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1 Introduction
We are polysquid studios, an art production studio from Riga, Latvia, dedicated to the development of game and real-time application assets and environmental assets. Most of the time, we work with independent customers and sell our environment (Geography) and assets on the unity asset store and unreal marketplace.
1介绍
我们是Polysquid Studios,这是一家来自拉脱维亚里加的艺术制作工作室,致力于游戏和实时应用程序资产以及环境资产开发。大多数时候,我们与独立客户合作,并在Unity Assetstore和Unreal Marketplace上出售我们的环境(地编)和资产。
2 about the project
Our job is to provide modular architecture for private eye, a New York Style VR project developed by our customers. The task was to make a set of architectural suits for the theme of New York in the 1930s. In the game, because the player has been sitting inside, you can see the building from the outside of the window. A set of buildings is needed to make the landscape complete. Therefore, modularization is the best method of this design. Building in 3D faces many challenges, so the first step is to study the reference of buildings in downtown New York. Then we can identify the unique modules that make up the architecture and plan what we need.
2关于项目
我们的工作是为客户开发的纽约风格的VR项目Private Eye提供模块化的建筑。任务是为1930年代的纽约主题制作一套建筑套装。在游戏中,由于玩家一直坐在里面,所以可以从窗户外面看到建筑物。需要一套建筑物才能使景观完整。因此,模块化是这套设计的最佳方法。用3D制作建筑物面临许多挑战,因此第一步是研究纽约市区建筑物的参考。之后,我们就可以确定构成该体系结构的独特模块,并计划出我们需要的部分。
3 workflow
There are two types of parts: baked parts with unique shapes and parts that can be tiled continuously. Baked parts will be reused in all buildings. These parts have many unique details and cannot be tiled continuously, such as doors, windows or concrete decoration, and need to be baked from high mold to low mold (in this case, the substance used).
3工作流程
这里有两种类型的部件:拥有独特外形的烘焙过的部件和可以连续平铺的部件。烘焙的零件将在所有建筑物中重复使用,这些零件具有很多独特的细节,无法连续平铺,例如门,窗户或混凝土装饰,并且需要从高模烘焙到低模工作流程(在这个案例中,使用的substance) 。
When you split the building into vertical slices, you will see the model needed to build the building. In this case, the front elevation has six parts. We put the baked parts into the modular continuous tilable wall and make a reasonable design.
将建筑物拆分为垂直切片时,您会看到构建建筑物所需的模型,在这个案例中,前立面有6个部分。我们将烘焙过的部件放置到模块化的可连续平铺的墙壁之中并进行合理的设计。
Now, it is best to use the arrangement tool in 3D software (we use blender 3D) to copy parts horizontally to integrate the design. When you create such a modular building, you can create many variants of different appearances from the same parts in a short time. Changing the material of the wall or making simple changes (such as different windows) can help make the content look non repetitive.
现在,最好使用3D软件中的排列工具(我们使用的是Blender 3D)在水平方向上复制零件,让设计融合在一起。当创建这样的模块化建筑时,可以在很短的时间内从相同的零件创建许多不同外观的变体。更改墙壁的材料或进行简单的修改(例如不同的窗户)有助于使内容看起来不重复。
After this step, the rest is to make other walls on the side and back. We added other props to break the monotony, such as escape stairs, neon signs and so on.
在这一步之后,剩下要做的就是在侧面和背面制作其他的墙面。我们添加了其他道具来打破单调,比如逃生楼梯,霓虹灯标志等。
4 display
For demonstration, we used the marmoset 3D renderer. In this software, we can use real-time workflow to make high-quality screenshots and videos, which means that we don't need to change the texture or model for rendering. Moreover, it also has some good visual effects, such as real-time global lighting and area lighting. In contrast, it will be more time-consuming to make it in unity or unreal.
Some other street props are also placed in the scene to make people feel that this is a part of the city, not just an independent building.
Lighting plays an important role in the exhibition. There is only one directional light in the scene to represent the moonlight. This allows the visual center to focus slightly on the front of the building and helps to show the details of the building. In addition, there are some smaller local lighting lights - spotlights of street lights and point sources of neon lights. Volume fog makes people feel soft and has the dark feeling of "rainy day". The lighting settings of the two scenes are similar, but the light of the second scene is slightly darker and adds some self luminous lights to the window - this is to reconcile the feeling of the scene.
4展示
为了展示,我们使用了Marmoset 3D渲染器。在这个软件中,可以使用实时工作流程制作高质量的屏幕截图和视频,这意味着我们不需要为了渲染去更改纹理或模型。而且它还有一些不错的视觉效果,例如实时全局光照和区域灯光,相比之下要在Unity或Unreal中进行制作将更加耗时。
场景中还放置了一些其他街头道具,以使人们感觉这是城市的一部分,而不仅仅是独立的建筑。
照明在展示中发挥了重要作用。场景中只有一个平行光,用来代表月光。这可以让视觉中心稍微集中在楼正面,并有助于展示建筑中的细节。此外,还有一些较小的局部照明灯光-路灯的聚光灯和霓虹灯的点光源。体积雾使人感觉柔和,并有“雨天”的阴暗的感觉。两个场景的灯光的设置都相似,但是第二个场景的灯光稍暗一些,并为窗口添加了一些自发光灯-这样做是为了调和场景的感觉。
5 tips and techniques
To make such a building, it is recommended to study the reference materials and carefully plan the required model parts to be baked before modeling the building itself. It's a little difficult because you can't see the complete and completed photos of the building, but you can save a lot of time after that.
Another important point is that you need to add some decoration and change the shape slightly to avoid the repetition of the building floor pattern.
Another good idea is to use three-dimensional mapping (based on the world coordinate mapping method, the world coordinates of pixels) for materials that can be tiled and continuous (x, y, z) values are three groups of UVs, XY, XZ, YZ; the material is sampled according to the three groups of UV values, and then the sampled colors are mixed according to the normal square. In this way, all non smooth parts of the object are mixed and transited. For objects with irregular and complex shapes, such as terrain, trees are mapped in this way, which has better visual effect. The disadvantage is that the amount of calculation is larger than that of ordinary mapping The number is my Baidu!) to avoid visible texture seams.
Well, that's all for today's tutorial ~!
5提示与技巧
制作此类建筑物,建议是对建筑物本身建模之前,研究参考资料并仔细计划所需的需要烘焙的模型部分。这有点困难,因为你会在看不到完整的、完成的建筑物照片的情况下制作模型,但是在这之后就可以节省很多时间。
还有一点也很重要,你需要通过增加一些装饰并稍微改变形状来避免建筑地板图案的重复。
另一个好主意是对可以平铺连续的材料使用三向贴图(以世界坐标贴图方法为基础,将像素的世界坐标(x,y,z)取值为三组UV,xy,xz,yz;根据三组UV值分别对材质进行采样, 然后根据法线方形对采样的颜色进行混合。以此种方式对物体所有非平滑处进行混合过渡。对不规则复杂形状物体,如地形,树木用此方式贴图视觉效果更好。缺点是计算量相对普通贴图要更大。括号里是我百度的!),以避免可见的纹理接缝。
好啦今天的教程就到这里啦~!
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