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本帖最后由 执此一念 于 2021-12-28 11:22 编辑
使用 UModeler 在 Unity 中对 Moonglow 村进行建模
3D 艺术家 KKamjang 回来分享一个新项目——月光村。查看使用 Unity 在月光下创建一个缓慢降雪的山腰村庄的详细分解。
Hi, this is Kkamjang. I’m finally back with a new piece of work and a story to tell about it. This piece is called Moonglow Village. I created a mountainside village under the moonlight with a slow snowfall using Unity Engine. I created this with the UModeler again, which allows users to model within Unity Engine. Take a look at my creative process in text and images. 嗨,这是 Kkamjang。我终于带着一部新作品和一个故事回来了。这件作品被称为月光村。我使用 Unity Engine 在月光下创建了一个缓慢降雪的山腰村庄。我再次使用 UModeler 创建了这个,它允许用户在 Unity Engine 中建模。看看我在文本和图像中的创作过程。
Concept 概念
I added a holiday touch to the background. There’s a new year vibe to December, but I imagined that a Christmas theme would be more suitable and opted for that. You can create a different time even in the same environment. Set the weather, season, and time when you work so you can think in more detail about what you want to express. I recommend you think about the time set for the environment or character you are creating. I have the Christmas theme here, so there are elements that contribute to that environment, such as the nighttime, lights, and Christmas trees. Mix these elements together with the background you want to show in order to decide the overall look. 我为背景添加了节日气息。12 月有一个新年的氛围,但我认为圣诞节主题会更合适,并选择了它。即使在相同的环境中,您也可以创建不同的时间。设置工作时的天气、季节和时间,以便您可以更详细地考虑要表达的内容。我建议您考虑为您正在创建的环境或角色设置的时间。我这里有圣诞主题,所以有一些元素可以为这个环境做出贡献,比如夜间、灯光和圣诞树。将这些元素与您要显示的背景混合在一起,以决定整体外观。
I’m using UModeler to block out within Unity. I just need to check the overall style of light and ambiance. The model will be very simple, but I will consider my schedule when deciding the number and types of models. Now I have to name it. I’m going to create the downtown area first, which is why I thought I might add “town” to the name, but the main element is a village, so I settled on “village” instead. I thought through some titles and ended up naming it Moonglow Village. The thematic time period is the evening and I plan on mostly using the Bloom effect, which is why I decided to use Moonglow for the title. 我正在使用 UModeler 来屏蔽 Unity。我只需要检查灯光和氛围的整体风格。该模型将非常简单,但在决定模型的数量和类型时,我会考虑我的日程安排。现在我必须命名它。我要先创建市区,这就是为什么我想在名字上加上“镇”的原因,但主要元素是一个村庄,所以我选择了“村庄”。我仔细考虑了一些标题,最终将其命名为Moonglow Village。主题时间段是晚上,我计划主要使用 Bloom 效果,这就是我决定使用 Moonglow 作为标题的原因。
Moonglow is the name of the village but also the main look of this specific level, which is why I named it so.Moonglow Moonglow是村庄的名字,也是这个特定关卡的主要外观,这就是我命名它的原因。
Work Process 工作过程
I first decided to create the tiling texture for the building. In such cases, modeling requires a high fall model for the tiling texture. For instance, if it’s a texture of a brick wall, you need a model of a brick. Only the texture is imported into the engine to use, but if you have a model you can use when creating that texture, you can create it more easily and with far better quality. 我首先决定为建筑物创建平铺纹理。在这种情况下,建模需要平铺纹理的高坠落模型。例如,如果它是砖墙的纹理,则您需要砖的模型。只有纹理被导入到引擎中使用,但如果你有一个可以在创建纹理时使用的模型,你可以更轻松地创建它并且质量更好。
Position the high fall model for tiling. Use texture bake to extract the texture (Normal, AO, etc.) you will use to create your desired texture. You can create such color textures and other textures by using tools such as Substance 3D Painter. 放置用于平铺的高坠模型。使用纹理烘焙提取纹理(法线、AO 等),您将使用它来创建所需的纹理。您可以使用 Substance 3D Painter 等工具创建此类颜色纹理和其他纹理。
Now, import your created textures into Unity Engine to use on the outer and interior designs of a building. I used UModeler for all modeling. 现在,将您创建的纹理导入 Unity Engine 以用于建筑物的外部和内部设计。我使用 UModeler 进行所有建模。
You can revise your modeling directly within the engine. If you need to do so, you can go back to the DCC tool without exporting or importing after the revision, enabling a faster workflow. You can also see how it is being rendered in the engine while you make revisions. You can also unwrap UV. You can use this to create textures first and then place the modeling later. 您可以直接在引擎中修改您的建模。如果您需要这样做,您可以返回到 DCC 工具,而无需在修订后导出或导入,从而实现更快的工作流程。您还可以在进行修订时查看它在引擎中的呈现方式。您还可以展开 UV。您可以先使用它来创建纹理,然后再放置建模。
The plants were modeled in exactly this way. I created the interior first and looked at the way the house was built to place plant pots in blank spaces. I thought I would decide what type, size, and angles of plants I should create after I had an interior laid out. 植物正是以这种方式建模的。我首先创建了内部空间,然后研究了房子的建造方式,以便将花盆放置在空白空间中。我想我会在室内布置好后决定应该创建什么类型、大小和角度的植物。
You start by creating a general leaf and stem texture like this. Check the look of the interior in order to create a plant that fits. 您首先创建一个像这样的一般叶子和茎纹理。检查内部的外观,以创建适合的植物。
If you find you need to add other plants as you go, or you need another variation of a single plant, you can just create one on the spot without going back to the modeling tool. When you are creating, don’t think about what something is going to look like after it’s been placed. You can create another according to the structure, so you can increase the number of plants at will. 如果您发现需要随时添加其他植物,或者您需要对单个植物进行另一种变体,您只需在现场创建一个,而无需返回建模工具。在创作时,不要考虑放置后会是什么样子。您可以根据结构创建另一个,因此您可以随意增加植物的数量。
Lighting 灯光
Light settings are made for real-time response, just like all the other pieces of work, I shared previously. In other words, I am not using a lightmap in renderings. This is because the real-time light environment is the best environment for seeing the synergy between the real-time rendering of a game engine and UModeler which allows real-time model creation and revision. However, there are downsides to real-time lighting. 灯光设置是为了实时响应,就像我之前分享的所有其他工作一样。换句话说,我没有在渲染中使用光照贴图。这是因为实时光照环境是查看游戏引擎实时渲染和 UModeler 之间协同作用的最佳环境,UModeler 允许实时模型创建和修改。但是,实时照明也有缺点。
You need to adjust the grades of light and rendering settings. If you want to emphasize certain themes or elements on a level, you need to know which rendering elements have an impact. 您需要调整灯光等级和渲染设置。如果要在关卡中强调某些主题或元素,则需要知道哪些渲染元素会产生影响。
Lighting - Indoors 照明 - 室内
I wanted to create a sunset yellow and warm sensation for indoor settings. Levels were created separately for indoor and outdoor settings. The objects indoors were going to be copied right into an outdoor space with a different light setting. That’s why I thought it would be nice to show different, independent lighting from the outdoors. I made the indoor walls blue. The light is a warm color, so I tried to counter that at least a little. 我想为室内环境创造一种日落黄色和温暖的感觉。为室内和室外设置分别创建了级别。室内的物体将被直接复制到具有不同灯光设置的室外空间。这就是为什么我认为从户外展示不同的独立照明会很好。我把室内墙壁变成蓝色。光线是暖色的,所以我试图至少反驳一点。
As you saw above, I placed plants indoors. Of the objects that can be placed in a strongly colored light and show shadows, I believe they go particularly well with the indoor setting. The light and shadow on the leaves can liven up a bland indoor scene. It creates effective results considering the amount of effort required. 正如你在上面看到的,我把植物放在室内。在可以放置在强烈色彩的灯光下并显示阴影的物体中,我相信它们与室内环境非常相配。树叶上的光影可以使平淡的室内场景变得生动起来。考虑到所需的工作量,它会产生有效的结果。
The bathroom is created on a different level from the indoors. The color of the bathroom walls is different from other spaces indoors. It is not ideal to use the same light, which is why I opted for a different lighting composition. 浴室是在与室内不同的层次上创建的。浴室墙壁的颜色与室内其他空间不同。使用相同的光线并不理想,这就是为什么我选择了不同的照明组合。
The real-time lighting I mentioned earlier caused an issue here. The light that reflects naturally is difficult to express without a lightmap. That’s why the same light color as the floor was used so that it can give off the look of strong light on the floor with a blue light reflecting off it. 我之前提到的实时照明在这里引起了问题。如果没有光照贴图,自然反射的光线很难表达。这就是为什么使用与地板相同的浅色,以便它可以在地板上发出强光的外观,并反射出蓝光。
Lighting - outdoors 照明 - 户外
The night level was the priority for outdoor settings, rather than the day. The night was important, but the overall light of the level had to be adequate and the light and snow textures had to combine. The shader was simple. 夜间水平是室外设置的优先级,而不是白天。夜晚很重要,但关卡的整体光线必须充足,并且光和雪的纹理必须结合。着色器很简单。
In the case of snow shaders, many people had already created them before, and a more precise expression requires more elements, so the main expressions in this work comprise only a few elements. On the snow surface, there is a strong reflection and a softer effect. The reflection uses a noise texture with adjusted specular strength. The softer effect is one you can see on moss or woven materials. It is an effect that is seen on the side of the texture rather than the dark, inner part of it. In this case, you can use the result of the view vector and normal vector stacked to express it in a simple way. 以雪地着色器为例,很多人之前已经创建了它们,更精确的表达需要更多的元素,所以本作品中的主要表达只有几个元素。在雪面上,有强烈的反射和柔和的效果。反射使用调整了镜面反射强度的噪声纹理。较柔软的效果是您可以在苔藓或编织材料上看到的效果。这是在纹理的侧面看到的效果,而不是它的黑暗内部。在这种情况下,您可以使用视图向量和法线向量堆叠的结果来简单地表示它。
Vertex Color 顶点颜色
If you write shades for various effects, you often use information in units of vertexes instead of textures. One of the things you will use here is the vertex color. 如果您为各种效果编写阴影,您通常以顶点为单位而不是纹理使用信息。您将在此处使用的一件事是顶点颜色。
I, personally, like to use vertex colors for creating effects. The previous work I did (Witch’s Cauldron) involved moving candlelight and a light that shines through the candle. In this piece of work, I used fairy lights for a Christmas look. I created a shader that changes the color of light at a set speed. 我个人喜欢使用顶点颜色来创建效果。我之前所做的工作(女巫的大锅)涉及移动烛光和穿过蜡烛的光。在这件作品中,我使用了童话般的灯光来营造圣诞氛围。我创建了一个着色器,可以以设定的速度改变光的颜色。
The important part of a work like this is creating the correct data. It is inconvenient to create a model through digital content creation (DCC) tools for the shader. In particular, purchasing a modeling tool for a shader like this is an unnecessary expense. You can either request this from a relevant modeler or rely on free tools. However, if other modeling parts are busy or if they are not modelers with professional UIs or shortcut keys, most modeling tools are unfamiliar to you. This is why shader creation often involves an inefficient method compared to an easier one. 像这样的工作的重要部分是创建正确的数据。通过着色器的数字内容创建(DCC)工具创建模型是不方便的。尤其是,像这样为着色器购买建模工具是不必要的开支。您可以向相关建模者请求此功能,也可以依赖免费工具。但是,如果其他建模部分很忙,或者他们不是具有专业UI或快捷键的建模者,那么大多数建模工具对您来说都是陌生的。这就是为什么与更简单的方法相比,着色器创建通常涉及一种低效的方法。
UModeler is a solution that allows modeling inside Unity. It uses the Unity engine with the same functioning methods and shortcuts keys. Also, you can revise the UV Unwrap and Vertex color. This is why I recommend this to teams that require both modeling and data revision. I also recommend UModeler to those who write or study shaders, too. UModeler 是一种允许在 Unity 内部建模的解决方案。它使用具有相同功能方法和快捷键的 Unity 引擎。此外,您可以修改 UV 展开和顶点颜色。这就是为什么我向需要建模和数据修订的团队推荐这个的原因。我也向那些编写或研究着色器的人推荐 UModeler。
Closing 收盘
This is the end of my explanation about creating Moonglow Village. Thank you for reading what little I had to share with you. I am always open to questions about UModeler or background modeling in general. If you have questions, reach out to me with comments, messages, or mail, and I will get back to you as soon as possible. I’ll see you next time with better pieces and helpful experiences. 我对创建月光村的解释到此结束。感谢您阅读我必须与您分享的内容。我总是对有关 UModeler 或一般背景建模的问题持开放态度。如果您有任何问题,请通过评论、消息或邮件与我联系,我会尽快回复您。下次我会带着更好的作品和有用的经验与你见面。
Thank you. 谢谢你。
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