浅析《蜘蛛侠:平行宇宙》《证人》的概念原画设计(双语)...

查看:81192 |回复:2 | 2022-9-4 12:33:22

您需要 登录 才可以下载或查看,没有账号?注册

x
本帖最后由 chenpan85 于 2022-9-4 13:50 编辑

Just to introduce myself, while working on Tomb Raider, I worked independently on a project called Spider-Man: Alternate Universes. Then I switched jobs and went to EA Motive and did a project that's yet to be announced, which was also interesting. After Spider-Man: Alternate Universes, I did Witness for Love, Death and Robots, and then came to Ubisoft, but the project was not announced, so I won't mention it here.
简单自我介绍一下,在做《古墓丽影》的时候,我独立参与了一个项目,即《蜘蛛侠:平行宇宙》。后来换工作去了EA Motive,做了一个到目前还未来公布的项目,也挺有趣的。《蜘蛛侠:平行宇宙》之后,我便做了《爱,死亡和机器人》的《证人》,后来到了育碧,项目没有公布,在此就不便提及了。

Drawing from reality is essential, and stylizing doesn't mean being out of touch with reality -- the art story of Spider-Man: Parallel Universe

It was a little different at first, and the production process was the same as that of Witness, which I'll share later. At the beginning, we did some short test shots to see how to make a different effect from the current mainstream animation. Therefore, our team recruited many artists to draw pictures, and the pictures were like this:
▌ 从现实中吸取素材是基本,风格化不代表脱离实际——《蜘蛛侠:平行宇宙》的美术设计故事
刚开始它跟现在的风格不太一样,制作的过程与后面将会分享的《证人》是一样的。我们刚开始先做了一些短的测试镜头,来看看怎么和现在主流的动画做出不一样的效果,也因此我们团队找了很多艺术家来画画,画的东西差不多是下面这样:
40.jpg
The streets can find their own reference. Since our scene was New York, I found a street not far from where I lived that looked like New York. I took some pictures of it and put it together. The tall buildings in the back were post-processed, but they were not actually there. For example, this is a neighborhood that will be familiar to many of you who have spent time in New York:
街道可以自己找参考。因为我们的场景是纽约,于是我便在距离我住所不远的地方找了条看起来挺像纽约的街道,拍了一些参考,整合到一起画出来,其中背后比较高的建筑是后期加工的,实际上并没有这些建筑。再比如下面这个是小区,很多在纽约待过的人应该对这个场景都不会陌生:
41.jpg
I have a colleague whose grandmother lives here, and he says he knows it from sight. A lot of people who live in New York will be familiar with this scene, which is a good thing for us. The same street, in fact, we painted the background, mainly looking for a graphic design sense, but also look realistic style of material, the details of which need to be drawn very delicate, in order to ensure the authenticity of the details after the film on the big screen.
我有一个同事,他的奶奶就住在这里,他说看到就很熟悉。很多住在纽约的人看了后都会对这个场景有熟悉感,对我们来说是件好事。同样是街道,实际上我们画的是背景,主要是寻找带平面设计感、但看起来又有写实风格的素材,其中的细节要画得非常细腻,以便在投到电影大屏幕上后能保证细节真实感。
This is the prison up here. Since every shot has to move, we need to capture all angles of the prison, and the details cannot be ignored. As for the characters in it, there were a lot of realistic style photos, but we will design more cartoon, so there is a combination of cartoon and real, between the feeling of cartoon and real.
上面这是监狱。因为每个镜头要运动,所以我们需要抓到监狱的各个角度,细节更加不能忽视。关于里面的人物,本来有很多写实风格的人物照片,但我们会设计的更卡通一点,所以才有卡通和真实的结合,介于卡通和真实之间的感觉。

This is the toilet, which appeared in the movie, and the team later made it in 3D, but it was not changed based on the original material, and the color was similar, so when watching the movie, the scene appeared in a strange feeling.


About the production method, you may also have heard some rumors, in fact, not so exaggerated, but is a normal style change. We later on the concept design, for example, to give some reference pictures, to integrate it, drawing imaging pictures in such style, more cartoon than the previous lifelike effect, I do not know if you have such a feeling?
这是厕所,在电影里面有出现过,团队后来用3D做了出来,而基于原素材并没什么改动,颜色也差不多,所以在看电影时,这个场景的出现还是有比较奇妙的感觉。
关于制作方法,大家可能也听过一些传闻,其实没有那么夸张,不过是正常的风格变换而已。我们后来就进行概念设计了,比如说给一些参考图,自己要把它整合出来,画成像图片这样的风格,比之前逼真的效果要更加卡通一点,不知道大家是不是有这样的感觉?

It's totally cartoonish, with the mesh points and the pink edges, just to give it a cartoonish effect. And it did come out in the movie, so I thought it was pretty good.


In addition, there are also small sketches to get directions, such as the one below for the control room, so it is not always possible to draw big pictures within a project.
这完全就是卡通风格了,加网纹点的感觉,还有粉红色的边,都是给它增加一些卡通效果.后来在电影里面确实也呈现了出来,所以我觉得还挺不错的。
除此之外,还有些小草图找找方向,比如下面这张控制室的草图,所以一个项目里面并不是都画大图。
I even drew a lot of little things like the following, like the heads of scientists hanging in the classrooms at school, in a very Q style.
甚至我还画了很多像下面这样的小东西,比如学校教室里挂着的科学家头像,风格是很Q的造型。

To sum up, although it is a cartoon design work, it actually draws elements from reality and is not created out of thin air. Sometimes, creating out of thin air may lack a little sense of reality.


The style of painting is diverse, and the application of painting is also diverse, serving the overall project -- the art design of Witness


Witness is one of my favorites. When the film was just made, the director showed it to everyone. Everyone's unanimous response was strange. What was strange about it? Feel very real, look at it is not true, but can not think why. In fact, the way to do this is the idea of impressionism, but unlike the impressionist paintings we usually see, we just learn from its idea, what you see is what you get, and express the most intuitive feelings seen by the naked eye, creating an illusion that looks real. In fact, if you look closely, you will find that they are just some color blocks, so the overall presentation is an impressionistic feeling. The production is similar to traditional 2D animation, that is, drawing the background in 2D and moving the characters in it, except our characters are in 3D.
总结一下,虽然是卡通设计作品,但是实际上是从现实中吸取的元素,并不是凭空创造的,凭空创造有时候可能会缺少了那么一点真实感。
▌ 绘画风格是多样性的,绘画的应用也是多样性的,为项目整体服务——《证人》的美术设计
《证人》是我比较喜欢的作品。片子刚做出来时,导演拿给大家看,大家的一致反应觉得比较奇怪,奇怪在哪里呢?感觉很真实,细看明明不真实,但是又想不通为什么。其实做这个的方法是印象主义的思想,只是不像大家平时看到的印象主义油画那样,我们只是借鉴了其思想,所见即所得,将肉眼看到的最直观的感受表现出来,产生一个看起来真实的幻觉。其实仔细看,会发现只是一些色块,所以整体呈现是印象主义的感觉。制作其实和传统2D动画相似,即用2D绘画背景,人物再放到里面运动,只不过我们的人物是3D的。
These are the background, directly used in the animation, you have seen the film should know, painting requirements are realistic and exquisite, put on the big screen to look not rough. It sounds like a lot of work to create a new background for every shot switch, but I think it's a lot less work than 3D, which would take a lot of modeling, mapping, computing, and so on.
这些都是背景,直接用到动画里面,大家看过影片应该都认识,绘画要求就是画得逼真细腻,放到大屏幕上看都不显得粗糙。每一个镜头的切换都要进行新的背景绘制,听起来好像比较麻烦,但我觉得这个制作方法比起3D制作省了很多事,如果用3D渲染成这样的感觉会很费功夫,需要大量的建模、贴图、运算等等。
This is an indoor fight scene, each scene should be switched, and the black line is the effect we need to create a hand-drawn feeling. Simply look at the color block, the hand-painted feeling is a little less, if you add the sketch of the same line, more increase the sketch of the same feeling.
这是室内打斗的场景,每个场景都要切换,加上黑色的线是我们需要的效果,制造手绘感。单纯看色块的话,手绘感少了一点,如果加上草图一样的线条,更加增加了草图一样的感觉。
I like this staircase better. It's a little sloppy. In fact, during the whole project, I was also trying various techniques. When I was painting this, I felt that I preferred the feeling of a little sloppy, and later I liked the feeling of a little delicate. The state could be adjusted. Like the staircase is more sloppy, but light realism these or to be in place. It's a sloppy style, it's realistic, it doesn't need to be completely in place, it's just a lot of color blocks on the big screen. As long as the light and shadow are in place, I think the sense of reality will come out, and other things can be expressed by color blocks, as long as the 3D characters will not feel inconsistent.
这个楼梯我比较喜欢,风格比较潦草。其实在整个项目画画的时候也是在尝试各种手法,当我画这个的时候,我觉得更喜欢潦草一点的感觉,后来又喜欢精细一点的感觉,状态都是可以调整的。像楼梯就比较潦草,但是光影写实感这些还是要到位的。比较潦草的风格,追求的是真实感,并不需要完全把每个细节都画到位,大家在大屏幕上看就是非常多的色块组成的。只要光影到位,我觉得其实真实感就出来了,其他便可以用色块的表达,只要3d的人物放入后不会觉得违和就可以了。
For example, if you draw a wall tile like the one above, it will look thinner. The same brick can be used over and over again, it's just a matter of distance from the lens.
比如说像上面这种墙砖的地方,把它画清楚了看起来就比较细。同样的墙砖可以反复使用,只是镜头的远近问题。

The chase scene above turns into a 3D scene, done by a 3D artist. It is made in 3D and pasted on in 2D texture. The scene looks similar but in motion. The shot between the two switches is a 3D scene.


When you draw these, you can write whatever you want. At that time, after the film came out, many people asked me what the Russian words meant. In fact, it was written casually, just to look like there were words. What we pursue is the illusion of reality rather than a 100% reproduction of reality. The color of many scenes is mainly focused on the portrayal of light and shadow, to create a sense of reality.
上面这张追逐的场景切换过去就会变成3D的场景,是3D艺术家来完成。用3D做出来,再用2D贴图的方式贴上去,看起来场景画得差不多,但是是运动的。两个切换中间的镜头就是一个3D制作的场景。
画这些时,自己想写点什么都可以。当时电影出来以后,很多人问我写的俄文是什么意思,其实随便写的,看起来像有字就行了,我们追求的是真实的错觉而不是100%复刻现实。很多场景的颜色主要是注重光影的刻画,要打造真实感。
The animation was also impressionistic, using a traditional Hollywood animator's hand tone, but later many people thought it looked too realistic to be a hand tone. In fact, it is similar to mainstream Hollywood animation, but the other characters are more cartoon, so people may feel different. It's also been said that animated clothes get a bonus for being realistic, which may be true, but animation doesn't actually use motion capture.
动画也是印象派的思路,使用的是传统好莱坞动画师来手调,但是后来很多人觉得看起来太过真实,不可能是手调。其实和主流的好莱坞动画做法差不多,只不过别的人物比较卡通,所以大家可能觉得不一样。也有人说动画的衣服真实感也有加成,可能这也有道理,但是实际上动画并没有使用动作捕捉。

The animation was also impressionistic, using a traditional Hollywood animator's hand tone, but later many people thought it looked too realistic to be a hand tone. In fact, it is similar to mainstream Hollywood animation, but the other characters are more cartoon, so people may feel different. This is the scene of continuing the chase. Here are various camera switches. In the post-animation period, some big billboards are added to the changing feeling, which can be remade in the post-production.


Summary, everyone's style is different, I think any style can find a suitable project, although the mainstream style certainly has a certain mainstream reason, it is just that we do not have to limit their style too much, can try more different things. Because you never know when someone is going to say I want to make something like this.


▌ Keeping your eyes fresh, as well as your enthusiasm for artistic creation -- the design of your own work


Personal work is to adjust your mood and try different painting methods when you are bored. For example, sometimes I learn a lot of drawing in a project, but don't I really learn? Can draw their own things when, try again, experience, or draw their own things can also learn different new things, and then use the work inside. It's also been said that animated clothes get a bonus for being realistic, which may be true, but animation doesn't actually use motion capture.
这是继续追逐的场景,这里是各种镜头切换,在动画后期的时候,增加了一些大的广告牌的变换感觉,这些都可以后期再制作。
小结一下,每个人的风格都不一样,我觉得任何风格都可以找到合适的项目,虽然主流的风格肯定有一定的主流原因,只是大家没必要太限制自己的风格,可以多尝试一下不一样的东西。因为说不定什么时候就有人说我想做这样的东西。
▌ 保持眼光的新鲜,还有美术创作的积极性—— 个人作品的设计
个人作品就是在无聊的时候可以调节一下自己的心情,尝试不同的画法。比如有时候我在项目里面学到了很多画法,但是不是真的学到了?可以在画自己东西的时候,再试一下,体会一下,或者画自己的东西也可以学到不一样的新东西,然后再用到工作里面去。
This is the background that I used to paint the Witness. You can see that the level of detail is still pretty much the same, but this one is very fast, basically a couple of hours, less than a day, because it's very familiar with the drawing before, so it's quicker to get it in place.
这张我就是用到《证人》的画法来画的背景。大家看细节程度还是差不多的,但是这张非常快,基本上几个小时,不到一天吧就画完了,因为之前已经画得非常熟悉了,感觉到位就会比较快。
At the beginning of this series, I didn't have any idea, just drawing for fun. I think this is an interesting way to increase the coherence of my works. That is, painting the same theme is not a style, but a theme can also become a style. When drawing the same subject, you can try different ways of drawing and often come up with new ideas. What I'm looking for has something to do with my mood at that time. I'm not saying what kind of technology I'm looking for.
这个系列最开始没有什么想法,就是画着玩,我觉得这是一个比较有趣的办法,来增加自己作品的连贯性。即一直画同一个主题,不是画风一个风格,主题也可以成为一个风格。在画同一个主题的时候,还可以尝试不同的画法,经常都会有新的想法。寻找的东西和当时的心情有关系吧,并没有说我一定要找什么样的技术。
When we create, we can still try to be as different as possible. Keep the elements consistent, and you'll see the same worldview. The scene above was taken when I was traveling. At that time, I thought the light and shadow were very beautiful. Take it out one day and do exercises.
在我们创作的时候,还是可以尽可能尝试不一样的东西。保持元素的连贯性,大家看到会觉得还是同一个世界观。像上面的场景就是自己旅游时拍的,当时我觉得光影非常好看。有一天就把它拿出来,做练习。

Before, the atmosphere was bleak and cold, with the feeling of ruins and waste soil, and here is a happy style, the mood when looking at the creation.


What I have said so much today is to tell you that personal creation is to adjust your inner needs. You don't have to care too much about what others think. You can express what you want by yourself.
之前是比较阴冷的气氛,有废墟废土的感觉,上面这里又是比较快乐的风格,看创作时的心情。
今天说了这么多,其实就是想告诉大家,个人创作就是调节内心的需求,不用太在乎别人的想法,自己把想表达的东西表达出来,这是最重要的一个目的,不需要总是沉迷在一个固定的模式上面。


评分

参与人数 9元素币 +100 活跃度 +47 展开 理由
befu + 9 + 4 我要是能加精华就给你
zfdwd1314 + 15 + 5 希望多一点楼主这样的人
free_N + 18 + 3 楼主终于出手了
July + 7 + 7 对味了
molimoli + 5 + 3 大佬NB
椰果 + 15 + 7 这就离谱
XXJH + 15 + 8 这就是大触吗?
hoyongjun + 11 + 7 路过
asx24 + 5 + 3 强势围观

查看全部评分

2022-9-4 12:33:22  
 赞 赞 1

使用道具 登录

2个回答,把该问题分享到群,邀请大神一起回答。
2#
感谢分享
回复 收起回复
2023-1-18 13:54:40   回复
 赞 赞 1

使用道具 登录

3#
回复 收起回复
2023-2-11 08:07:55   回复
 赞 赞 0

使用道具 登录

CG 游戏行业专业问题

您需要登录后才可以回帖 登录 | 注册

本版积分规则

快速回复 返回顶部 返回列表