为《消亡之光2》创造武器和道具-马雷克·穆西亚乌-双语
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发布于 2022-8-8 17:31:27

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Introduction
My name is Marek Musiał and I work as Lead 3D Weapon Artist. I joined the Techland team 12 years ago, starting as a Texture Artist. I started my adventure with game art over 16 years ago by creating modifications to a military-style game.
介绍
我叫 Marek Musiał,是首席 3D 武器美术师。12 年前,我加入了 Techland 团队,最初是一名纹理艺术家。16 年前,我通过对一款军事风格的游戏进行修改,开始了我的游戏艺术冒险之旅。
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The Props Team at Techland
We work as an interdisciplinary team. It consists of both 3D Modelers and Concept Artists. We are focused not only on weapons but also all assets that the players interact with, such as interactive triggers and player equipment.
Techland 的道具团队
我们作为一个跨学科团队工作。它由 3D 建模师和概念艺术家组成。我们不仅关注武器,还关注玩家与之交互的所有资产,例如交互式触发器和玩家装备。


Most of the weapon concepts require brainstorming between the teams. We often design assets in cooperation with the Character Team. We are also supported by external outsourcing artists, which is not always very easy, as we work on our own engine. We have to put a lot of effort into training and detailed technical feedback for them so that our cooperation could be long-term and efficient.
In props designing our main goal is to get the best visual effects, but of course, optimization is also very important.
大多数武器概念都需要团队之间进行头脑风暴。我们经常与角色团队合作设计资产。我们还得到了外部外包艺术家的支持,这并不总是很容易,因为我们在自己的引擎上工作。我们必须花很多精力为他们进行培训和详细的技术反馈,这样我们的合作才能长期有效。
在道具设计中我们的主要目标是获得最佳的视觉效果,当然优化也很重要。


Development of Dying Light 2 Stay Human
With such a huge project as Dying Light 2 Stay Human, we wanted to create a wide variety of weapons that would not feel repetitive for the players. We wanted designs to be interesting and complex.
Dying Light 2 Stay Human 开发
有了 Dying Light 2 Stay Human 这样一个庞大的项目,我们想要创造出各种各样的武器,让玩家不会觉得重复。我们希望设计既有趣又复杂。
In the initial phase, our Concept Artists prepared hundreds of quick sketches with various weapon shapes. After choosing those that suited us best, a Concept Artist defined what elements the weapon is made of. After that, the 3D Graphic Designer worked on placeholders to catch every imperfection and check whether the weapon is visually interesting from the first-person perspective view.
在初始阶段,我们的概念美术师准备了数百张具有各种武器形状的速写草图。在选择了最适合我们的之后,概念艺术家定义了武器的构成元素。之后,3D 平面设计师使用占位符来捕捉每一个缺陷,并从第一人称视角检查武器在视觉上是否有趣。


Having an executive concept and a placeholder, we are able to quickly present a vision of how this weapon will look in the game and it definitely makes our work easier at further stages.
Modeled and textured assets don’t mean the end of our work. We cooperate with many teams to ensure that each weapon has its own unique name, statistics, FXs and that it has proper audio and animations.
Personally, I was involved at every stage of the development of these assets, from the idea through the concept to the final implementation in the game.
有了一个执行概念和一个占位符,我们能够快速展示这种武器在游戏中的外观,它肯定会让我们在后续阶段的工作更容易。
建模和纹理资产并不意味着我们工作的结束。我们与许多团队合作,以确保每种武器都有自己独特的名称、统计数据、FX,并具有适当的音频和动画。
就个人而言,我参与了这些资产开发的每个阶段,从构思到概念再到游戏中的最终实施。


The Arsenal
It is not an easy task to maintain diversity when it comes to producing nearly 200 individual weapons. When designing weapons, we relied on the principle that they consist of elements generally available in our world and imagined where we would look for these elements during the apocalypse.
阿森纳
在生产近 200 种单兵武器时,要保持多样性并非易事。在设计武器时,我们依赖于它们由我们世界上普遍可用的元素组成的原则,并想象在世界末日期间我们会在哪里寻找这些元素。


We have developed rules that sorted weapons according to the materials used, the method of production, and the style of use in the game. We divided our assets into 3 tiers:
Low tier – a weapon made of what someone had at hand, assembled by a person without tools and skills, so the weapon looks weak, one that can fall apart very quickly. Mid-tier – at this level, we have placed a weapon made of solid materials and put it together in a skillful way, also using equipment such as a welding machine. Such a weapon should look solid and neatly made. The highest tier is equipment from the "store shelf" without any modifications. Not necessarily new, but still functional and usable.
我们制定了规则,根据所使用的材料,生产方法和游戏中的使用风格对武器进行分类。我们将资产分为 3 层:
低等级 – 一种由某人手头的东西制成的武器,由一个没有工具和技能的人组装而成,所以武器看起来很弱,可以很快分崩离析。中层 - 在这个级别上,我们放置了一种由固体材料制成的武器,并以熟练的方式将其组装在一起,也使用焊接机等设备。这种武器应该看起来坚固而整齐。最高层是“商店货架”中的设备,无需任何修改。不一定是新的,但仍然功能齐全且可用。


We also used the gameplay categories. We had one-handed, one-and-a-half, and two-handed melee weapons.
However, the main element thanks to which we managed to obtain diversity was an individual approach to each weapon. We worked as a team and each weapon was heavily discussed from the very beginning of the design. We analyzed what materials and themes we have not yet used to make a blade or handle, We have weapons that are composed of unrelated elements, but also of things that can be found in one specific place, e.g. an old workshop, docks, fire brigade unit, police base, farm, printing house.
我们还使用了游戏类别。我们有单手、一手半和双手的近战武器。
然而,我们设法获得多样性的主要因素是每种武器的个性化方法。我们作为一个团队工作,从设计一开始就对每种武器进行了大量讨论。我们分析了我们尚未用于制造刀片或手柄的材料和主题,我们有由不相关元素组成的武器,但也包括可以在一个特定地方找到的东西,例如旧车间,码头,消防队单位,警察基地,农场,印刷厂。


After browsing through thousands of references, analyzing dozens of machines that we had no idea about, learning a lot of mechanical elements and processing techniques of various materials, I think that we finally managed to create the feeling that the world of Dying Light 2 Stay Human is full of unique weapons.
在浏览了数以千计的参考文献,分析了数十台我们不知道的机器,学习了许多机械元素和各种材料的加工技术之后,我认为我们终于设法创造了一种感觉,即《消逝的光芒2 Stay Human》的世界充满了独特的武器。


Weapon Mods
The biggest challenge that we had to face was the adjustment of mods to each of the selected weapons. Due to the fact that we wanted to achieve the effect of a self-made weapon, we had to create a system that would allow us to adjust the mods to any surface on the weapon. It wasn’t a problem for our amazing devs to develop a special tool that allowed us to place mods on weapons directly in the editor. So owing to that we were able to design universal mod models that fit any surface.
武器模组
我们必须面对的最大挑战是调整每个选定武器的mod。由于我们想要达到自制武器的效果,我们必须创建一个系统,使我们能够将mods调整到武器上的任何表面。对于我们出色的开发人员来说,开发一种特殊的工具并不是问题,该工具允许我们直接在编辑器中放置武器上的mod。因此,由于这一点,我们能够设计出适合任何表面的通用mod模型。


Conclusion
Working on such a large project requires a lot of commitment and experience, but it’s super interesting and developing at the same time. Actually, each stage of production has its moment, which I really enjoyed.
结论
在这样一个大型项目上工作需要大量的承诺和经验,但它非常有趣,同时也在发展。实际上,制作的每个阶段都有它的时刻,我真的很喜欢。


In the beginning – designing and creative work, then creating models and checking if everything fits together, and finally closing and watching how the final result looks. It makes me proud that I could work on Dying Light 2 Stay Human with so many great people. It’s really heartwarming to read all players’ comments that they are satisfied with the design of individual weapons.
一开始 - 设计和创意工作,然后创建模型并检查所有内容是否适合,最后关闭并观察最终结果的外观。这让我感到自豪的是,我可以和这么多伟大的人一起制作《消逝的光芒2 Stay Human》。读到所有玩家的评论,他们对个人武器的设计感到满意,这真是令人心动。

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