钢铁雄心4开发日志 | 9/20 美工与成就

牧游社 牧有汉化翻译
Developer Diary | Art & Achievements
CreamGene, 2D artist
Hello, and welcome to this week's Dev Diary!
大家好,欢迎来到本周的开发日志!
I am HOI's 2D artist and am the one who makes the little buttons, icons, and whatever gets thrown in my way for you to look at and push on, and today I have gotten the opportunity to talk about my work!
我是钢铁雄心组的2D美工,负责制作大家经常看见和点击的按键、图标,以及所有被扔到我这里的给你看和点击的内容,今天我有幸得到机会来介绍我的工作内容!
So let's start at the beginning, how does a project start, and how and when do artists get involved?
那么首先,项目该如何启动呢?美工组员又是在何时以什么方式加入制作呢?
Being an artist on a project such as Hearts of Iron is not an easy piece of work. You need to be on your toes and ready to adapt to whatever task your colleagues want help to solve. It usually involves a bit of text and a ton of reference material. And to gather all of these things we use a tool called Miro.
担任钢铁雄心这类项目的美工可不是容易事。你得时刻准备好接手同事们需要帮忙解决的事情,通常会带有一点文字和一车参考材料。为了保证所有这些素材整洁,我们会用一个叫Miro的工具。

It's essentially an online whiteboard that can be used however fits you and your team best. On our Miro, we separate the features into columns that give you a quick overview of what we need to complete for the upcoming update.
这东西大致就是个在线的白板,可以按队伍的需求使用。在我们的Miro板上,我们会将内容分栏,以便能快速了解下一次版本更新需要制作的内容。
The columns are usually divided into Focus trees and Features that are expected to get art during the project.
分栏通常被分为国策树和特性,它们在项目中预计将会获得美工内容。
As the project starts it's not uncommon for the Miro to be a bit empty. A lot of the research for what can be used, artwise, is a pretty heavy task to bite into with all copyrighted photos out there. Our amazing content designers spend quite a lot of time on valuable research, sorting out what is necessary for the game to make sense as well as adding flavour to your gameplay. And yes, this takes a fair amount of development time to gather all this valuable information as well as imagery that will communicate the right thing for you when you play HOI.
在项目刚起步时,板上可能会比较空旷。从美工角度来说,我们必须对哪些东西可以使用进行大量的研究,这是一项相当繁重的任务,因为外面的照片都有版权。我们伟大的内容设计师们会花很多时间用于这类研究,挑出让符合游戏逻辑的必要内容,同时还要给玩家们的游戏体验增加风味乐趣。没错,搜集这些关键信息,以及能传达符合钢铁雄心游戏体验的视觉材料很花时间。
As time goes on, more art tasks will fill up the Miro board. So, for an artist at the beginning of a project, it can range from doing some cleanup work on older icons or portraits, starting to work on loading screens, continuing setting up the Miro board for the DLC to their taste or helping with another project that needs some extra art-hands.
随着时间流动,Miro板上会有更多的美工任务。那么对于美工来说,项目初期的工作基本包括打理旧图标与肖像、着手处理加载界面、继续按拓展包内容方向准备板上内容,或是协助其他需要美工帮忙的项目组。
But back to BBA and our work there!
话题扳回唯有浴血BBA和我们的相关工作!
We already know what kind of art we want to have for each focus tree, it's more the quantity that is a fluctuating number at this point and it's still uncertain how much we can make in-house. I always try to convince my CDs to ask for art to their heart's content because we always prioritise what needs to be done so the things that matter the most get the art it deserves first.
我们已经知道了想给每个国策树加上哪类美术,眼下主要是数量问题,这是一个浮动的数字,因为当前我们内部能做多少还不确定。我通常会试着说服我的内容设计师,让他们随心所欲地对美工发任务,因为我们会对工作评定优先级,这样最重要的内容能首先获得与之相配的美术。
When all High Prio art is done, if time allows we continue with Medium and last of course the Low. We also have, for whenever we manage to wrap up art in a timely manner, a special section that is called a "wish-list" or Corner of Shame. It's essentially Low Prio art but stuff that maybe was more of an afterthought or just forgotten for a Feature or a Tree that would be extra sweet if it got some new shiny textures.
在完成高优先级的美术工作后,如果还有时间的话,我们会继续处理中优先级和低优先级的工作。另外如果我们有幸按时处理完事情,其后还能有一个名为“愿望单”或示众角的特别分区。基本上里面都是低优先级的美工内容,但多是事后想起的东西,或者当时忘了给某些新内容或国策树加上某些亮闪纹理这样的东西。
Without giving too much away, here's a heavily zoomed-out version of how a Miro board can look like that I as an artist work with. And yes, I was in charge of all the Focus trees and the Plane Designer for this DLC (granted I did not make all the art, we also outsource).
话不赘言,这里放上一个高度缩放的Miro板,这是我们美工看到和用其开展工作的版本。没错,我负责的是拓展包内所有国策树和飞机设计器的内容(当然我肯定没法画完全部的图像,我们还有外包)。

We use a colour code to communicate what's going on on the board! All of them also have a little stamp on them to mark what Prio it has as well as a text section where CDs write what they want to communicate with the icon they request. As you probably can see, there's quite a lot of information that needs to be shared between the departments before art can be worked on.
我们用不同的颜色来交流板上的进展!他们都有标记优先级的小印记,以及内容设计师们写下的想让图标带有什么要素的文本部分。大家可能看到了,各部门之间要有很多交流后才能让美工动手。
It's our transparent way to communicate with each other, CD’s can see how much I have done and how much I have left. They can also see my schedule on what I’ll be working with each day. This means that CDs can also ask to get prioritisation over each other if their Focus tree or Feature requires art sooner rather than later and this is constantly brought up and talked about on our syncs together.
这算是我们互相之间的透明交流,内容设计师可以了解我做了多少和还剩多少,以及我每天工作的日程安排。这样内容设计师也可以提出优先哪些工作,哪个国策树或哪项内容需要尽早配上美术,每次我们对进度时都会多次提起并谈及这些事情。
Communication is key!
沟通才是关键!
Here is an example of how a request turns into an icon (that you may or may not already have seen):
这里有个示例(有的朋友可能已经看过了),可以看到设计要求变成实际图标的过程:

这个图标要表现游击队在意大利乡间用驴子来运输物品的情况。我要至少一头驴,当然多点也行。驴子可以是拖火炮或补给的。国策图标两侧有这种麦堆估计会很酷炫。
This is a typical request. It has an in-game name displayed, reference images provided as well as a description of what my CD wants out of the icon. It is also prioritised!
这是非常经典的设计要求,它带有一个游戏内显示名代码、相关参考图片和阐述设计师需求的描述,还有非常高的优先级!

And this is how it ends up looking!
最后它就成这样啦!
Since we have quite the large art-library by now I can quickly iterate on what type of background works the best as well as reuse different layer styles to make the icon feel cohesive and on-style with the rest. I also made sure to hit all the marks from the requests such as;
由于我们现在的美术储备很充足,我可以快速更替最适合的背景,以及使用多层风格来让图标更紧凑且风格一致。我还要保证满足所有设计要求列出的重点,比如:
At least one donkey
至少一头驴
The donkey should carry (at least) a supply
驴子(至少)要拉一份补给
Add wheat bundles without overcrowding the icon.
在不挤兑图标的情况下加上麦堆
When the icon is in either a conceptual phase (putting the requested items together without rendering it further) or simply put together from our art library, I of course share the progress with the CDs so they can have to say their yay or nay. If I hit or missed the mark with the request if we need to re-think the icon in itself or just a 10/10 beautiful icon, ship it!
图标处于概念阶段(把设计要求内容揉起来而不继续打磨)或刚从美术库存物品拼起来时,我当然会和概念设计师分享进度、确认中不中,是对上了还是没对上还是要重新构思还是已经可以打包出厂了。
Also, one thing to keep in mind when doing these types of icons is remembering their size. All the things that a CD may want in an icon may not fit in the end or make it more or less unreadable because all the things together will just create noise.
另外还要记住一点,在制作这类图标时要考虑到尺寸。内容设计师想要加进一个图标的所有要素可能放不下,或因为要素过多过杂而难以理解。
That's when we artists step in and "take over" so to say with simplifying without losing the information that the icon should communicate.
这时候美工们就会“接手”工作了,着手简化图标而不让任何它要传达的信息丢失。
This is also a typical request when a CD isn't 100% sure on what would or could look the best and leaves that up for me to figure out:
如果我们的内容设计师不能百分百把握做起来最好或看起来最好的是什么,这时的一个典型要求就是让我自己琢磨清楚:

非洲剪影?铁路?工业?
要体现投资和非洲遍地起基建
Icons are requested the same throughout the art process, so name, description, and prio are all there.
在整个美工制作过程中,对图标的要求都是一样的。所以名称、描述和优先级都在那里。
It's just that this time I didn't get any reference material and that's perfectly normal!
只是这次我没有得到任何参考资料,这很正常!
And this is the result!
然后这就是结果!

I have the silhouette of Africa
非洲剪影有了
Railroad
铁路有了
And industry
工业有了
And of course, a background to frame it all on
当然还有一个把它们都框进去的背景板
Had I added coins to show off investment I would have crowded the icon. We usually have a rule of max three things in one icon to communicate what's necessary. After three it can start to become muddy.
如果我把硬币元素加上来体现“投资”的话,那图标就太拥挤了。一般而言我们有个规矩:一个图标上最多能有三个最主要的元素。超过三个了就会开始乱了。
Example of adding coins to this icon to communicate investment:
加入了硬币以表示投资的例子:

Immediately crowded
瞬间感觉变挤了
Silhouette of Africa is no longer a focus and is hidden
非洲剪影被盖住了不再是主角
The coins stealing the show
硬币太抢戏了
So the TL;DR of this section is;
太长不看版
Use good Tools for communication, whatever that may be for you and your team.
找个好工具用于你和组员沟通。
Be honest and transparent with what's going on, what you need to do your part, and when you need it to estimate the time left on the project.
对于当前进展、在自己的工作内容上要做什么、自己预估任务剩余时间这几个话题上一定要掏心窝子直白讲。
CDs do research, CDs request art, Artist look at the requests/ask questions, Artist make art, Artist share art with CDs and so the circle is complete.
内容设计师负责研究、提出美工要求,美工看要求/提出问题,美工画图,美工给内容设计师看结果,循环结束。
Now when you kind of know how artists, or at least I, do work with content and for the project I would also like to share how the loading screen got worked on for BBA!
现在你知道我们美工——至少我是怎么工作的了。我打算展示一部分在唯有浴血DLC中的加载界面是如何制作的!
Ahh shit, here we go again.
奶奶滴,又来一遍。
Yes, I was thinking that we could get a little re-cap on how it is to not just make icons and portraits, but also be flexible and knowledgeable enough to pull off a loading screen. We artists are a jack of many trades so to speak and we do need to be able to adapt to a lot of different types of art tasks that need to be done for a project.
氦,我觉得我们还是稍微复习一下图标和肖像是怎么做的比较好,毕竟这些内容也可以应用到加载界面的制作过程中。可以说,我们这些美工是许多行业的佼佼者,我们确实需要能够适应需要为一个项目完成的许多不同类型的美工任务。
So, how is a loading screen created? It usually always starts with a prompt or a vision from one of either designers or content designers that are heavily involved in the upcoming DLC. Essentially we want the loading screen/splash screen to communicate something in relation to the DLC, this time we want to focus on Italy and planes. Mostly because Italy has been heavily requested and we want to shine a spotlight on the country as well as showcase the plane designer!
所以,加载界面插图是咋做的?首先,通常是深度参与新DLC的这个或那个开发者或内容设计师提出提案或是想法。当然了,我们想让这个加载界面插图尽量和DLC的某些内容相关,这次我们想注重于意大利和战机。这主要是因为把意大利放上去是甲方的要求,我们也想展示一下飞机设计器这个功能!
The prompt is "Italian and American fighters incoming in a dogfight over Italian landscape"
所以这次的主题是“意大利和美国飞行员在意大利美景上空展开狗斗的珍贵影像”。
Cool. Let's go ahead and make some thumbnails then!
好,那我们就先做点草图吧!

Once again several thumbnails are presented for the others to choose from. Typical hierarchy methods are used here, black = most visually interesting, grey = further away and white/light grey = low focus.
再次说明,草图是提供给其他人选择用的。这里用了典型的分层方法,黑色=视觉上最有趣的,灰色=更远的,白色或是浅灰色=没那么重要。
The last one, A3+5 was chosen and started to get some more details in a simple greyscale set-up. This time I quickly wanted to take it into colour and started to experiment with what kind of setting looked best.
我们选择了最后一个插图即A3.5号插图,并且开始在简单的灰度设置中绘制更多细节。这次我打算很快把它上色,并且试试什么样的设置能使这张图变得看起来最好。

After going with a more sunset/evening vibe, because it looks more epic, I started to experiment with the range of those colour schemes as well as trying out some different styles.
在选择了更有日落/夜晚的氛围后,因为它看起来更有史诗感,我开始尝试那些颜色方案的范围,以及尝试一些不同的风格。

Here you also can see that I had no idea I was painting the wrong plane but that doesn't matter because we are still very early in the process and just trying to find a good mood.
这里你也可以意识到我压根没注意我画错了飞机,不过这不重要。因为我们还在相当早期的阶段,我们只要找一个好氛围就行。
I also noticed that the balancing of the image was off since we need to take into consideration the different kinds of resolutions it's gonna sit on. So to solve this I pushed the whole image down and (thankfully) it was just drawing more sky this time!
我还注意到,由于我们需要考虑到它要放在不同种类的分辨率上,所以图像的平衡性是不对的。所以为了解决这个问题,我把整个图像往下推,(幸好)这次画出了更多的天空!

still, the wrong plane, don't worry about it飞机还是不对,不过别担心
The render phase is coming up and I'm not gonna lie, I'm not too excited to draw hard surfaces.
然后就是渲染阶段了,我直说对绘制硬面没有兴趣。
But luckily we have a fantastic 3D artist on the team that needs to model some planes for the DLC anyway! He was generous enough to pose the plane for me on top of my background and now it's just painting over them a bit to make them blend into the image and look cohesive.
幸运的是我们有一位相当好的3D美工需要为DLC制作一些飞机的模型!他很慷慨地在我的背景上为我摆出了飞机的姿势,现在只需要在它们上面涂抹一下,让它们融入画面,看起来很连贯就行。

3D render of the planes3D渲染的飞机

3D render on top of WIP background仍在制作中的载入界面
What's needed now for the next step is to make the planes work together with the background as well as paint more details in the clouds.
下一步要做的就是让这些飞机和背景更合拍一点,顺便得给云加上一点细节。
I also need to add details such as motion blur to make the planes go woosh, which is a dilemma. How much do you paint before the details you put in get lost from said motion blur? Let's find out… the hard way
我还得给飞机加一点细节譬如运动模糊,这才让飞机看起来像是在快速运动,不过这是个两难的问题。要画多少才行?画得多就会使细节因运动模糊而丢失。我们得找到这个平衡点……真是难搞。
Along the way, I also realised… what if we tilt the plane some more to have the wing cut through the cloud better.
这个过程中,我还意识到如果我把飞机再倾斜一点,让机翼更好地划过云层会发生什么呢?
Needless to say, I asked our 3D artist to tilt his model and render a new one which he so kindly did.
不用说,我让我们的3D美工倾斜了他的模型并且渲染了一个新的出来,他真是个好人。

Looks nice看上去槇誧嚽
But back to figure out the BG again.
但是说回我们的背景图片吧
After some back and forth with rendering in and out clouds as well as doing some touchup to the landscape I think I finally landed on something that I was happy with.
在来回渲染云层以及对地面景观进行一些修饰后,我觉得终于做出了我满意的成果。

Adding motion blur, air trails, and a propeller as well as bounce-light and painting in the sky in the plane's window I think I made it work nicely together.
然后我加上了动态模糊,飞机航迹,螺旋桨,还有跳动的光影,再在飞机的风挡上添上了天空的倒影,我感觉最后的成品还是很和谐好看的!
And the loading screen is done
加载界面的内容到这里就结束啦
And now for something completely different! I was thinking that you guys might be tired of reading about the art process now so I'm just gonna drop a bunch of art stuff for you at this point.
现在,我们来介绍点完全不一样的!我在想,大家可能已经厌倦了游戏美术的制作过程,所以我来给大家介绍一堆已经完成的美术成品吧!
Please, enjoy the small selection of what's to come for BBA!
那么,请欣赏唯有浴血的美术作品集!
Cute misc icons
可爱的杂项图标

Focus icons
国策图标

Portraits
领导人画像
Italy:
意大利:

Switzerland:
瑞士:

Ethiopia:
埃塞俄比亚:

Achievements for BBA
唯有浴血的成就
Why yes, we can't forget about the achievements for BBA now can we?
噢对,我们不能忘了介绍唯有浴血的成就对不?
We always think about what type of achievement can be done for each DLC. This time around I hope you guys will have a few laughs and also maybe think "well that's easy" or "oh no… how?"
我们总会想什么类型的成就可以塞进dlc里。这次,我希望大家除了看个乐子外,也能多想想,比如“有手就行”,或者“干哦,这怎么搞”。

…and you get a canton, everybody gets a canton!
…你有了一个州,大家都要拿到一个州
As Switzerland, have 24 states.
作为瑞士,拥有24个地区。
I'm not locked in here with you…
我不和你被关在一起…
As Switzerland, declare war on Germany and win.
作为瑞士,对德国宣战并取得胜利。

Swiss Cheese
瑞士奶酪
As Switzerland annex 5 states that are not contiguous with each other or Switzerland.
作为瑞士,吞并五个彼此互不接壤也不接壤瑞士本土的地区。

You Shall Not Pass
不许通过!
As Switzerland, win a defensive war without ever losing Western Swiss Alps, Eastern Swiss Alps or Ticino.
作为瑞士,在不丢失瑞士西阿尔卑斯、瑞士东阿尔卑斯或蒂奇诺的情况下赢得一场防御战争。

The Lion that Roared
怒吼之狮
As Ethiopia, without being in a faction, force the Italians to make peace. Again.
作为埃塞俄比亚,在不加入任何阵营的情况下迫使意大利再次求和。

The Lion King
狮子王
As Haile Selassie, declare yourself "King of Kings" and control Kenya and Tanzania.
作为海尔·塞拉西,宣布自己为万王之王并控制肯尼亚和坦桑尼亚。

This time for Africa
非洲时间
As Ethiopia, found the African Union and have it encompass at least 13 different countries with capitals in Africa.
作为埃塞俄比亚,成立非洲联盟并同时拥有13个首都在非洲大陆上的成员国。

Crusader Kings IV
十字军之王IV (蠢驴跟这个梗过不去了是吧)
Take Jerusalem as Ethiopia and move the capital there
作为埃塞俄比亚控制耶路撒冷,并迁都至该地。

The Red Sea
红海
As Ethiopia, go communist and take all the states that border the Red Sea.
作为埃塞俄比亚,接纳共产主义并控制红海沿岸的所有省份。

Holy, Roman, and an Empire
既神圣,又罗马,还帝国
As the Pope, restore Rome.
作为教宗,重建罗马。

Pizza Time!
披萨时间!
As Italy, occupy New York, Chicago and Hawaii.
作为意大利,控制纽约、芝加哥和夏威夷(祝BBA在意大利大卖吧)。

Collect all the Romes
集齐全部罗马
As Italy, continue holding onto the First Rome, and gain the second and third Rome.
作为意大利,在保证控制第一罗马的情况下,占领第二和第三罗马。

Nothing personal, Adolf
不是针对你的嗷,阿道夫
As Italy, take Austria before the Anschluss and never enter a faction with a fascist Germany (before 1945).
作为意大利,在德奥合并前控制奥地利,并在1945年前不和法西斯德国处于同一阵营。

Not today
今天不行
As communist Italy, save Gramsci from the brink of death, make him the leader of Italy and form the Italian National Union.
作为共产意大利,将葛兰西从死亡边缘救出,让他成为意大利领袖并成立意大利国家工团。

This time it will stick
这次是定死了
As any Allied Nation (in faction with a democratic Britain), enforce a peace deal on Germany that disarms the Rhineland and makes it a demilitarized zone.
作为任意同盟国(和民主大英处在同一阵营),强迫德国同意将莱茵兰非军事化的停战条约。

By Beer Alone
唯有杜康
As Germany, control Budweis, Tsingtao, and Guinness directly or through a faction member.
作为德国,直接控制或让阵营成员控制布杰约维采、青岛和健力士(吉尼斯)(三个啤酒品牌)。

By merit alone
功成名就
Promote a Unit Commander to a general, and reach max level.
将一名师长提拔至将军,然后升到满级。

Snakes on a plane
飞机上的蛇
As Brazil, capture Rome with paratroopers.
作为巴西,以空降的方式控制罗马。
3D art for BBA
唯有浴血的3D美术
Of course, we need to show, last but definitely not least, the 3D art that was made for BBA \o/ (some are still WIP )
当然,我们最后要展示的、同等重要的内容是我们为唯有浴血准备的3D美术(其中一些还在施工中)。





T-posing soldiers:
T字摆的士兵:






Cute tanks
坦克克:


Adorable planes ️
敲可爱的飞机:



And with that, I'll wrap up this week's, and last DD for By Blood Alone! Thank you for hanging around for this long, I truly hope you enjoyed getting a peek behind the curtain of a HOI4 production!
就这么多了,这篇日志到这里就结束啦。这也是唯有浴血发行前的最后一篇开发日志了!感谢大家这么长时间以来的关注,我真心希望大家享受窥探HOI4幕后的开发工作!
翻译:人间面包 Raymond
校对:zzztotoso 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。