【双语】乌鸦王的地穴 - 场景分解 - 贾里德·勒温
地编场景制作3D场景引擎地编地图编辑 1784 2
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发布于 2021-12-26 21:58:29

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本帖最后由 肖简 于 2021-12-26 22:15 编辑

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Inspiration

So for this environment, a big inspiration for me was older horror movies that centered around gothic themes. I’ve always loved the art from movies like Dracula and wanted to make a piece that captured that feeling in time for Halloween. After I knew the mood I was going for I started to collect references I thought helped reflect the mood and construction of everything I was going to need. This included everything from the largest architectural motifs to the types of drips that would come off of melted candles.
Reference is extremely important.
Many times real life has designs that are better than what you might come up with so don’t be afraid to mix and match made-up designs with things from observation. Look at the image below. There is a piece of reference where red cushions are sitting on top of white stone.
The contrast of colors is beautiful and in my mind gives a very good gothic feeling. I used that image of red on white stone to come up with how I used my blood decals. The blood on the stone is extremely useful to create visual interest and help draw the eye towards the focal point. And it’s all because of that specific reference that I thought of that. Another good example of reference that I relied on was the candle-lit rooms on the second reference board attached below. I based my lighting very heavily on this and always used these images to check my scene so that I knew the lighting was natural enough.

灵感

对于这个场景,对我来说很大的灵感来自以哥特式主题为中心的老式恐怖电影。我一直很喜欢像德古拉这样的电影中的艺术,并希望制作一件能够在万圣节前夕捕捉到这种感觉的作品。在我知道我想要的心情之后,我开始收集参考资料,我认为这有助于反映我需要的一切的心情和结构。这包括从最大的建筑图案到融化的蜡烛滴落的类型。
参考非常重要。
很多时候,现实生活中的设计比您可能想出的更好,所以不要害怕将虚构的设计与观察到的事物混合搭配。看看下面的图片。有一个参考,其中红色垫子坐在白色石头上。
颜色的对比很美,在我看来给人一种很好的哥特式感觉。我使用白色石头上的红色图像来想出我如何使用我的血液贴花。石头上的血对于创造视觉兴趣并帮助将眼睛吸引到焦点上非常有用。这完全是因为我想到了那个特定的参考。我所依赖的另一个很好的参考例子是下面第二个参考板上的烛光房间。我的照明非常依赖于此,并且总是使用这些图像来检查我的场景,以便我知道照明足够自然。

Here are what some of my reference boards look like. These are actually small compared to how large they can get.
这是我的一些参考板的样子。与它们可以起到的作用相比,他们本身显得很小。

Blockout

For blockout I start extremely simple. This is the blockout that I started with for this environment.

定型

对于定型,我开始非常简单。这是我针对此环境开始的定型。


The main idea with this blockout was to get a good focal point and then give the main architecture its shape. The final part that helps during the blockout phase is finding the lighting.

With the lighting, the mood is set and I know what kind of light sources I will need. If I could give one big trick to a good blockout it’s that you should really see your finished scene’s design at this point already. You shouldn’t move out of the blockout stage until you are happy with your blockout design. Having the design of your blockout be strong is one of the most important parts of the process. This isn’t to say that changes don’t happen down the line but generally they should be small and help push the big picture forwards. The big picture itself shouldn’t change too much.


定型的主要目的是获得一个好的焦点,然后给主要的架构它的形状。在封锁阶段有帮助的最后一部分是找到照明。

有了灯光,气氛就定下来了,我知道我需要什么样的光源。如果我可以给一个好的定型提供一个大技巧,那就是你现在应该真的看到你完成的场景的设计了。在您对定型设计感到满意之前,您不应退出定型阶段。让你的定型设计强大是这个过程中最重要的部分之一。这并不是说变化不会发生,但通常它们应该很小并且有助于推动大局向前发展。大局本身不应该改变太多。


Modelling

The next big step is to start modeling. I usually work big to small, so I tackle the architecture and the hero prop first and then move onto the smaller set dressing. So to give a basic outline for this scene the list went like this.
A. Coffin
B. Columns
C. Trimsheet
D. Altar
E. Candles
F. Steps
G. Debris
This is the basic list, there are some small things here and there but basically, this is the main process. Any model I make starts in blockout form so I can see how it will work in the engine. All of these models are then taken in their blockout form straight into Zbrush and to final modeling. One tip I recommend is to check your sculpts against each other. You really want to make sure they are consistent in style and execution. The more consistency you have the better the whole scene will look. Here are some examples of sculpts.

造型

下一步是开始建模。我通常从大到小工作,所以我首先处理建筑和英雄道具,然后转向较小的布景。所以为了给这个场景一个基本的轮廓,列表是这样的。
A. 棺材
B. 柱子
C. 装饰板
D. 祭坛
E. 蜡烛
F. 台阶
G. 碎片
这是基本列表,这里和那里有一些小东西,但基本上,这是主要过程。我制作的任何模型都以块状形式开始,因此我可以看到它在引擎中的工作方式。然后,所有这些模型都以其块状形式直接进入 Zbrush 并进行最终建模。我建议的一个技巧是相互检查您的雕刻。你真的想确保它们在风格和执行上是一致的。你的一致性越高,整个场景看起来就越好。这里有一些雕刻的例子。

UVing

Every model was taken into Maya for retopology and then UV’ed in Maya as well. Once the UVing is done I take all of the low poly into Substance Painter and start baking. This process is organic. If I see that some of the UV’s could be better I will redo them and rebake. I like to get this part right on the front end so that I know they’re perfect by the time they get in the engine.
No real tricks here just make sure your UV’s are good.

UV

每个模型都被带入 Maya 进行重新拓扑,然后也在 Maya 中进行 UV 处理。完成 UV 后,我将所有低多边形放入 Substance Painter 并开始烘焙。这个过程是有机的。如果我看到一些法线有机会做的更好,我会重做它们并重新烘焙。我喜欢把这部分放在前端,这样当他们进入引擎时我就知道它们是完美的。
这里没有真正的技巧,只需确保您的法线良好即可。

Materials

For materials, I use base materials I make in Substance Designer and bring them into Substance Painter to texture my baked objects. These Substance Designer materials are usually pretty simple and are meant to be combined with other materials. So for example a setup might be a simple blend of Stone and Grout. After that edgewear and dirt are layered on top using baked maps. The last ten percent of the texture is hand-painted drips and leaks and small details. One big tip I’ll share for this is to make sure you check your textures in a neutral environment and not in the final scene. A good texture should work in any scene so don’t tweak to very specific views or lighting. These are some examples.

材质

对于材质,我使用我在 Substance Designer 中制作的基础材质并将它们带入 Substance Painter 来为我的烘焙对象贴图。这些 Substance Designer 材料通常非常简单,旨在与其他材料结合使用。例如,设置可能是 Stone 和 Grout 的简单混合。之后,使用烘焙贴图将边缘磨损和污垢分层放置在顶部。纹理的最后百分之十是手绘滴漏和小细节。我将为此分享的一个重要提示是确保您在中性环境中而不是在最终场景中检查您的纹理。一个好的纹理应该适用于任何场景,所以不要调整到非常特定的视图或照明。这是一些例子。


Shaders

All of the shaders have a very basic setup using base maps exported from Substance Painter with some unique functions like tri-planar grunge or color tinting layered on top to add texture variety. There wasn’t really much more to it than that. A good texture should work on its own so if you want to layer more on top make sure the base is very strong.

着色器

所有着色器都有一个非常基本的设置,使用从 Substance Painter 导出的底图,并具有一些独特的功能,如三平面垃圾或在顶部分层的颜色着色,以增加纹理多样性。没有比这更多的了。一个好的质地应该独立工作,所以如果你想在上面叠加更多,请确保基础非常坚固。

Final Pass

The final pass was where I finished up the lighting and did most of the set dressing. The main goal with this pass was to make the space feel lived in and realistic. I also wanted to really push the mood but make the light sources feel natural. Most of that process included going down this list.
A. Candles
B. Debris
C. Decals
D. Putting these props together in the environment
E. Tweak lighting and VFX
A tip I recommend is to find tutorials that help you create the best version of certain universal props. Candles, debris, fog, etc. Once you’ve made these, save them and re-use them in all of
your environments where you can! I’ve made my fog over time and each time I re-use it and tweak it gets better. Getting these small details in is super important. A small amount of fog can make a space feel full and a flickering candle can make everything look like it has a history so it’s important not to forget these elements. All put together the elements look like this.

最后一步

最后一关是我完成照明并完成大部分布景的地方。这个通行证的主要目标是让空间感觉真实和真实。我也想真正推动情绪,但让光源感觉自然。该过程的大部分内容都包括在此列表中。
A. 蜡烛
B. 碎片
C. 贴花
D. 将这些道具放在环境中
E. 调整灯光和 VFX
我推荐的一个技巧是找到可以帮助您创建某些通用道具的最佳版本的教程。蜡烛、碎片、雾气等。制作完成后,请保存它们并在所有
环境中尽可能地重复使用它们!随着时间的推移,我已经迷上了雾,每次我重新使用它并进行调整时,它都会变得更好。获取这些小细节非常重要。少量的雾可以让空间充满感觉,而闪烁的蜡烛可以让一切看起来都有历史,所以重要的是不要忘记这些元素。所有的元素放在一起看起来像这样。

Conclusion

Overall if I could give one piece of advice it is to always put the mood and theme first. Everything in this scene is made to push the gothic feeling forwards and that’s why I think it works well. It’s important to understand the technical side but at the end of the day, our main goal as artists is to sell a mood.

结论

总的来说,如果我能给出一条建议,那就是始终把心情和主题放在第一位。这个场景中的一切都是为了推动哥特式的感觉向前发展,这就是为什么我认为它运作良好。了解技术方面很重要,但归根结底,我们作为艺术家的主要目标是推销一种情绪。

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