Stellaris开发日志#265 | 9/8 毒素族服装的美工设计

牧游社 牧有汉化翻译
Stellaris Dev Diary #265 - The Art of Toxoid Clothing
Eladrin, Stellaris Game Director
Hey all! My name is Alec Beals, one of the several concept artists who worked on the Toxoids Species Pack. Today I'll be taking you on a very fashionable walk through the seriously expanded clothing component of this pack. In a later dev diary we will go into more detail examining the design process of a species, so this will be an informally focused look at our experiences creating the clothing of Toxoids.
大家好! 我的名字是Alec Beals,是参与毒素族物种包开发的几位概念美工其中一人。今天,我将带你概览这个物种包极大扩展的服装部分,这将是一趟时尚之旅。在后期的开发日志中,我们将更详细地浏览一个物种的设计过程,所以这篇日志就是一个非正式的聚焦,来看看我们是如何创造毒素族的服装的。

A Quick History of Toxoids
毒素族服装设计简史
At the end of our visual development process we found ourselves with a diverse array of species for the Toxoid pack. Our intention was to give around a third of them something to wear. By and large, we don't specify which species will or won’t be clothed at the start of this process. Most artists generate concepts for creatures designed to wear nothing at all, as well as many with clothing designed specifically for that species in mind.
在我们的视觉开发工序结束时,我们发现自己为毒素族物种包开发了许多物种。我们的意图是给其中三分之一的家伙穿上衣服。总体来说,在这个过程的最初始,我们并没有指定哪些物种会或不会穿上衣服。大多数美工为那些根本不穿衣服的生物创造了概念图,也有人专门为这些物种设计了许多衣服。
Once we are sufficiently satisfied with how much we've explored what is and is not a 'Toxoid,' the actual process of deciding the characteristics of our species begins. This is a fairly quick process where we assign common traits (scholar, brute, aggressive, needs pants, etc.) To everyone, after that's done it's time to start the clothing process!
一旦我们感到对于什么是或不是“毒素族”的问题的探索已经足够时,我们就开始了实际决定这些物种的特征的工序。这是一个相当快的过程,我们将常规的特征(学者、野蛮人、攻击性强、需要裤子等)分配给各个物种,在这之后,就是开始穿衣服的过程了!
Inspiration
灵感来源
Toxoids represented a great opportunity for us to try out some aesthetic choices that had either been missing or only slightly touched on before in Stellaris. It also represented a recurring challenge: "How do we create a series of space-faring civilizations that maybe aren't so neat and tidy without making them look like a bunch of post-apocalyptic hitchhikers?" In the end, we vaguely defined three broad areas of inspiration: High Tech Survivalism, Wasteland Toxpunk, and Protective Fashion. While we drew from each, we decided to avoid the wasteland aesthetic since it clashed the most with our sci-fi setting.
毒素族给了我们一个很好的机会,让我们可以尝试一些美工选择,这些选择在此前的Stellaris中要么没有,要么只是略微触及。它也提出了一个反复出现的挑战:“我们如何创造一系列也许并不那么整洁体面的太空文明,又不使它们看起来像一群末世搭车客?” 最后,我们模糊地设定了三个宽泛的灵感来源领域:高科技求生、废土污染朋克、劳保风格。虽然我们从每一个领域汲取了灵感,但我们决定避免废土美学,因为它与我们的科幻背景冲突最大。
Finding style
寻找风格
After this, we are at the point where we feel comfortable with both having a unique style while also ensuring that it fits well into the grander scheme of Stellaris.
此后,当设计达到既拥有独特的风格又能确保很好地融入Stellaris的宏大体系之时,我们就感到满意了。
For this pack, we especially wanted to reference some of the great work done on the ships in the clothing we designed. Another decision made early on was in keeping with the visual and narrative theme that roles like Scientist and General should have a decidedly more roughed-up appearance. After all, Toxoids aren’t afraid to get their numerous hands dirty.
对于这个物种包,我们的服装设计特别想参考一些我们在物种包舰船设计中已经完成的伟大工作。另一个初期决策是,为了与视觉和叙事主题保持一致,像科学家和将军这样的角色应该有一个明显的粗犷外观。毕竟,毒素族并不害怕弄脏他们的诸多双手。

Initially we do not focus too much on what roles each outfit will end up as and more with what makes interesting design. Here are some rough sketches I did using a basic human to explore quite a few styles.
最初,我们并不太关注每件衣服最终会匹配什么角色,而更多的是关注怎样打造有趣的设计。下面是我做的一些粗略的草图,用一个基础人体来探索诸多风格。
Making it Unique
塑造独特性
"What's so special about all this!" You say, between rounds of Caravan Slots. For all prior Species Packs, clothing has been a relatively straightforward process of creating a single outfit per role, and giving it several different sizes. These have always done a great job but they come with drawbacks; they mask the creature from the neck down and generally come with more limited animation opportunities.
“这有什么特别的!”你看着一堆通用槽位,可能会这么说。对于先前所有物种包,服装设计是一个相对单纯的工序,即为每个角色创建一个单一的服装,并给予它几种不同的尺寸。这样做总是能做得很好,但也有缺点:它们掩盖了生物的颈部以下部分,而且一般来说,创作动画的机会比较有限。

A comparison of a role outfit amongst multiple species from earlier Stellaris and Toxoids.
角色外装对比,分别来自早期Stellaris版本和毒素族物种包。
With the new camera settings requiring clothing designs far beyond the original scope as well as our diverse cast of candidates, we felt that in order to do these designs justice we were going to need to create outfits more specific to each species:
由于新的视角设置,服装设计远远超出了原来的范围,而且我们的候选方案也多种多样,我们觉得为了使这些设计公平,我们需要为每个物种创造更具体的服装。

Some early stages of concept and refinement. Some designs such as the Ruler seen here lasted for quite a while before being changed.
一些早期阶段的概念美工和改进设计。有些设计,如这里看到的“统治者”,在被修改之前延续了相当长的一段时间。
We also decided that robots shouldn‘’t be left out of the fun, so Toxoids is introducing the first ever clothed machine! With support of our fantastic animators, we even discussed the idea of introducing masks, backpacks, and more as ways of adding variety. Eventually it was decided that each species would get more or less a tailor-made outfit.
我们还决定,机器人也不应该被排除在外,所以毒素族物种包将推出有史以来第一台穿衣服的机器!在我们超棒的动画师的支持下,我们甚至讨论了引入面具和背包等物件的想法,以增加多样性。最终,我们决定每个物种或多或少都会有一套量身定做的服装。

A continuation from the above image, this time with color and material passes, as well as figuring out how to apply each design uniquely to each of our clothed species.
上图的延续,这次是颜色和材料通道,以及弄清楚如何将每个设计独特地应用于我们的每个穿衣服的物种。

An example of how assets are re-used and modified and also how small details can make noticeable differences between species.
一个例子,说明了素材是如何被重新利用和修改的,也说明了小的细节可以使物种之间产生明显的差异。
Achieving this would require re-using as many assets as possible while still making enough changes, new details, and species-conforming components that each one felt as if it was designed for the individual wearer.
要实现这一目标,需要尽可能多地重复使用素材,同时还要做出足够的改变、新的细节和符合物种要求的组件,使每一件作品都感觉是为单个穿戴者设计的。

An example of ways we were looking to expand the clothing even more, also look how many artists are on this single page!
一个例子,显示我们正在尝试进一步扩展服装设计,也看看这个单一的页面上有多少美工!
As previously mentioned, we wanted to explore add-ons such as masks, backpacks and more. Some of these concepts were not new to Stellaris, but we still felt like they could be expanded.
此前提到,我们想探索面具、背包等附加组件。其中一些概念对Stellaris来说并不新鲜,但我们仍然觉得它们可以被扩展。
For the most part, during our initial development phase these proved to be costly in terms of time (complicated with the layering of species, gender, role and color variant) or in terms of the in-engine animation budget. This is the nature of the job, and it’s important to know when to push towards a solution and when to recognize something isn’t feasible.
在大多数情况下,在我们最初的开发阶段,这些组件被证明在时间成本方面是昂贵的(由于物种、性别、角色和颜色衍生型的图层而变得复杂),或在游戏引擎的动画预算上是昂贵的。这就是我们工作的本质,重要的是要知道,什么时候要推动一个方案,什么时候要认识到一些事情是不可行的。
Robots with Skirts
穿裙子的机器人
As mentioned above, we have a robot with clothes! This was an aspiration I specifically wanted to see as a long time Stellaris player. After all, even a cold and calculating near-immortal machine might want to try on an outfit or two for a change.
如上所述,我们有了一个穿衣服的机器人!这是我作为Stellaris的老玩家特别想看到的。毕竟,即使是一个冷酷无情、精打细算、近乎不朽的机器,也可能想尝试换一两件衣服来做些改变。
Initially, I had hoped we could have both different heads and unique back components for each role, as well as animated sub-components. However, as with some of the other designs for non-machine clothing, these added up substantially, and quickly exceeded what can be done in-engine. Eventually it was settled on using different heads as well as a specific back component for the Ruler.
起初,我希望我们可以为每个角色设计不同的头部和背部部件,以及带有动画的子部件。然而,就像其他一些非机械服装的设计一样,这些东西的数量会大大增加,很快就超出了游戏引擎可以做到的范畴。最终,我们决定为统治者使用不同的头部和一个特定的背部组件。

Personally I think this adds a nice variety to our machine species, and I hope you agree because I would love to draw robots with pants next.
我个人认为这给我们的机器人物种增加了一个很好的衍生型,我希望你同意,因为我很想接下来画穿裤子的机器人。
Bringing it to life
让它活起来
Once the designs and rendering are done, the next step is to separate and export files for animation. Breaking out and cleaning up each separate layer can take a while. Across all our species there's around 150-200 total assets just for the clothing. Separating these for animation can also be a finicky process. Depending on the complexity of the costume, the method used requires all assets to line up with one another, since they will have to be layered over the original character.
一旦设计和渲染完成,下一步就是分离和输出文件,以便制作动画。分离和理清每个独立的图层可能需要一段时间。在我们所有的物种中,仅服装就有大约150-200个素材。为制作动画分离这些素材也是一个复杂的过程。根据服装的复杂性,所使用的方法要求所有的素材彼此对齐,因为它们必须在原始角色上创建图层。
Any additional components (such as the cape for a governor) need to also fit in a space unfilled by anything else. Below is a .gif showcasing how this works across an entire set:
任何额外的组件(例如总督的斗篷)也需要适应未被填充的空间。下面是一个.gif图片,展示了这是如何在整个套装中工作的:

Not shown: the dozens of stray pixels I had to hunt down during cleanup未展示的是:我在清理工序中不得不追捕的几十个杂乱像素。
The next step is animation, which deserves its own Dev Diary for all the effort and complexity it entails, but for now I would like to shout out our amazing animators Hannah and Mota for all the work they’ve done on this and everything else for Toxoids.
下一步是动画,这个步骤的工作量和复杂度值得出一篇自己的开发日志,但现在我想大声向各位介绍我们杰出的动画师Hannah和Mota为毒素族所做的所有动画工作和其他事情。
For the clothing, assets just shown being broken apart are reconstructed and layed in a 3D program (by Maya in our case). Here's an example of what that looks like outside of the normal in-game Stellaris view:
对于服装来说,刚才显示的被拆开的素材是在一个3D程序(在我们的例子中是由Maya)中重新构建和铺设的。下面是一个在Stellaris常规游戏视图之外的例子:

Here you can see the robot being re-constructed in Maya在这里,你可以看到机器人在Maya中被重新构建。
Extensive work is then done rigging and preparing the 2d images to actually be able to warp and bend in a way to help stimulate more fluid animation. This can take a variety of forms, such as creating nodes where fabric and banners can bend to areas where the 2d art will stretch and pull during animation. This is also where the animation budget I mentioned before rears its ugly, if not sensible head. All the points of articulation you see add up quite fast when you also include the character beneath the clothes.
接着就要完成大量的工作,并为2D图像做准备,使其能够扭曲和弯曲来使得动画更加流畅。这可以采取多种形式,例如创建节点使织物和垂带可以弯曲,使其在2D图像中拉动和延伸。这也是我之前提到的动画预算开始发挥坏作用的地方。当你把衣服下面的人物也包括在内时,所有衔接点都会迅速增加。

The art can take quite a beating in the process of being rigged for animation美工在被制作成动画的过程中会遭受大量损失。

You've heard of T-pose, and A-pose, but have you ever heard of the 'You want HOW MUCH for alloys!?' pose?你听说过T姿势和A姿势,但你有没有听说过“你要多少钱的合金!?”姿势?
Further complicating everything is the need for the clothing to work with some pretty dynamic animations for characters. Luckily, our animation team is amazing and was able to pinpoint any clothing that may have needed to be removed before this part of the process began. Originally there were way more hanging banners than we see now.
使一切更加复杂的是,服装需要与一些相当动态的角色动画配合使用。幸运的是,我们的动画团队非常出色,能够在这一过程开始之前准确地指出任何可能需要去除的服装。一开始悬挂的垂带可比我们现在看到的要多得多了。
Coming together, final thoughts
组装到一起,以及最后的想法
Finally it's all pieced together, beautifully animated, and in game! After the requisite amount of corrosive sludge, sweat and tears, we've got some finely attired Toxoids. Minor tweaks aside, at this point the work is done:
最后,这一切都被组装在一起,加上精美的动画,并实装入游戏中!在流下必要数量的腐蚀性污泥、汗水和泪水后,我们得到了一些衣着精美的毒素族。撇开后续微调不谈,到此时工作已经完成了:

This individual has never once considered if there's more to life than being really, really, ridiculously well dressed.此人从来没有考虑过生活中是否有比穿着真正真正超级好的衣服更重要的事情。
Believe it or not, there are even more steps and miscellaneous details that I’ve completely passed over as to not turn this into a novel. To my knowledge, this was the most intensive and experimental clothing development cycle of any pack so far. For a variety of reasons, quite a bit of what was attempted wasn’t able to make it into the final build. However, I still feel like everything done for Toxoids can push Stellaris even further going forward.
信不信由你,还有更多的步骤和杂七杂八的细节,为了不把本篇日志变成一本小说,我已经完全忽略了。据我所知,迄今为止任何物种包中的服装开发周期都没有这样密集和具有实验性。由于各种原因,很多尝试的东西都没能进入最后的版本。然而,我仍然觉得,我们为毒素族所做的一切可以推动Stellaris进一步向前发展。
Thanks for reading. I hope you learned something and best of luck in your future space endeavors!
感谢阅读。我希望你能学到一些东西,并祝你在未来的太空事业中取得好成绩!
Next Week
下周
Next Tuesday we'll be back with
下周我们将带着下面的东西回来:

See you then!
到时候见!
翻译:一只走地鸡
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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。