游戏邦在:
杂志专栏:
gamerboom.com订阅到鲜果订阅到抓虾google reader订阅到有道订阅到QQ邮箱订阅到帮看

分享制作FPS游戏角色插图的经验

发布时间:2015-04-13 09:57:40 Tags:,,,,

作者:Junxue Li

我们曾针对FPS游戏《Zula》(由Mad Byte Games开发)制作了一些完整的角色插图,用来当作游戏宣传画,它们细节丰富足以印刷成海报。

Zula(from gamasutra)

Zula(from gamasutra)

因为这是一款面向PC平台的FPS游戏,当时已经具备了一些游戏角色的3D模型。所以我们的客户提供了3D模型,我们调整了人物姿态,渲染了图片,然后要求2D美术人员重新画图令其达到制作海报的水准。

这些图片所要求的规格是3024 x 4320像素,足以绘制在A4纸上,dpi是300。

你可能会觉得这简直是小菜一碟,毕竟你已经有了3D图像,上面什么都有了,你可能只需稍加改良即可。但对这个过程进行一番研究后,我发现还得再费许多功能才能达到制作出高级的角色美术效果。在此我想与各位分享这个经过。

如果你开发的是一款含有3D角色的游戏,这可能是一个帮助你创建高质量2D角色美术的好方法。

3D阶段

客户首先会提供角色的3D max文件,我们可以自由调整角色姿态。客户会给予一些提示,说明他们想要哪些姿态,有时候还会附上一些简单的草图说明。

从3D角色文件入手而非重新绘图的好处在于,我们很容易作出调整:一方便,如果重新绘图,第一步就要制作6至9个角色缩略片以供客户挑选。他们可能会从中挑出3个,并要求我们对其深入创造,以便其做出最后选择。借助3D文件我们就可以省下这些步骤。

P2(from gamasutra)

P2(from gamasutra)

置于摄像视角的位置,我们则需要 一个完整的角色身形肖像,将85mm滤镜摄像头对准角色腰部,就像我们现实生活中的摄影一样,这可以最小化身体上部和下部的扭曲和变形。

P3(from gamasutra)

P3(from gamasutra)

摆好姿势后,我们会为客户截取一个3d max视图,这个操作很快捷。如果客户认可了这个姿态,我们就可以着手最后的渲染。

Px(from gamasutra)

Px(from gamasutra)

角色文件会附带一些纹理地图、色彩等内容。我们将这些纹理绘制到相应的频道。光照设置很简单,只要在角色前后各设置一个照明点即可。其目的是令角色照明均匀,没有过亮或过暗的点。我们会在2D套印阶段添加剧情。

P4(from gamasutra)

P4(from gamasutra)

这是一张渲染图:

Px 2(from gamasutra)

Px 2(from gamasutra)

2D阶段

一般来说,我们所得到的是已经用于游戏的3D角色模型和纹理,它们的细节并不像PS4游戏那样丰富。所以我们要下一番功夫令角色更自然并添加更多纹理。

照明

客户会在许多不同背景的地方使用这些完整的角色插图。他们会为所有角色指定一个通用的光照条件。这是一个来自左上角的暖色光,并采用了较冷的辅助光。

P5(from gamasutra)

P5(from gamasutra)

面部

通常而言,由于人脸低多边形的特点,人的面部特征难以充分定义,角色的脸部几乎都需要重新制作。

这款游戏改编自一部电视剧,所以客户给我们提供了大量剧照作为参考,以便我们了解角色的具体长相。

P6(from gamasutra)

P6(from gamasutra)

头发

头发是由粗糙的多边形组成,需要重新绘制才会显得更自然。

P7(from gamasutra)

P7(from gamasutra)

肢体

要让它们看起来更自然柔顺。

P8(from gamasutra)

P8(from gamasutra)

手部抓取动作

在3D文件中,手指仅由两根骨头支撑,显然是为了提升游戏运行效果。但这样的手指并不能很好地握住枪支,我们要在2D环境中修复这个问题。

P9(from gamasutra)

P9(from gamasutra)

服装

要把制作粗糙的衣服改得更为柔软和自然。

P10(from gamasutra)

P10(from gamasutra)

纹理

旧纹理对于海报制作来说分辨率太低了,所以我们在其上增加了一层纹理。

P11(from gamasutra)

P11(from gamasutra)

替换

有些东西的3D资产质量太低了,所以我们要将其完全替换。

P12(from gamasutra)

P12(from gamasutra)

枪支

对于枪支,我们首先会询问客户他们需要哪种类型的枪。之后会向他们索要相应的3D模型和纹理。他们制作的是FPS游戏,肯定不缺这些东西的素材。

P13(from gamasutra)

P13(from gamasutra)

在2D阶段,我们一般会添加更高分辨率的纹理,并亮化其中的重要部分。(本文由游戏邦编译,转载请注明来源,或咨询微信zhengjintiao)

Making character illustrations for a FPS game

by Junxue Li

We had made some full body character illustrations for the FPS game Zula, which is developed by Mad Byte Games. Those illustration are used as promotion art, they must have enough details to be printed as posters.

The procedure is like this, as this is a FPS game for PC, there’re already rigged 3D models of the in-game characters in stock. So our client provides 3D models, we pose them, render an image, then ask 2D artists to overpaint the image to production poster quality.

The required picture size is 3024 x 4320 pixels, which could be enough for printing on A4 paper, dpi 300.

You would think this is a non-brainer work(actually me too): you already have the 3D image, that everything is there, you perhaps only need a few betterment by the brush. After investigate into the procedure a bit, I find that it would take a lot more to achieve production level character art. Here I would like to share the procedure with you.

I think if you’re making a game which has in-game 3D characters, this would be a good way to produce high quality 2D character art.

3D stage:

As I said, first the client would provide the 3D character rig. In this case it’s a 3ds max file, we can pose the character freely. And the client gives a few instructions of what pose they want, sometimes a simple draft attached.

The benefit of using 3D character rig as the start point, rather than drawing the figure from scratch, is easy to make adjustments: On the contrary, if draw the figure from scratch, the very first step is to make 6~9 character thumbnails, to let the client choose. They would choose 3 from them, and ask us to develop them one step further, then they would choose a final one. By 3D we can save those steps (they are eventually paid by the client though:)

About the placement of the camera, as we need a full body portrait, aiming a 85mm lens camera to the waist would be good, just as we do in real life photography, that the upper and lower body would have the least distortion.

After the pose is done, we snap a screenshot out of the 3ds max viewport for the client, that is fast. When the pose is approved, we make a final render.

The Character rig comes with a few texture maps, color, normal, etc. We map those textures to the corresponding channels. And the light setup is simple, just two point lights in front and at the back of the character. The purpose is to get a evenly lit character, no bright and dark spots. We would add the drama in the 2D overpaint stage.

This is a render image:

2D stage

Generally speaking, the 3D character model and textures we get are those used in the game. They’re not as high detailed as those in a PS4 game. So we made a lot of efforts to make the character more organic and add lots of textures.

The lighting:

The client would use these full body illustrations in many places, with different backgrounds. That they specified a general lighting condition for all the characters. That is a warm key light coming from the up left, and cooler fill light.

The face:

Typically, due to the low polygons nature, the facial features are not well defined enough, not much a character, that the face almost needs remake.

This game is adapted from a TV drama, so the client would give us lots of photo reference, of how the persons actually looks like.

The hairs:

The hairs are made of rough polygon patches, need to redraw to make them organic.

Body parts:

Need to make them smooth, organic, eliminating the low poly trace.

Hand grabbing:

On the 3D rig, the fingers are skinned by only two bones, apparently to improve performance. That it’s impossible for the fingers to perfectly grab the gun. We need to fix this in 2D.

Clothes:

The low poly clothes are made soft and more organic.

Textures:

The old textures are too low resolution for a poster, so we add a layer of textures on top.

Replacement:

For some things we replace them completely, for the 3d assets are too low quality.

Guns:

For guns, we would first ask the client that what type of the gun they would like. Then we ask them for the 3D model and textures. For they’re making FPS game, they would have no shortage of these things.

In 2D stage, we generally add higher resolution textures, and brighten the highlights.

At last, a big thanks to our client Mad Byte Games, that we can post this walkthrough.(source:gamasutra


上一篇:

下一篇: