




已阅读5页,还剩6页未读, 继续免费阅读
版权说明:本文档由用户提供并上传,收益归属内容提供方,若内容存在侵权,请进行举报或认领
文档简介
Project M character style guide 角色风格指南Characters that we prefer are not photo-realistic but like Japanese figure. Id like to show you the direction of the character production using game screenshots, pictures and our internal sample character. 我们希望的角色不是像照片般真实的效果,而是像日本动画。下面通过游戏抓图,图片和我们的内部角色范例,会向你们说明角色塑造的方向。1. Clothes 服饰Since the concept of the game is oriental fantasy. Simply to say, costume is a bit loose and so it has a lot wrinkles. When you express the wrinkle on the clothes, its better to express big and various depth of wrinkles than to express small and identical depth of wrinkles. Even from a distance, players still can see its details and its three-dimensional feel of wrinkles. 这个游戏是设想成充满东方想象空间的。简单的说就是,服装稍微宽松些,有大量的褶皱。你们在做服装上的褶皱时,最好能表现出大且深度不一的褶皱,而不是小的,一样的褶皱。即使是一段距离之外,玩家也能看见细节和褶皱的三维感觉。Reference for the wrinkle expression褶皱表现的参考Good examples of wrinkle expression among Japanese figures 这些是日本动画中褶皱表现方面的好案例2. Hair 毛发Not photo-realistic expression but like Japanese figures as below. 不是照片般真实,而是像下面的日本动画Its same for monsters with fur. 怪物皮毛也同样3. Normal map 法向贴图突出强调投影部分,同时挤压投影部分的两边To more emphasize projected part, push both side of the projected part.这些主要是强调法向贴图。玩家在玩MMORPG游戏时,他们通常是在一段距离外看角色的,因此,请不要丢失细节和材质的三维感,我们希望强的法向贴图表现。These are mainly to emphasize normal map. When people play MMORPG games, they usually see their characters from a distance. Therefore, not to lose details and the feel of three-dimensional material, we need strong normal map expression. 即使是一段距离外,你也能体会到Normal map 的三维感。Even from a distance, you can see the three-dimensional feel of normal map.如果你们能将两边都弯曲,那么边看起来会更有三维感,也更自然,有层次些。Edge will look more three-dimensional and have more natural gradation if you express both sides to be curved.若是平的边,若在中间轻微挤压一下,它看起来就不会很平了,也更有三维感。In case of flat side, if you slightly push in the middle, it doesnt look too flat. and youll have more three-dimensional expression and edge.Polygon的结尾处,特别是服装和布料的结束处应该有种体积感。The end of polygon, especially the finishing touches of the end of clothes and fabric should have the feel of volume.3. Diffuse map1. To express diffuse map in the game which only uses diffuse map. 2. To express diffuse map in the game which also uses normal map. The way to express diffuse map is different between them. In case of #1, you assume theres light from a direction and express that shade on the diffuse map. And the character has the three-dimensional feel of volume. However, in case of #2, we produce realtime shade to express the three-dimensional feel. So, if you express too concrete shade on the diffuse map, it bothers the tree-dimensional feel of normal map.但是,仅仅在高模的diffuse贴图上添加颜色是不够的,因此,下面将告诉你们一些阴影的表现方法来支持normal贴图。1. 在只用diffuse贴图的游戏内,表现diffuse贴图2. 在也使用Normal贴图的游戏内,表现diffuse贴图。二者之间表现diffuse贴图的方式不一样在第一种情况下,假设在一个方向有光源,然后在diffuse贴图上表现出阴影。角色有体积的三维感。然而在第二种情况下,我们制造真实阴影来表现三维感。因此,若你在diffuse贴图上表现出太具体的阴影,就会影响到normal贴图的三维感。But, its not enough just to add colors as you work on diffuse map of high-polygon graphic. So, Id like to tell you some shade expression to support normal map as below.As you see, we expressed this kind of cut and deeply carved places to be dark for sure so that it can support 正如你们所看到的,在这种切割和深度雕刻的地方颜色加黑,这样就能表现出normal贴图的三维感。the three-dimensional feel of normal map.4. Specular map基于高光贴图的亮度,它决定物体能获得多少光。Based upon the brightness of specular map, it decides how much light objects get. If you add colors to the specular map, you can have the specular color effect in the unreal3 engine.若你添加颜色到高光贴图,在Unreal3引擎里你就能获得“高光颜色”效果。To use normal map and specular map, we express realtime color changes of objects by lights. 利用法向贴图和高光贴图,我们通过灯光表现实时的颜色变化。For example- When we worked on the golden color, we expressed the color of diffuse map to be relatively red. And we expressed the color of specular map to be yellow. 例如:1. 对于金色,我们在diffuse贴图表现的颜色要相对红些;在specular贴图颜色要黄些。2. 对于紫色布料,我们在diffuse贴图表现成蓝色,在specular贴图表现成红色。- When we worked on the expression of purple colored fabric, we expressed diffuse map to be blue. And we expressed specular map to be red.5. EtcThough engine uses Opacity mask function, please dont 虽然引擎使用“透明屏蔽”功能,但是当你们处理透明贴图时,请不要去除Anti-aliasremove Anti-alias; when you work on
温馨提示
- 1. 本站所有资源如无特殊说明,都需要本地电脑安装OFFICE2007和PDF阅读器。图纸软件为CAD,CAXA,PROE,UG,SolidWorks等.压缩文件请下载最新的WinRAR软件解压。
- 2. 本站的文档不包含任何第三方提供的附件图纸等,如果需要附件,请联系上传者。文件的所有权益归上传用户所有。
- 3. 本站RAR压缩包中若带图纸,网页内容里面会有图纸预览,若没有图纸预览就没有图纸。
- 4. 未经权益所有人同意不得将文件中的内容挪作商业或盈利用途。
- 5. 人人文库网仅提供信息存储空间,仅对用户上传内容的表现方式做保护处理,对用户上传分享的文档内容本身不做任何修改或编辑,并不能对任何下载内容负责。
- 6. 下载文件中如有侵权或不适当内容,请与我们联系,我们立即纠正。
- 7. 本站不保证下载资源的准确性、安全性和完整性, 同时也不承担用户因使用这些下载资源对自己和他人造成任何形式的伤害或损失。
最新文档
- 《金融服务营销》 测试题及答案B
- 工业园区绿色发展路径探索
- 工业智能化新材料与物联网的结合
- 工业安全与智能制造成型技术
- 工业控制系统安全技术研究报告
- 工业技术改造项目申报政策分析
- 工业机器人技术的创新与应用研究
- 工业自动化中的智能硬件产品解决方案
- 工业设计中的智能制造成型技术应用探讨
- 工业自动化与智能制造的发展趋势
- 循环经济产业链拓展项目商业计划书
- 校园网络文化建设课件
- 天然气密度计算
- 3地质勘查项目预算标准
- 过程控制课程设计-前馈-反馈控制系统仿真论文
- 【高教版】中职数学拓展模块:31《排列与组合》课件
- 招标代理公司内部监督管理制度
- 达林顿三极管
- 电力电子单相桥式整流电路设计报告
- 正常心电图及常见心律失常心电图的表现
- 主体结构工程验收自评报告
评论
0/150
提交评论