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如何为游戏设置一个合适的视角

发布时间:2017-01-06 16:38:42 Tags:,,,,

作者:Stuart Lilford

我是在自己的冒险游戏《Time Stone》发行后写下这篇文章的。

我不觉得自己非常擅长画画。我的意思是,我只是画得还可以,因为有人跟我说他们在我的游戏中感受到了艺术性,但是当我自己着眼于游戏中的图像时我只能说它们其实并不怎样。有人说作为一名设计师,你也是自己最糟糕的批评者,或许事实便是如此,但我真的未曾想过像调色板,视角,浓淡处理等内容,所以我觉得自己的图像创作并不怎样。虽然我基本能理解,但是我并未花时间去落实行动。当我在创造自己的指向点击冒险游戏《Entrapment》和《Time Stone》时,我都将这当成是自己的弱点。

而我努力克服这种弱点的一种方法便是透过视角。是的,你当然可以在纸上,Photoshop或任何其它地方勾勒一些内容,明确一个视角的消失点然后基于该视角去创造背景,但如果你按照这种方法去做但却看起来仍不对劲该怎么办?当我在创造《Entrapment》的背景时便频繁遇到这种情况。我会使用消失点和视角去创造房间的草图并在这里设置一个角色精灵,但看起来并不怎样。特别是当你在房间中移动角色时,比例全错了。随后我只能从头开始,即基于全新的消失点/水平线,这真的让人很受挫。

Screen(from gamasutra)

Screen(from gamasutra)

而对于《Time Stone》,我尝试了一些不同方法。我认为比起瞎搞这些视角,为什么我不去创造3D场景呢?如此我便能够移动摄像机去获得准确视角,我的视角也将合理化了。当我想要在不放弃视角的情况下做出改变时,我也仍可以四处移动目标。如果你从未使用过任何3D建模工具,谷歌的SketchUp便是一种免费且简单的选择。你可以使用它去创造一个简单的3D场景,到目前为止我发现这一工具最棒的地方便是其组件。这些组件是别人所创造并分享的一系列3D模型,如此其他人便可以下载并在自己的3D场景中使用它们。如果你需要一张床,你便可以在这里找到许多别人制作的床。但你可能会认为要找到像巨大的鸟笼,大锅或水晶球等较抽象的事物会很难。别担心,这里也有这些东西,这里几乎拥有所有你能想到的所有东西,不管是各种家具零部件还是整栋建筑。甚至还有足球场呢!

Screen(from gamasutra)

Screen(from gamasutra)

但是我并不是说你们需要找到游戏所需要的准确道具,你只是可以使用这一工具去获得适当的视角。例如上述场景中的床便与《Time Stone》背景中的床不同。我只是使用它作为基础进行绘制,以此去寻找准确的视角。你同样也不能依赖于谷歌Sketchup图像中的光线,因为不同场所中的光源是不一样的。所以你在绘制自己的3D场景时一定要仔细考虑着点。

一旦你创造了自己的房间并添加了所有主要目标,你便可以设置摄像机并输出当前摄像机视角下的图像。这可以基于任何视角。侧面,从上向下或者任何奇怪的视角都可以。对于《Time Stone》,我便为教授的家选择了侧面视角。以下便是《Time Stone》背景中最终使用的摄像机视图:

Screen(from gamasutra)

Screen(from gamasutra)

它包含了房间的所有必需品。任何对象也都像我证实了设置有效视角的必要性,如床,桌子,冰箱,鸟笼等等。但需要注意的是我并未花心思在墙上挂画。因为我可以在之后使用房间内现有的对象作为画等内容的视角参照物。如此我便能够基于有效视角自己进行绘制了。我同样也包含了一个便利的比例模型,如此角色图像和背景图像的比例也会更合适。而我唯一漏掉的一件事便是添加前景功能。

之后我只需要绘制场景去创造《Time Stone》的背景便可。以下是我所采取的步骤。

1.基本图像,在我开始绘制之前。

2.我大概画出了大多数颜色并详细勾勒了主要对象。

3.为剩下的图像上色。

4.详细添加一些较小的对象。

5.更多细节。

6.亮度与阴影(游戏邦注:并对一些对象进行修改)。

这时候背景中可能还缺少一些对象。这是游戏中需要去移动/制作动画的内容。例如书柜,正门,鸟笼上的毯子等便都不在。它们并不需要作为背景中的一份子,因为它们将会进行移动。你需要在不同层面去呈现这些内容并让他们出现在背景层前方。

你总是很容易忘记确认界面。这是所有图像底端的一个黑色空间。你需要提前明确你的界面是否会占据任何页面。你肯定不想浪费时间和精力在背景中创造一个特定的部分,所以你只需要使用界面去覆盖它便可。

如此你便完成了创造!如果你和我一样都不能在冒险游戏中有效设置视角,你便可以尝试这一方法。这比我之前在《Entrapment》中所使用的方法有效多了,尽管我并不能真正学会创造一个合适的视角,但它却能帮我获得我想要的结果,而多次使用这一方法也能帮助我学到一些关于视角和比例的内容。

本文为游戏邦/gamerboom.com编译,拒绝任何不保留版权的转发,如需转载请联系:游戏邦

The Background Art of Time Stone OR How I cheated to get perspective right

by Stuart Lilford

I wrote this just after the release of my adventure game Time Stone, which you can download on gamejolt or itch.io

I don’t feel like I’m very good at art. I mean, I get by okay, people tell me they dig the artwork in my games, but when I look at the art I can just tell it isn’t that good. People say that as a designer, you’re your own worst critic and maybe that’s true, but I don’t really think about things like colour pallets, perspective, shading etc and I feel that my artwork suffers for it. I have a basic understanding of it all, but don’t spend the time to put it into practice. I saw this as a weakness when I was developing my point-and-click adventure games Entrapment and Time Stone.

One of these things that I’ve managed to find a way around for, a cheat if you will, is with perspective. Yeah, sure you can sketch something out on paper or in Photoshop or whatever and have vanishing points for perspective and then create your background based on that perspective adding in objects to the room and such, but what if you do all that and it still doesn’t look right to you? This happened with me quite frequently when creating backgrounds for Entrapment (which was one of the things I mentioned in my Entrapment Post-mortem). I would create a rough draft of the room using vanishing points and perspective and place a character sprite in it and it just wouldn’t look right. Especially if you moved the character around the room and the scale would look all wrong. Then I would have to start from scratch with new vanishing points/horizon lines which was really frustrating.

For Time Stone, I tried something different. I thought, instead of messing around with all that perspective stuff, why don’t I just create my scene in 3D? That way I can move the camera around to get the right angle and my perspective will always be right. I can also move objects around when I please to change the composition without compromising the perspective like it would in Photoshop. So I did just that. Google SketchUp is free and simple to learn if you’ve never used 3D modelling tools before. You can use it to create really simple 3D scenes using an effective toolset, but the best thing about it by far is components. Components are basically, a collection of 3D models that people have already made and shared so that anyone else can download and use them in their 3D scene. Need a bed? There’s a ton that people have made. What about a bookcase? Yup, got that too. But you would think it would be difficult to find more obscure things like a giant birdcage, cauldron or a crystal ball? What? They have those too? Of course, they have just about any object you could think of, from random items of furniture to whole buildings! Even a football stadium (which I actually needed for a previous project)!

Now I’m not saying that you need to find the exact item that you need for your game, you’re just using this to get the right perspective. For example, the bed in the scene above is different to the bed which was drawn for the background in Time Stone. I simply used it as a base when painting the bed in, in order to get the correct perspective for it. You also can’t rely on the lighting from the Google Sketchup image as you may have light sources in different locations. You need to think about this carefully when you are painting over the objects from your 3D scene.

Once you have created your room and added in all of the key objects for your game then you can set up the camera and export an image of the current camera view. This would work from any perspective. Side on, top down, some weird perspective from an awkward angle if you’re going for a certain style. For Time Stone, I chose a side on view of the Professor’s house. Below is the final camera view used or the background in Time Stone:

It contains all of the essential items from the room. Any object that would warrant me needing to get the perspective right for it such as the bed, the table, the fridge, the bird cage, etc. But notice that I didn’t bother with the paintings on the walls or the tapestries. These were added in later using the existing objects within the room as a guide for the perspective. The reason for this is that I know enough about perspective in order to draw these items myself. I also included a handy scale model, so that the character art and background art would look correct in terms of scale. The only thing I wish I had done is adding in foreground features. Maybe next time.

After that it was simply a matter of painting over the scene to create the background for Time Stone. This Gif shows roughly the steps taken.

1. The base image, before I started to paint over it.

2. I blocked out most of the colour and detail for major objects

3. Coloured in the rest of the image

4. Added in some smaller objects for detail

5. More detail

6. Lighting and shadow (also made some changes to a few objects).

Some things missing from the background are the objects. This is anything that needs to move/animate in the game. For example the book case, the main door and the blanket over the cage are missing. These won’t have been painted as part of the background as they would have to move and so there obviously needs to be something behind them. These were done on separate layers to appear in front of the background.

Something that is easy to forget is to make sure you remember your interface. That’s what the black space was for at the bottom of all of the images. You need to think ahead and figure out if your interface is going to take up any of the screen. You don’t want to waste your time and effort and creating an awesome part to your background only to cover it up with the UI.

There you have it! A few insights into how I created the artwork for Time Stone. So if like me, you have trouble getting the perspective right on your adventure game backgrounds (or artwork in general), then try out this method. It was a much more efficient method than the one I used for Entrapment and although it might be “cheating” in terms of not learning how to create a correct perspective, it gets me the results I want and who knows, using this method a few more times may help me learn a thing or two about perspective and scale(source:gamasutra

 


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