, garbage, ropes, chains, decals, dry grass, and moss alpha cards.

添加微观细节

我试图让这个环境逼真,所以我把重点放在添加微观细节上。为此,我添加了许多小元素,如木屑、垃圾、绳索、链条、贴花、干草和苔藓 alpha 卡。

Decals and dry glass were downloaded from Megascans and the debris was created in Houdini.

贴花和干玻璃是从 Megascans 下载的,碎片是在 Houdini 中创建的。

Shaders

For this project, I had created two shaders that help in adding contact dirt and moss.

着色器

对于这个项目,我创建了两个着色器来帮助添加接触污垢和苔藓。

RGB Mask Shader

I have created this shader to add some unique details to the dock. I combined the dock planks and took them to 3ds Max to create a unique UV in UV set 2. Then through Substance Painter, I created an RGB Mask.

RGB 蒙版着色器



我创建了这个着色器来为 Dock 添加一些独特的细节。我组合了码头木板并将它们带到 3ds Max 中,在 UV 集 2 中创建一个独特的 UV。然后通过 Substance Painter,我创建了一个 RGB 蒙版。

This shader can blend 4 textures at a time.

此着色器一次可以混合 4 个纹理。
To reduce the texture memory, I used a greyscale mask for adding dirt and highlights. Through this, I was able to achieve unique details in modular pieces.

为了减少纹理记忆,我使用了灰度蒙版来添加污垢和高光。通过这个,我能够在模块化部件中实现独特的细节。

Ground/Directional Dirt Shader

I created this shader to give a feel of contact between assets. So, for that, I have created a Gradient Map in UE4 by subtracting Object position from absolute world position then dividing it with the local bound size of the object. Then I took the Z-values from the output and used them as a mask for the dirt area.

地面/定向污垢着色器

我创建了这个着色器来给人一种资产之间接触的感觉。因此,为此,我通过从绝对世界位置中减去对象位置,然后将其除以对象的局部边界大小,在 UE4 中创建了一个渐变映射。然后我从输出中获取 Z 值并将它们用作污垢区域的蒙版。

Then I use this material function to blend my dirt texture.

然后我使用这个材质函数来混合我的污垢纹理。
Lake

For the lake, I used the UE4 default water system and adjusted its material as per requirement.


对于湖泊,我使用了 UE4 默认的水系统,并根据需要调整了其材质。

Also, I added some VFX fog particles for far water areas.

此外,我为远水区域添加了一些 VFX 雾粒子。

Lighting

I tried to set a pleasant lighting mood. So, I chose golden hour time which also helps in getting golden reflection on the water.

灯光

我试图设置一个愉快的照明气氛。所以,我选择了黄金时段,这也有助于在水面上获得金色的倒影。

Directional Light

I have adjusted the color and intensity (3 lux) then added some light shafts and bloom.

定向光

我已经调整了颜色和强度(3 勒克斯),然后添加了一些光轴和光晕。

Cascaded Shadow Map

To get the good shadow on the background forest I have increased the dynamic shadow distance of movable light, I found this option in Cascaded Shadow Map in Directional Light.

级联阴影贴图

为了在背景森林上获得良好的阴影,我增加了可移动光的动态阴影距离,我在定向光的级联阴影贴图中找到了这个选项。

Sky Light and Exponential Height Fog:

天光和指数高度雾:

Clouds and Sky

For the sky, I used HDRI which helped me in getting realistic background clouds. The clouds that are moving over the mountains are volumetric.

云和天空
对于天空,我使用了 HDRI,它帮助我获得了逼真的背景云。在山上移动的云是体积的。

Post-Production

In post-production, I tweaked a few parameters like white balance, shadows, and tones to make the scene more saturated and lusher.

后期制作

在后期制作中,我调整了一些参数,如白平衡、阴影和色调,使场景更加饱和和更丰富。


Conclusion
I have spent around 3 months on this project. My major focus was to create an automatic system that helps in creating rich lush natural open-world environments and try new tools of UE 4.26. I really enjoyed the journey and faced a lot of challenges in understanding volumetric clouds and water.

结论
我在这个项目上花了大约 3 个月的时间。我的主要重点是创建一个自动系统,帮助创建丰富的自然开放世界环境并尝试 UE 4.26 的新工具。我真的很喜欢这段旅程,并且在理解体积云和水方面遇到了很多挑战。

反馈对于提高整体质量非常重要,你的大脑最适合你,但如果你想向世界展示你的作品,你必须应用不同的观点并从中学习。特别感谢我的朋友们为改进整体构图而不断投入。

呼吁对于整体整体质量非常重要的你的大脑最适合你,但如果想要世界展示你的作品,你的作品必须应用不同的观点,并学习。

阿布舍克·夏尔马,3D 环境艺术家

结尾

评价

看起来不错啊!  发表于 2021-12-16 11:03
来了老弟~
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雨の日曜日  发表于 2021-11-11 19:44:48  
2#
棒棒 的
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随浪逐波  发表于 2021-11-12 18:02:32  
3#
感谢分享
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肝画的咖喱棒  发表于 2021-11-17 13:15:24  
5#
感谢分享
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欧炳宗  发表于 2021-11-19 11:37:03  
6#
6666
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Bosco-Tam  发表于 2022-1-11 19:07:06  
7#
很不错的文章!
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寒螭七耀  发表于 2022-2-12 10:53:58  
8#
666
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晓晟  发表于 2022-5-23 07:35:03  
9#
6666666整体效果太好了
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