双语-废弃矿井 – 环境破坏 –崔勇-Choi Yong
矿井废弃矿井环境地编场景CGGraph
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发布于 2022-2-14 12:10:25

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本帖最后由 秋令6689 于 2022-5-17 15:38 编辑

Abandoned Mine – Environment Breakdown – Choi Yong
废弃矿井 – 环境破坏 – 崔勇
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Intro介绍
Hello. I am Choi Yong from Korea I am working as an artist leader of the 3D environment at Netmarble N2.
Today, I am going to talk about the Abandoned mine that I made at the challenge hosted by Epic games Korea.
你好。我是来自韩国的Choi Yong,我是Netmarble N2的3D环境的艺术家。
今天,我将谈谈我在Epic Games Korea主办的挑战中制作的废弃矿山。

The Challenge挑战
On December 13, 2021, Epic Games Korea held a challenge called the Unreal Engine 5 Challenge for the Korean community.
The theme was to create a wonderful piece of artwork with detail and lighting using Nanite and Lumen. The project deadline ran from December 15 2021 to December 28 2021, which was two weeks.
2021年12月13日,Epic Games Korea为韩国社区举办了一场名为虚幻引擎5挑战赛的挑战。
主题是使用Nanite和Lumen创建一件具有细节和照明的精彩艺术品。项目截止日期为2021年12月15日至2021年12月28日,即两周。
Project Goals项目目标
This challenge was very difficult to participate in, as there was a lot of work to do within 2 weeks. I had to pick background music and render cinematics. So, I looked at how much I could use the Megascans data from Quixel to make the theme of the environment I was going for. To shorten time I designed small scenes and filled them with interesting objects.
这个挑战很难参加,因为在2周内有很多工作要做。我不得不选择背景音乐并渲染过场动画。因此,我研究了我可以使用Quixel的Megascans数据来制作我想要的环境主题。为了缩短时间,我设计了一些小场景,并用有趣的物体填充它们。
Planning and preparation规划和准备
On December 15 I began the challenge. The theme was released, so I began working on the main level design and whole composition quickly.
I collected the appropriate data to make the theme. Next, I began thinking about how to express the final outcome which would be reflected in the video shoot.
12月15日,我开始了挑战。主题已经发布,所以我开始快速进行主关卡设计和整个构图。
我收集了适当的数据来制作主题。接下来,我开始思考如何表达最终的结果,这将反映在视频拍摄中。

Reference参考
The theme I decided on was a small abandoned village and mine, I found similar reference to what I wanted to go for, it was difficult to find the exact reference in my brain, so I found some images close to it. Finding as much ref as you can is key to making your environment look realistic.
我决定的主题是一个废弃的小村庄和我的,我找到了与我想去的地方相似的参考,很难在我的大脑中找到确切的参考,所以我找到了一些接近它的图像。找到尽可能多的引用是使环境看起来逼真的关键。
Blockout封锁
I think the blockout is one of the most important tasks. Doing it well now will make the environment look great later. However, since I did not have much time in this project there is not much I was chopping and changing to fit the final outcome. To prevent errors in the directionality of the concept, the blockout and scenes layout should be utilized well.
我认为封锁是最重要的任务之一。现在做好它将使环境在以后看起来很棒。但是,由于我在这个项目中没有太多时间,因此我没有太多的削减和更改以适应最终结果。为了防止概念方向性错误,应充分利用遮挡和场景布局。
In the image above, I did not have enough time to do the full blockout. But you can see I was gradually completing placement around the grey boxes, which is the most important part.
在上图中,我没有足够的时间进行完整的封锁。但你可以看到我正在逐渐完成在灰色盒子周围的放置,这是最重要的部分。
The image above is a gameplay-level development screen from the Last of Us P2. When I make the scenes by myself, I first distinguish the necessary parts and the unnecessary parts within the blockout, And then I express the layout of the scene as shown. If I do that, the scenes I want to express become a little clearer. I can choose and concentrate on the scenes I am making hence giving myself more time for further polish.
上图是《最后生还者》P2中的游戏级开发屏幕。当我自己制作场景时,我首先区分了遮挡块中的必要部分和不必要的部分,然后如图所示表达了场景的布局。如果我这样做,我想表达的场景就会变得更清晰一些。我可以选择并专注于我正在制作的场景,从而给自己更多的时间进行进一步的打磨。
Software Used使用的软件
I found Quixels Megascans good at filling many of the scenes with high-quality assets in a short time. And while I was working on this challenge,  Sketchfab was acquired by Epic Games recently, I thought to take this to my advantage. Because I was using Unreal Engine 5, I was able to use the photometric data of Lumen and Nanite to create good results.
我发现Quixels Megascans擅长在短时间内用高质量的资源填充许多场景。当我在做这个挑战时,Sketchfab最近被Epic Games收购,我想把它发挥到我的优势。因为我使用的是虚幻引擎5,所以我能够使用Lumen和Nanite的光度数据来创造好的结果。
After watching the Melhem Sfeir YouTube video; Metaverse in UnrealEngine 5 will be this PHOTOREALISTIC! () I found that I could use this photometric data to my advantage.
在观看了Melhem Sfeir的YouTube视频后http://https//www.youtude.com/waitch?v-8LNQgT%20gE-gqg;虚幻引擎5中的元界将是这个照片真实!
Rendering渲染
The final rendering was performed using the movie render queue in the Unreal engine. Perhaps many people already know a man named William Faucher. He’s a great mentor. It was very helpful to see his render queue on his Youtube.
最终的渲染是使用虚幻引擎中的电影渲染队列执行的。也许很多人已经知道一个名叫威廉·福彻的人。他是一位伟大的导师。在他的Youtube上看到他的渲染队列非常有帮助。

William Faucher Youtube video about the Movierender queue: () Improve Your Renders With Unreal Movie Render Queue PART 1 – Goodbye Sequencer?! (4.26)

William Faucher 关于 Movierender 队列的 Youtube 视频: (http://https//www.youtube.com/waich?v-FxvF3zncClA) 使用虚幻电影渲染队列改进您的渲染 第 1 部分 – 再见序列器?!
While writing this article, the results of the challenge came out and I took second place in the general sector of the Nanite Challenge. I had to make this in a short period of two weeks, so I omitted a lot of progress, but I learned how to use the time well.
在写这篇文章时,挑战的结果出来了,我在Nanite挑战的一般部门中获得了第二名。我必须在短短的两周内完成这项工作,所以我省略了很多进展,但我学会了如何很好地利用时间。
Thank you for reading my article. I hope this article will help you become an inspiration or get good information
感谢您阅读我的文章。希望这篇文章能帮你成为灵感或获得好的信息

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陈三岁  发表于 2022-2-14 14:55:43  
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