骑马与砍杀2:霸主 开发日志 ——采访3D建模师

翻译:Hegen@骑马与砍杀中文站

Dev Blog 28/06/18


Greetings warriors of Calradia! 

卡拉迪亚的战士,你好!

For regular followers of this series of blogs, it will come as no surprise to hear that, for Bannerlord, we draw our inspiration for each faction from a number of historical cultures and peoples. Using real-world cultures in this way gives us a great starting point when it comes to creating visual assets for the game. It allows us to create weapons, clothing, armours, buildings and practically everything else in the game in a way which looks and feels authentic to players. However, the low fantasy setting of the game gives us room to inject our own flair and flavour into each item we create, which is something our artists certainly make the most of. In this week’s blog, we talk to one of these artists, Ömer Zeren, who will tell us a little bit about his workflow and what it takes to get a design from the drawing board and into the game. 

对于一系列更新日志的固定关注者来说,听到这个消息并不感到惊讶:我们从大量历史文化、民族中为各个派系汲取灵感。当谈及为游戏创立可见资产时,通过这种方式利用现实世界的文化为我们提供了良好的出发点,它让我们可以在游戏中设计武器、盔甲、服饰、建筑以及其他几乎所有的东西,某种程度上使玩家所见所感真切自然。这个游戏的“低奇幻”设定给我们提供了空间,让我们为创造的每件物品注入热情与韵味,这也是我们的美工师尤为重视的。本周的更新日志中,我们与美工师Ömer Zeren对话,他将与我们分享部分工作流程,以及从绘图板设计到游戏的需求。

译者注:低奇幻,在低奇幻中,我们有历史延续性的普通世界,在故事里扮演主要角色。即使幻想元素和领域都存在,重点仍放在延续现实上。摘自:

NAME
Ömer Zeren

FROM 
Ankara, Turkey

JOINED TALEWORLDS
2013

EDUCATION
Fine Arts - Visual Communication and Design

OFFICIAL JOB DESCRIPTION 
3D Artist

姓名
Ömer Zeren

城市
土耳其安卡拉

加入TALEWORLDS时间
2013

教育背景
美术——视觉传达设计

官方工作描述
3D美工师

WHAT DO YOU NORMALLY DO DURING YOUR DAY?
“Since I joined the team in 2013, most of my work has revolved around designing and modelling armours and costumes for the game. A design can start with something as simple as a description, such as ‘Vlandian medium leather armour’, or it could be something a little more complex, such as a reference image or a concept design created within the studio. Those are usually the starting points for any of my designs. My next step is to launch ZBrush and to start sculpting! If the final design is approved, I move on to create a low-poly version of the model. I try to be economical with the poly count of course:  a full set of armour, head to toe, usually comes to around 7000-10000 polygons. For texturing, I use a number of different programs, including ZBrush Polypaint, Photoshop and at times I use Substance Painter (fabric texture creation is faster with it!). I finish by doing the skinning and import the item into the game to check for errors, etc. If everything looks good and is approved by the boss, I move on to the next one.”



你平时做些什么?
“自从2013年加入团队以来,大部分工作围绕着游戏中盔甲服饰的建模设计。设计可以从简单的描述开始,比如‘瓦兰迪亚中等皮甲’或是其他复杂的项目诸如参考图像或在工作室中创建概念设计,这是是我设计的起点。接下来我将利用ZBrush绘图软件进行雕琢,如果最终的设计得到认可,我将继续创建一个低多边形的模型。当然我将尽力节约多边形数量:一套完整的盔甲从头到脚通常有7000-10000个多边形。至于纹理,我使用了不同的程序,比如ZBrush PolypaintPhotoshop,有时我使用Substance Painter(织物纹理创建更快!)。我完成了覆盖表面与项目导入游戏检查错误等工作,倘若一切进展顺利,我将转向下一项工作”

WHAT DO YOU LIKE THE MOST ABOUT BANNERLORD?
“It has to be the handcrafted, huge world of Bannerlord. There are so many possibilities for adventure. You can be a furious warlord or a greedy mercenary, or you could just be minding your own business and have a bandit group or noble lord hunt you down for whatever reason and make your life hell. It's medieval to the core!”

你最喜欢《霸主》的哪些方面?
“那必然是手工打造的宏大的霸主世界了。对于冒险者来讲充满了无限可能,你可以是暴戾的军阀或是贪婪的雇佣兵,抑或是躲避以各种缘由想致你于死地的强盗、领主。这些是中世纪的核心!”

WHAT'S THE MOST DIFFICULT THING THAT YOU SOLVED SO FAR, DURING THE PRODUCTION OF BANNERLORD?
“Tweaking the cloth parts of the armours/costumes for cloth simulation. Basically, there is a lot of trial and error! Our cloth physics system is custom written code that was created in-house and was implemented later on in production. This meant that older models had to be revisited and tweaked for better simulation results (like changing poly loops or simplifying layered meshes). Ironing out the bugs and tweaking the models takes time.” 



在《霸主》的制作过程中,迄今为止你解决的最大困难是什么?
“调整盔甲或者服饰的布料部分以模拟真实的衣物。简单来说有很多尝试与失误!我们的布料物理系统是在内部创建的自定义编写代码,并随后在作品中应用。这意味着老旧的模型必须重新考虑调整,以获得更好的模拟结果(比如改变多环或简化分层网格)。消除漏洞调整模型还需要时间。”

WHAT DO YOU CURRENTLY WORK ON?
“I am currently working on some civilian costumes for Aserai. This involves sculpting and texturing lots of fabric and jewellery! For these particular sets, I use concept art created by one of our artists. It’s refreshing after years of leather and metal sculpting! Of course, Aserai has some cool looking heavy armours too, so no worries there!"

你目前在做些什么?
“我目前正在为阿塞莱设计一些平民服饰,这包括为织物珠宝添加纹理使其成型!对于这些特殊场景,我使用一位美工师创建的概念图,多年来的皮革与金属雕琢使人耳目一新!当然阿塞莱也有炫酷的重甲,所以无需担心!”

WHAT FACTION DO YOU LIKE THE MOST IN BANNERLORD?
“Sturgia. I have worked on a lot of different armours for the game, but with Sturgia there tends to be a bit more variety within the designs for this faction. This is because they are a bit of a mixture of Slavs, Vikings, Russians and Scythians.”

你最喜欢什么派系?
“斯特吉亚,我为这款游戏设计了诸多武器,但是斯特吉亚这个派系趋向多样化设计。因为他们融合了斯拉夫人、维京人、俄国人和斯基泰人的特征”

HOW LONG DOES IT TAKE ON AVERAGE TO COMPLETE A MODEL?
“It takes about 2 weeks from scratch to create a fully functional game model. This includes designing, redefining, low-poly, texturing, skinning etc.”



完成一个模型平均要花多长时间?
“从零开始创建一个功能齐全的游戏模型大约需要两周的时间,包括设计、重新定义、低多边形、纹理、外貌覆盖等”

WHEN CREATING A 3D-MODEL, WHAT'S YOUR FAVORITE PART OF THE WHOLE PROCESS?
“My favourite part is adding details in the sculpting process. It’s fun seeing your blocky model come alive.”

建立3D模型过程中你最喜欢哪个部分?
“我最喜欢的部分是在雕琢过程中增加细节,看着块状的模型变得栩栩如生令人欣慰。”

DO YOU HAVE SOME SPECIAL REQUIREMENTS FOR THE REFERENCE ART SO THAT YOU CAN CREATE A MODEL FROM IT FLUENTLY? (GOOD QUALITY REFERENCE ART VS. BAD QUALITY REFERENCE ART.)
“Good quality reference art is really important, and it is something we search for as much as possible. Historical accuracy is fairly important to us so we search through historical medieval books and festival photos for as many pictures as we can find. Movies can help too, but we try to avoid the Hollywood bling.” 

你对建立模型所需参考的艺术作品有什么特别需求么?(优质艺术参考作品与劣质艺术参考作品)
“优质艺术参考作品真得很重要,这是我们尽力追寻的东西,历史准确性于我们而言相当必要。所以我们在中世纪的历史书籍和节庆图片中尽可能多地搜罗图片。电影也能有所参考,但我们尽力避免非史实部分。”

HOW MUCH CAN YOU USE YOUR OWN CREATIVITY WHEN MODELLING GAME MODELS?
“It depends on the task. If it is something vague like, "European leather armour wearing foot soldier", I can choose the design more freely. But if it is a book illustration of a specific troop or a concept design, I strictly follow the references.”



在制作游戏模型时你有多少创作空间?
“这取决于任务需要,如果是比较模糊的概念比如‘穿戴欧式皮甲的步兵’,我可以选择更自由的设计;但如果是特定部队的书中插图或者概念设计,我严格遵照史实依据。”

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