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本帖最后由 贤狼赫萝 于 2019-3-9 03:22 编辑
Greetings warriors of Calradia!
In the past, we have talked several times with 3D artists, and you are already familiar with the kind of work they do in the development of a video game. However, it is not uncommon for an artist in any games development studio, especially in one comparatively small like TaleWorlds, to roll up their sleeves and tackle some other tasks. In this week’s Q&A we talk with Gökhan Şahin, one of our 3D artists, who is currently designing a certain scene – but better he explains it himself!
卡拉迪亚的战士们,大家好!
在过去一段时间,我们和好几个3D美工进行了访谈,你们肯定已经熟悉了他们在游戏开发中都做了什么工作。但和一般的游戏工作室不同,尤其是像Taleworld这样相对较小的公司,我们的美工还需要撸起袖子干其他的活。这周的问答里我们要和Gökhan Şahin,我们的3D美工进行访谈,他最近在设计一些场景,不过还是让他亲自来说吧!
姓名
Gökhan Şahin
来自于
Trabzon, Turkey
2017年加入TALEWORLDS
教育背景
Anima School
官方职业介绍
3D画面美工
WHAT DO YOU NORMALLY DO DURING YOUR DAY?
“I start by collecting references according to the work that is assigned to me by our team leader (like modelling, texturing, creating scenes, etc.). For example, while I am preparing date palms, I model them using Maya or ZBrush according to the reference photographs, before moving over to Photoshop or Substance Painter for the texturing stage. Afterwards, I test them in the editor and, following approval, I go ahead and implement them into the game.”
你每天通常都会做些什么?
我首先会根据我们团队负责人分配给我们的工作来收集参考资料(比如建模,纹理,做场景)。比方说,在我准备椰枣树的时候,我会根据照片用 Maya或者 ZBrush做模型,然后传到Photoshop或者Substance Painter来画纹理。之后,我会在编辑器里测试它们,经过审核批准后,我们就会把它们放到游戏里。

WHAT DO YOU LIKE THE MOST ABOUT BANNERLORD?
“I’ve always been interested in medieval games. What I like the most about Bannerlord is the presentation of the medieval atmosphere in a profound and content way.”
你最喜欢《霸主》的哪一点?
我一直对中世纪游戏很感兴趣。我最喜欢的是《霸主》用深刻和丰富的方式展现了中世纪氛围。
WHAT'S THE MOST DIFFICULT THING THAT YOU SOLVED SO FAR, DURING THE PRODUCTION OF BANNERLORD?
“In all honesty, I haven’t faced any major problems throughout my time here (and I hope I won’t run into any in the future either!).”
在霸主的制作过程中,迄今为止你解决的最大困难是什么?
老实说,我在这的这段时间没遇到什么大问题(我也希望以后也不会遇到什么问题。)
WHAT DO YOU CURRENTLY WORK ON?
“I am currently working on a hideout scene for one of the nefarious bandit factions that roam Calradia. Contrary to other scenes, we design these scenes to be played in a linear fashion. The result of this approach is that players are guaranteed to experience compelling combat in these scenes. I think it goes without saying that challenging quests will be waiting for you there.”
你现在在做什么?
我现在在给卡拉迪亚臭名昭著的某个强盗阵营设计老巢。和其他场景相反,我们会用线性的方式设计场景。这种方法让玩家能体验到身临其境的战斗。我觉得这种场景会给人一种代入感,让玩家一进入场景就能感觉到这将是一个非常具有挑战性的任务。
WHAT FACTION DO YOU LIKE THE MOST IN BANNERLORD?
“Khuzait, without a shadow of a doubt. I’m attracted by their architecture, culture, and in particular, the different armours of their warriors. Besides that, I just really enjoy shooting arrows from horseback with my troops!”
你最喜欢《霸主》的哪个国家?
库宰特,毫无疑问。我被他们的建筑,文化,尤其是他们战士身穿的丰富铠甲所吸引。除此之外,我还很喜欢和我的部队一起在马背上射箭!
DO YOU HAVE A POLY BUDGET FOR WEAPONS AND ARMOUR?
“Since we fight with a large number of troops on the battlefields of Bannerlord, this pushed us to determine not so much a hard limit, but a desired range for some models. For example, I tried to keep the range between 2500-3500 polygons for the crossbow you see in the image below.”
你在做武器和铠甲的时候模型面数是如何要求的?
由于我们的《霸主》有大规模战斗,这促使我们决定不应该有太严格的限制,将模型的面数控制到一个合适的范围内是我们所需要的。例如,我们会试着把下面这张图的弩的面数控制在2500到3500之内。

WHAT DIFFERENT SOFTWARE DO YOU USE IN YOUR DAILY WORKFLOW? ON AVERAGE, HOW LONG DOES IT TAKE TO MODEL SOME OF THE DIFFERENT PROPS?
“I generally don’t like to stick to just one particular software. The results I get from the combination of different software allows me to utilise the advantages of each one, which I find to be much more gratifying. For creating assets, I tend to use Maya and Zbrush. For texturing I use Photoshop, Substance Painter, and Substance Designer. And for scenes, I use World Machine and Photoshop. The time spent to create props changes, as you might imagine, according to the size and level of detail of the object. If we take structure models as an example, on average it may take one and a half to two weeks to create an asset, but again, this all depends on the size and level of detail of the model.”
你们日常工作流程中用了哪些不同的软件?就一般来说,你平均需要花多久来做一个不同的模型?
我通常不喜欢只用特定的一个软件。我发现通过用不同的软件的组合,结合每个软件的优势,会使结果更加令人满意。做一个建筑的时候,我倾向于用Maya和Zbrush。对于纹理,我用Photoshop,Substance Painter和Substance Designer。对于场景,我用World Machine和Photoshop。当然,建模的时间会根据模型大小和细节水平而变化。比如我们做一个结构模型,我们平均会花一周半或者两周的时间去做,但这还是取决于模型的大小和细节水平。
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