Stellaris开发日志#256 | 6/2 打造一个空间站

牧游社 牧有汉化翻译
Stellaris Dev Diary #256 - Making a Station
Posted by MrFreake_PDX, Colonel, Written by Tim Wiberg & Lloyd
Hi There,
大家吼啊!
My Name is Lloyd and I'll be your host for tonight. I am a concept artist working on Stellaris and for this dev diary I'm going to give you a look at how the art team brings an asset to life. Specifically I want to focus on the Salvagers station from the Overlord expansion.
我的名字是Lloyd,我是各位今晚的主持人。我是在Stellaris团队工作的一名概念美工,在这篇开发日志中,我将让你们看看艺术团队是如何创作一个美工素材的。具体来说,我想着重介绍一下四海皆臣扩展包中的打捞者空间站。
Visdev
视觉开发
The first step is visdev, which is short for visual development. It‘’s where we throw ideas at the wall and see what sticks. At this stage everyone is welcome to contribute, and ideas are often borrowed and expanded upon by other artists.
第一步是visdev,也就是视觉开发的简称。在这里,我们把想法“抛到墙上”,看看哪些想法能坚持下来。在这个阶段,我们欢迎每个人做出贡献,而且这些想法经常被其他美工借用和扩展。

Salvager station visdev by Avishek BanerjeeAvishek Banerjee创作的拾荒者空间站视觉设计。
Avishek Banerjee, a concept artist on the team made this piece showing a station that consisted of several circular openings that served as tear-down bays for ships. This is an idea that was borrowed by me and integrated into the final design of the station.
团队中的概念美工Avishek Banerjee创作了这个作品,展示了一个含有数个圆形敞口的空间站,这些敞口作为船舶的拆装区。这是一个被我借用的想法,并被整合到空间站的最终设计中。

Salvager station visdev by Lloyd Drake-BrockmanLloyd Drake-Brockman创作的拾荒者空间站视觉设计。
Here you can see some of my early sketches for the Salvagers station. My thinking was to create something that looked like some kind of hive, an industrial place that was hap-hazard but didn't look too unfriendly.
在这里,你可以看到我为拾荒者空间站绘制的一些早期草图。我的想法是创造某种看起来像某种蜂巢的东西,一个杂乱无章的、工业化的地方,看起来并不是太友好的那种。

Early concept of the Salvagers station拾荒者空间站的早期概念美工图。
When I painted this sketch of the station we decided that this was the way forward, and from that point I was assigned to develop the sketch into a full concept. Although it looks quite different to the final, the shape language and some of the texture ideas are already present in this early version.
当我画出这个空间站的草图时,我们决定这就是前进的方向。从那时起,我被指派将草图开发成一个完整的概念美工图。虽然它看起来与最终的版本有很大的不同,但形状语言和一些纹理的想法已经存在于这个早期版本中。
Concept
概念美工

More early concepts of the Salvagers station拾荒者空间站更早期的概念美工图。
I spent some time exploring alternate shapes for the station. Most were scrapped, but that's part of the job of a concept artist. The whole time I wanted to keep the lotus-pod aesthetic of the big dome in the original sketch. I also wanted the station to have some kind of long-axis; that way I could give the station a strong shape, and it wouldn't just be a big blob of parts. It's important to note that for each iteration the whole art team is giving their feedback and occasionally contributing their own sketches. Every stage of this process is a collaborative effort.
我花了一些时间来探索空间站的替代形状。大多数都被取消了,但这是概念美工的开发工作的一部分。我一直想保持原始草图中大圆顶的莲蓬状美感。我还希望空间站有某种长轴,这样我就可以给空间站打造一个强大的形状,它就不会只是一大堆零件了。值得注意的是,对于每一次迭代设计,整个美工团队都会给出他们的反馈,偶尔也会贡献他们自己的草图。这个过程的每一个阶段都是合作的成果。

Early 3D concept of the Salvagers station拾荒者空间站的早期3D概念美工图。
As the design got closer to the final, the changes were more subtle. I chose to model the station in Blender so I could more accurately present the complex curves and intricate details. To be clear, this is not the 3D model that goes into the game. It's terribly un-optimized, and it has enough geometry issues to make a 3D artist cry, but it's good enough to give an impression of what the final result will be.
随着设计越来越接近最终版本,改动之处也越来越细微。我选择在Blender中为空间站建模,这样我可以更准确地呈现复杂的曲线和细节。要说明的是,这不是进入游戏的3D模型。它没有经过优化,而且它的几何问题足以让一个3D美工哭泣,但它已经足够好了,可以让人们对最终的成品有一个印象。

Early render of the Salvagers station拾荒者空间站的早期渲染图。
Here's a beauty render of an early version of the station.
这里是空间站早期版本的漂亮渲染图。

Construction notes for the Salvagers station
拾荒者空间站的建构笔记。
While it is fun to do beauty renders, the primary goal of the concept phase is to clearly convey ideas. So the final images that I pass along are quite simply presented, with a focus on clarity and structure.
虽然做漂亮的渲染图很有趣,但概念美工阶段的主要目标是清楚地传达想法。因此,我所提交的最终图像是相当简单的呈现,重点是清晰和表现结构。

Final concept for the Salvagers station拾荒者空间站的最终概念美工图。
Here's the final concept, complete with a couple of break-out drawings that show some of the details in greater clarity. At this point I hand you over to Tim Wiberg who will take you through the 3D art process of creating the station.
这是最终的概念美工图,其中有几张拆解的图纸,更清晰地显示了一些细节。我就说到这里了,接下来交给Tim Wiberg,他将带你一览创建空间站的3D美工过程。
Hello! My name is Tim Wiberg and I am a 3D artist for Stellaris, where I got the chance to work on the Salvager station for the Overlord expansion.
大家好!我的名字是Tim Wiberg,我是Stellaris团队的3D美工,在那里我有机会为四海皆臣扩展包创作拾荒者空间站。
I am going to highlight the process of the in-game models and textures for the station.
我将着重讲解这个空间站在游戏中的模型和纹理的创作过程。
Blockout
基础模型搭建
I started off by blocking out the model based on the awesome concept made by Lloyd.
我首先要根据Lloyd创作的漂亮的概念美工图,搭建基础的模型。
It was important to get a good sense of scale right from the start because we wanted to incorporate existing ships into the station. So I picked different ship types from different Phenotypes that could be in the "back-slots" of the station as a good reference. I quickly exported it to the game just to see if the scale made sense.
从一开始就获得一个良好的比例感是很重要的,因为我们想把现有的舰船收纳入到空间站中。所以我从不同原型中挑选了不同的船型,将它们放到空间站的“后槽”中,作为一个很好的参考。我迅速将其导入到游戏中,只是为了看看比例是否合理。

The blockout model in Maya and ingame在Maya和游戏中的基础模型。
Highpoly
高模模型
When the blockout was set I started working on the highpoly model. One of the reasons why we do highpoly models is that we can include all the cool details from the concept but still have an optimized model for it when baking it onto the lowpoly model. In this case I didn't have to add that much detail since I knew that the textures later on would do most of the job.
当基础模型确定后,我开始着手制作高模模型。我们要做高模模型的原因之一是,我们可以在概念美工中涵括所有很酷的细节,但我们需要搞一个优化的模型,以便将其贴到低模模型上。在这种情况下,我没有必要添加那么多的细节,因为我知道后来的纹理阶段会做大部分的工作。
Lowpoly
低模模型
After the highpoly was done I made a simpler version of the station that details from the highpoly can be transferred to. Then it was time to UV map the model.
在高模模型完成后,我做了一个更简单的空间站版本,高模模型的细节可以转移到上面。然后是对模型进行UV贴图。
A lot of the ships in Stellaris are usually symmetrical, to save texture space. This station was not very symmetrical so I put some more time into coming up with solutions to get the highest possible quality with smaller textures.
Stellaris中的很多舰船通常是对称的,以节省纹理空间。这个空间站不是很对称,所以我花了更多的时间来想办法,以较小的纹理获得尽可能高的质量。
Baking/Texturing
烘培贴图/纹理
I used the texturing software Adobe Painter to bake in the details from the highpoly model. Then it was time for me to work on the actual plating materials for the model.
我使用纹理软件Adobe Painter来对高模模型的细节进行烘培贴图。然后我就要为模型制作镀层材料。
We wanted to have a "scrappy" feel to the whole station, so I used Adobe Designer to create the main plating material. I used small, medium and large shapes for the plating to get a more interesting look.
我们想让整个空间站有一种“潦草”的感觉,所以我用Adobe Designer来创建主要的镀层材料。我使用小、中、大的形状来制作镀层,以获得更有趣的外观。

Substance Designer WIP screenshot on the main plating material
在物质设计器中创作主要镀层材料,开发中的屏幕截图。
This process was a bit iterative, but when I was happy with the materials I jumped back to do the texturing on the model. I used the same texture with a different diffuse and roughness for the darker "secondary" plating parts. Then I could add all the details suchs as lights, windows etc.
这个过程有点重复,但当我对材料感到满意时,我又跳回去对模型进行纹理处理。我使用相同的纹理,用不同的漫反射和粗糙度来处理深色的“二级”镀层部分。然后我可以添加所有的细节,如灯光、窗户等。
Destroyed version
损毁版本
When the final modeling and texturing was done I could quickly create a destroyed version of the Salvager station. I used the same model, but I moved, bent and cut some parts to really get that feeling of it being destroyed. For the material I used the same plating textures, but I darkened the base color, changed roughness values and removed the emissive lights so it could have that destroyed look.
当最后的建模和贴图完成后,我可以快速创建一个损毁版本的拾荒者空间站。我使用了相同的模型,但我移动、弯曲和切割了一些部件,以真正获得它被摧毁的感觉。对于材料,我使用了相同的镀层纹理,但我把底色变深了,改变了粗糙度,并删除了放射光,这样它就有了被破坏的感觉。

Models and textures for the Salvager station拾荒者空间站的模型和纹理。
Implementation
实装
I needed to come up with a good solution regarding the ships that were going to be attached in the back of the station. So I attached locators on the model and added the existing ship models in code, and therefore they spawn at the same time the Salvager station spawns in.
关于要附在空间站后面的舰船,我需要想出一个好的解决方案。所以我在模型上附加了定位器,并在代码中添加了现有的船舶模型,因此它们在空间站生成的同时也生成了。
And that was basically the whole process of making this station. I was really stoked when I got to see Lloyd's concept being made for this, and I had a blast the whole process of making this station.
而这基本上就是制作这个空间站的整个过程。当我看到Lloyd的概念美工被创作出来时,我真的很兴奋,在制作这个空间站的整个过程中,我也感到很开心。

Final Salvager station models in game拾荒者空间站在游戏中的最终面貌。
翻译:疯狂的新兵
校对:三等文官猹中堂
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本作品英文原文著作权属Paradox interactive AB所有,中文译文著作权属牧有汉化所有。