|
本帖最后由 贤狼赫萝 于 2018-11-3 08:05 编辑
https://steamcommunity.com/games ... 1688181531860529780

Greetings warriors of Calradia!
3D artists give shape to the world we see and experience in a video game. But the devil is in the details, and sometimes what makes a game live and breathe are the small things: not the main characters and impressive buildings, but day-to-day objects such as tools, weapons, and clothes. Gameplay can be as immersive as can be to make you feel like a medieval warrior, but if you’re clothed in sweatpants and the world around you is made of cardboard, immersion jumps out of the window. Today, we talk with one of our 3D artists, ülker Dikmen, who is one of the people responsible for making Mount & Blade II: Bannerlord not just beautiful, but also a believable world.
卡拉迪亚的战士们大家好!
3D美工能让我们欣赏和体会到游戏世界。但这魔力通常都在细节当中,有时候能让游戏活灵活现的都是这些小东西:主角本身以及宏大的建筑并不是关键,而日常工具,武器和衣服才是真正能让玩家感动的东西。游戏玩法能让你感觉自己就是个中世纪战士,但如果你穿着运动裤,周围的世界是纸板做的,那沉浸感就直接被扔出窗外了。今天,我们会与我们的3D美工,ülker Dikmen交谈。她是负责《骑马与砍杀2:霸主》的制作人之一,不仅仅是让游戏看起来很美妙,还能把游戏做得更让人信服。
姓名
ülker Dikmen
姓名
安卡拉,土耳其
2012年加入Taleworld
教育背景
Hacettepe University 心理学
官方职业描述
3D角色美工
WHAT DO YOU NORMALLY DO DURING YOUR DAY?
“When I first started working at TaleWorlds back at the beginning of 2012, my job was to create a default character head and its morphs to allow players customise their characters in the character screen. Later, I started modelling hair and clothes and other character parts.
Nowadays, I mostly make clothes (especially for the women of Calradia!). Before I start a new costume, my team leader Özgür and I discuss what kind of an outfit is needed and then I roll my sleeves up for the serious business of making medieval fashion pieces! I start off in Marvelous Designer, where I draw sewing patterns and turn them into realistic-looking clothes. Then I move to ZBrush, where I add details like laces and stitches. After I complete the low poly version of the dress in TopoGun, the task of skinning and vertex painting for the cloth simulation begins. Once it's all done I import the costume into the game and check if everything works well.”
在你的一天你通常会做什么?
当我2012年第一次到Taleworld工作时,我的工作就是做一个默认角色的头和变更选项让玩家能够在角色屏幕中自定义角色,后来我就开始给头发和衣服和其他角色部位建模。
现在,我主要做的是衣服(尤其是给卡拉狄亚的女性!)。在我开始设计新衣服之前,我的上司Özgür(05年加入的首席设计师)和我一起讨论需要什么样子的新衣服,然后我会为了制作中世纪时尚新品撸起袖子加油干!我是从Marvelous Designer入手的,我绘制了一些图案然后把它们变成逼真的衣服。之后我再导入到ZBrush里,加入像鞋带和针线之类的细节。然后再TopoGun中完成低模版本后,就开始放材质和绘制顶点动画来做布料模拟。一旦完成,我就把衣服导入到游戏里检查一切是否正常。


WHAT DO YOU LIKE THE MOST ABOUT BANNERLORD?
“I think it's not surprising that as an artist I like the beautiful graphics of the game the most. My favourite part though would have to be the character screen, where I could spend hours making my perfect character. I also enjoy walking in the beautiful villages and cities and hanging out in the tavern where I can enjoy medieval music.”
你最喜欢的《霸主》的哪一点?
作为美工,我理所当然地最喜欢游戏里的漂亮画面了。我最喜欢的部分是角色界面,我可以花好几个小时捏出我最完美的角色。我也很喜欢漫步在美丽的村庄和城镇,然后在酒店里逛逛享受中世纪音乐。
WHAT'S THE MOST DIFFICULT THING THAT YOU SOLVED SO FAR, DURING THE PRODUCTION OF BANNERLORD?
“The most challenging task so far was to make the clothes look good, both when the cloth simulation is on and off. When the cloth simulation is on, I have to make sure the clothes are baggy enough to make room for the movements of the character. For instance, if the dresses are not baggy enough or have slits here and there, some body parts will show through the clothes. On the other hand, the clothes will look blocky if too baggy when the cloth simulation is off. So it's a difficult task to find a happy medium.”
在制作霸主的时候,你目前遇到过最棘手的问题是什么?
目前为止,最具挑战性的任务就是让衣服看起来好看,无论布料模拟关了没有。当衣料模拟开启时,我必须确保衣服足够宽松,能让角色运动腾出一些空间。比方说,如果连衣裙不够宽松,或者这里那里有缝隙,那角色身体的一部分就会从衣服里露出来了(也就是穿模)。另一方面,如果太宽松,在衣料模拟关闭后衣服就会看起来一块一块的。所以找到一个适当点是比较难的任务。

WHAT DO YOU CURRENTLY WORK ON?
“I’m editing my old costume meshes so that they work nicely with the cloth simulation (at the time I made those meshes we didn’t have cloth simulation so they need a bit of editing now).”
你现在在做的是什么?
我在编辑我过去做过的服装网格,这让它们和衣料模拟能很好地兼容(因为在我做那些衣服之前没有衣料模拟这个东西,所以我现在需要改。)
WHAT FACTION DO YOU LIKE THE MOST IN BANNERLORD?
“Battania! Mostly because I love their shabby clothes and the dark and misty atmosphere of their settlements. Also, because blanket in Turkish is "battaniye", which evokes a cosy feeling!”
你最喜欢《霸主》的哪个阵营?
巴坦尼亚!主要是因为我喜欢他们破旧的衣服和定居点那黑暗和朦胧的气氛。还有,因为土耳其语里地毯叫 "battaniye",能唤起一种舒适的感觉!

CAN YOU GIVE US SOME DETAILS ABOUT THE CHARACTER CREATOR? HOW MUCH CONTROL AND CREATIVE FREEDOM DO WE HAVE? (FOR EXAMPLE, CAN WE CHANGE THE HEIGHT AND WEIGHT OF OUR CHARACTER?)
“The character creator gives the player absolute control over how their character will look. We have body type sliders to set the weight, build and height of the character. There are lots of skin, eye and hair colour options, and of course, lots and lots of face morphs to let you create your perfect character.”
你能给我们一些关于创建角色的细节吗?我们能有多少控制和创造的自由度?(比如我们能改变角色身高和体重吗?)
角色编辑器能让玩家绝对控制角色的外观。我们有体形选项让玩家来设置角色的重量,体形和身高。有很多肤色,眼睛,发色选项,当然,还有很多很多脸部细节编辑可以让你捏出想要的完美角色。
WHAT IS THE MOST ENJOYABLE/EXCITING ASSET YOU HAVE WORKED ON? WHICH ASSET DID YOU HAVE THE LEAST AMOUNT OF FUN CREATING?
“I love making tattered and dirty clothes because I enjoy experiencing a depressingly dull and bleak atmosphere in games. Creating assets like this really excites me and makes my imagination run wild. Creating the character hair was my least favourite task because it’s very difficult and time-consuming to make a hair mesh look natural and beautiful.”
你最喜欢或者最兴奋的做模型是什么?还有哪些模型制作对你来说不那么有趣?
我喜欢制作又破又脏的衣服,因为我喜欢在游戏中体会到令人沮丧的沉闷和凄凉的气氛。制作这些模型能让我兴奋,让我的想象力爆发。制作角色发型是让我感觉最无聊的部分,因为难度太大而且要消耗很多时间才能让发型看起来自然又漂亮。
WHERE DO YOU DRAW YOUR INSPIRATION FROM?
“I draw much of my inspiration from medieval TV shows and movies. We also have a large collection of medieval history books here at TaleWorlds which I check out when I lack inspiration.”
你是从哪里得到的灵感?
我会中世纪电视节目和电影里汲取灵感。我们还在公司里收集了一大堆中世纪历史书籍,当我缺乏灵感的时候我会找些书看看。 |
评分
-
查看全部评分
鲜花鸡蛋wz200283 在2018-11-8 16:29 送朵鲜花 并说:我非常同意你的观点,送朵鲜花鼓励一下 lzdmimo 在2018-11-2 09:48 送朵鲜花 并说:我非常同意你的观点,送朵鲜花鼓励一下
|