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本帖最后由 肖简 于 2021-12-26 21:01 编辑
Introduction
My name is Keegan Keene, I’m a texture artist at GameTextures.com and reside in the Dallas Metroplex area. I tried making textures for games way back when I was around 12 using GIMP, but did not really start getting into games until September of 2015 when I downloaded Blender for the first time ever. Shortly after I went to Collin Community college in 2016 and started doing various work then GameTextures in early 2017.
介绍
我的名字是 Keegan Keene,我是 GameTextures.com 的纹理艺术家,居住在达拉斯都会区。早在我 12 岁左右的时候,我就尝试使用 GIMP 为游戏制作纹理,但直到 2015 年 9 月我第一次下载 Blender 时才真正开始进入游戏行业。在我 2016 年进入 Collin Community College 并开始做各种工作后不久,2017 年初我入职GameTextures。
Procedural Bracers
I was inspired to make these bracers after spending a lot of time browsing armor sets on Pinterest and realized that bracers are essentially just cylinders on the arm. Below you can see the white square on the right is a 0-1 UV space plane and the left is that wrapped into a cylinder around the arm.
程序化护腕
在花了很多时间在 Pinterest 上浏览盔甲套装后,我受到启发制作这些护腕,并意识到护腕本质上只是手臂上的圆柱体。下面你可以看到右边的白色方块是一个 0-1 UV 空间平面,左边是包裹在手臂周围的圆柱体中。
As you can see, the bracer fits perfectly when wrapped around making it great for making in SD. 如您所见,护腕在缠绕时非常合身,非常适合在 SD 中制作。
Variations
Making variations was quite simple, I made the graph setup so that you make the height first then use a mask to select “smart material” setups which I built in the same graph.
变化
制作变化非常简单,我进行了图形设置,以便您先设置高度,然后使用蒙版选择我在同一图形中构建的“智能材料”设置。
So in each bracer, I would make the height first then mask materials on top after the height is complete. Once this was done, I could export to Blender to render and composite.
所以在每个护腕中,我会先制作高度,然后在高度完成后在顶部遮罩材料。完成后,我可以导出到 Blender 进行渲染和合成。
Rendering
I did my rendering in Cycles Engine and automated the compositing using Blender’s compositor.
This allowed me to export from SD and immediately render.
渲染
我在 Cycles Engine 中进行渲染并使用 Blender 的合成器自动合成。
这允许我从 SD 导出并立即渲染。
On the right, you can see the composite setup in Blender. It is nice that when I hit the render button it adds in my logo and background gradient for me so I don’t have to waste any time going into photoshop or something else.
在右侧,您可以看到 Blender 中的复合设置。很高兴当我点击渲染按钮时,它为我添加了我的徽标和背景渐变,这样我就不必浪费任何时间进入 photoshop 或其他东西。
In this setup here, you can see all 3 of the bracers and how they appeared in my viewport, below is what the render of that looks like.
在此设置中,您可以看到所有 3 个护腕以及它们如何出现在我的视口中,下面是渲染效果。
Conclusion
I think making props and armor in SD can actually be very practical, of course, to get in a game you need a low poly mesh to make these displaced models to. It makes making variations easy so I can be used quite well for making lots of varied shields or armor pieces in a game.
结论
我认为在 SD 中制作道具和盔甲实际上非常实用,当然,要进入游戏,您需要一个低多边形网格来制作这些置换模型。它使变化变得容易,因此我可以很好地用于在游戏中制作大量不同的盾牌或盔甲。
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