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GDC: Art Direction of UC2

Art direction

兩位主講人
Erick Pangilinan: implementaion side
Robh Ruppel: Art side, concept, marketing side

art direction像是交響樂園的指揮, 讓大家演奏同一首樂曲

solving the same visual problems in films and games

visuals reinforce emtotion/mood/story

evoking war: gritty, horror, grim tragic desperate

所以不會選用很粉色系的東西來表達戰爭.

high level concepts and procedure

企畫會提說想要的構想, 像是在屋頂追逐
美術會去找參考圖來參考, 但是在做game, 所以會有一點誇大,
為了娛槳的效果

//====================================================
shapes: tool to affect how people feel

像是在設計敵人時, 外形上的設計, 要讓玩家可以輕易分的出敵人的強弱
愈強的敵人, 身上有愈多的裝備, 看起來也比較壯

Shambhala的設計必需很獨特, 不可以只是像某種印加文化
不如把結合不同的shapes, 再加上細節
讓人覺得它存在地球上的, 可是之前又沒有看過.

//====================================================
color:
color scripts
每個場景有不同的主色調
color and lighting very emotional tools

展示很多2D concept圖...

//====================================================
先重簡單的2d 幾何圖形開始.
當一切覺得ok時, 開始加入細節的部份

從大概的輪廓開始,
刷上大概的背景顏色
補上細節, 但是要確定顏色和明暗度是正確的.

//====================================================
Erick
pre vis-concept art->designer layout->in game art

designer layout: 從block mesh/Grey box開始, 直接在maya裡拉出關卡,
沒有再畫2d 平面草圖, 把maya當成level editor工具,
所以designer可以在3D中設計, 把關卡放在遊戲裡, 測試自己的關卡,
check jump height, jump distance.

當試測都ok後, designer把block mesh交給artist
artist開始brainstorm, 如何把模型的細節加上去.

//====================================================
block mesh to game art

original concept
original blockmesh:
首先先去了解game play的需求,
ex. make a wall, try to block the player
so
building idea
mountain wall idea
terrace idea
cliff idea
combination of cliff and buildings

final design

在考量設計環境時的要點:
look at the base shape, try to variety in scale and proportions
and where to put the details.
and look out the angles, makes the level more dynamic.

創造出seperation使導玩家知道要往那裡走.
ex. ground plane/wall plane separtation
stepping stones, or the water, arches.

也在路徑上的大小形狀做變化, 讓玩家有探索的樂趣.

//====================================================
Landmarks to give orientation
it is cool to see lankmarks in different distance
gives a sense to move through different spaces

//====================================================
model artiist build the geometry and responsible for the frame rate
level memory and the collision box.

instancing system: 複製prototype model, 做出細微變化.

Fading with distance
fade out details, 最後留下basic shape.

modified instances: Rock arrangements, move, rotate, scale the instance and save it.

改變樹的instance讓它可以和不同的屋頂結合在一起.

創造出無限的場景.

use instance to save memory.

//====================================================
Textures:
the texture artist UV and texture the models
manage the texture memory and shader cycles

to create good normal maps by using z brush.
(ambient occulsion map , normal map, color texture.)

tiling textures:
blend shader: use blend threshold to blend two texture(a blend mask)
ex. sand and rocks

和之前的modified instance結合時, 當texture有雪的效果,
可是又有去移物model, 結果會不正確.

slope shadere: apply the blend shape,  orientate to any angle
based on vertex and pixel normal.

tiling + blend + slope shaders

//====================================================
lighting process:
baked lighting.
lighting setup in Maya.
lighting calculate in Nova.

Dome light layer + indirect channels (in game)
sun light layer 是直接在遊戲裡計算, 也為了run time shadow.

run time shadow is pretty expensive.
limit run time shadow by dropint them when them get far away.
replaced with baked shadows

also use light maps

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