UE4 驱动的模块化科幻 Undeground 实验室
地编场景制作3D场景引擎地编地图编辑 2547 1
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发布于 2021-12-30 19:03:32

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UE4 驱动的模块化科幻 Undeground 实验室

Charlie Evans 分享了 Sci-Fi Underground 环境的细分,并展示了模块化部件是如何制作的。

Charlie Evans, 3D Environment Artist
查理埃文斯,3D 环境艺术家

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Introduction
介绍

Hello, I'm Charlie Evans, a 3D Environment/Prop Artist from Ankara, Turkey. I studied at Ankara Baskent University and worked as a freelancer for a long time after graduating. My heart has always been devoted to game development, but the opportunities for this type of work in Turkey were pretty slim.
大家好,我是来自土耳其安卡拉的 3D 环境/道具艺术家 Charlie Evans。我在安卡拉巴斯肯特大学学习,毕业后长期从事自由职业者的工作。我的心一直致力于游戏开发,但在土耳其从事此类工作的机会非常渺茫。

Finally, we developed a game in Ankara Metu Teknokent and this game was for PlayStation 4. One of my biggest achievements there was that I made all the environmental models and materials. I am currently freelancing with many companies and with many publishers. We produce environments, tools, accessories, and even materials for the Unreal Engine Market:
最后,我们在 Ankara Metu Teknokent 开发了一款游戏,这款游戏适用于 PlayStation 4。我最大的成就之一是我制作了所有的环境模型和材料。我目前在许多公司和许多出版商担任自由职业者。我们为虚幻引擎市场生产环境、工具、配件,甚至材料:

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Underground Sci-Fi Environment
地下科幻环境

The project started as an empty idea for an underground video game. Years ago I wanted to create such a scene as I was very impressed with the concept while playing Half-Life. A few months ago, I wanted to update my portfolio. Most of my work over the past few years was confidential, and I needed to start a new project. I absolutely adore Half-Life, so I thought it would be fun to try to make an environment that would look like next-gen Half-Life.
该项目最初是一个地下视频游戏的空洞想法。多年前,我想创造这样一个场景,因为我在玩《半条命》时对这个概念印象深刻。几个月前,我想更新我的投资组合。过去几年我的大部分工作都是保密的,我需要开始一个新项目。我非常喜欢《半条命》,所以我认为尝试制作一个看起来像次世代《半条命》的环境会很有趣。


Modular Pieces
模块化件

First of all, I started modeling based on the elevator scene in Half-Life. In the project, which I started completely as a trim sheet, I produced 1 main material and then detailed the details with the trim sheet technique.
首先,我根据《半条命》中的电梯场景开始建模。在我完全作为装饰板开始的项目中,我制作了 1 个主要材料,然后使用装饰板技术详细说明了细节。

The most important thing for me was how I was going to finish the job, the right and best way to start a job on time, good references, and making a plan. Now, before starting the modular environment project, it can be any project, a good reference is in the first place, then a good plan.
对我来说,最重要的是我将如何完成工作、按时开始工作的正确和最佳方式、良好的推荐信以及制定计划。现在,在开始模块化环境项目之前,它可以是任何项目,首先是一个好的参考,然后是一个好的计划。


Materials
材料

One of the most important and remarkable things on my map was the detailed walls. Before making these walls I created the main material. Throwing different materials on each wall was hard for me since there will be more than one wall, so I easily passed with 1 material and 2 different trim sheet materials. The rock materials in the part of the elevator are advanced materials made with Unreal Engine 4.
我的地图上最重要和最引人注目的事情之一是详细的墙壁。在制作这些墙之前,我创建了主要材料。在每面墙上扔不同的材料对我来说很难,因为会有不止一面墙,所以我很容易地通过了 1 种材料和 2 种不同的装饰板材料。电梯部分的岩石材质是使用虚幻引擎4制作的高级材质。



Rendering
渲染

The scene was built in Unreal 4.23, I wanted the scene to feel warm and inviting but also have very cool colors for the setting to stand out. I didn't use much post-processing in the scene, I adjusted the brightness a bit. I wanted to draw attention to the color harmony of the composition with 2 dynamic lights, and I also sharpened the models with a special post-process material.
该场景是在 Unreal 4.23 中构建的,我希望场景感觉温暖和诱人,但也有非常冷的颜色,以使设置脱颖而出。我没有在场景中使用太多的后期处理,我稍微调整了亮度。我想用 2 个动态灯来引起人们对构图的色彩和谐的注意,并且我还使用特殊的后期处理材料锐化了模型。


Conclusion
结论

Before starting such an environment, a good plan must be made. First I started modeling directly, then I asked myself, where should the elevator be? Where should the room be? I asked where and where and 3 days were wasted. I was very upset when I faced such a problem, but I got over it. My suggestion is a good reference and a good plan.
在开始这样的环境之前,必须制定一个好的计划。我先是直接开始建模,然后我问自己,电梯应该在哪里?房间应该放在哪里?我问在哪里和哪里浪费了3天。当我遇到这样的问题时,我很沮丧,但我克服了它。我的建议是一个很好的参考和一个很好的计划。

I’d advise anyone doing environment art to get involved with a community like Dinusty Empire and soak up all the information you can from every resource you can. and push yourself past your comfort zone from time to time. I know it's been said before, but fail often and as quickly as you can. That’s how we grow.
我建议任何从事环境艺术的人都参与到像 Dinusty Empire 这样的社区中,并从每个资源中获取所有信息。并时不时地让自己越过舒适区。我知道之前已经说过了,但是经常失败并且尽可能快地失败。我们就是这样成长的。

Charlie Evans, 3D Environment Artist
查理埃文斯,3D 环境艺术家

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