十字军之王3开发日志#115 | 2/8 奇观的地基

牧游社 牧有汉化翻译
Dev Diary #115 - Monumental Foundations
Carlberg, Lead Environment Artist – CKIII
Hello and welcome to this dev diary where we will be looking into some new map visuals that'll be added in the future. As the team grows, we've had the opportunity for our new artists to warm up by sprucing up the map a little. Among the things we'll show off today, chief is the Canterbury Cathedral and its evolution over time: made by our new Environment artist Joel, who’s written about his process and the research involved.
你们吼啊!欢迎来到本次的开发日志。我们将在本篇日志中一窥未来将添加的一些新的地图视觉效果。随着团队的发展壮大,我们已有机会让我们的新美工们通过稍微修饰地图来热热身。在我们今天要展示的东西中,重头戏是坎特伯雷大教堂及其在时间长河中的演变:由我们新的环境美工Joel制作,他记录下了他的工作进程和涉及到的研究。
Building a Monument – Canterbury Cathedral
建造奇观 - 坎特伯雷大教堂
The Original Church - Tier 1
初始的教堂 – 第一级
When creating the first tier of the Canterbury Cathedral, which references the Anglo-Saxon church extant in the 867 & 1066 start dates, it was important to acknowledge the lack of available visual reference material. Historically speaking, the Anglo-Saxon church was burnt down in 1067, but we do have some conceptual renditions and blueprints of the estimated building layout to work from, courtesy of the archeologists (our heroes).
必须要承认,在创作坎特伯雷大教堂的第一级时,即867年以及1066年开局时的盎格鲁-撒克逊教堂时,缺乏可用的视觉参考材料。从历史上来讲,那座原本的盎格鲁-撒克逊教堂于1067年被烧毁,但我们确实有一些由考古学家(我们的英雄!)提供的概念性的描绘以及大概的建筑布局的蓝图以便参考。


Sometimes luck strikes and blueprints or estimated ones can be found.有时候撞大运,可以找到蓝图或者大概的图纸。
From this, I created a fairly basic interpretation of the church that serves well as the first/starting stage for the Canterbury Cathedral. Additional geometry, like pillars and an external house, was added to the building to create a more compelling in-game silhouette.
由此,我对这座教堂做了一个相当基础的描绘,作为坎特伯雷大教堂的第一级/最初级。例如柱子和外部配房这些额外的几何结构被添加到建筑中,用以创建更加引人注目的游戏内轮廓。

The original Anglo-Saxon church - Tier 1初始的盎格鲁-撒克逊教堂 - 第一级
The Norman Cathedral - Tier 2
诺曼教堂 - 第二级
After the first fire, a second church was built in its place, distinctively making use of the Romanesque style. As we move forward in history, more references become available, and fortunately the church foundations are described as rather similar to the church of today. The more significant differences to modern Canterbury Cathedral are, for example, the front and main towers: they are still Romanesque.
在最初的火灾之后,第二座教堂在其旧址上重建,且独具特色地采用了罗马式风格。随着我们在历史长河的前进,更多可用的参考文献涌现出来,幸运的是,关于教堂地基的描述与如今的教堂极其相似。与现代坎特伯雷大教堂比较显著的区别在于,例如前塔和主塔,仍然是罗马式的。

Canterbury Cathedral - Tier 2坎特伯雷大教堂 – 第二级
Romanesque and Gothic
罗马式和哥特式
If this happens to be your first time coming across these terms, some explaining might be in order. Romanesque and Gothic are two styles of architecture which defined buildings and churches throughout the Medieval era. Romanesque, the older of the two, emerged sometime around the year 1000 and lasted until around 1150. It's a style arising from and defined by Germanic, Byzantine and old Roman influences, favoring circular Roman arches and a more solid-looking facade compared to later churches.
如果这恰好是你第一次接触到这些术语,那么可能需要做一些解释。罗马式和哥特式是定义中世纪建筑和教堂的两种建筑风格。罗马式风格是这两种风格中较早的一种,出现于1000年左右,一直持续到1150年左右。这是一种源于日耳曼、拜占庭和古罗马并受其影响和定义的风格,与之后的教堂相比,它更倾向于圆形罗马拱门和更加坚固的立面。

Romanesque Abbaye de Lessay罗马式的莱赛修道院
From the Romanesque emerged the Gothic in the 12th-13th centuries. In Gothic architecture, Roman arches find themselves replaced by Gothic ones; we also see elaborate ribbed vaults, towering flying buttresses, and church interiors brightened by large stained glass windows.
12至13世纪,哥特式建筑从罗马式建筑发展而来。在哥特式建筑中,罗马拱门被哥特式拱门所取代;我们也能看到精心设计的肋形拱顶、高耸入云的飞扶壁以及被大型彩色玻璃窗照亮的教堂内部。

Chartres Gothic Cathedral哥特式的沙特尔大教堂
Modeling
建模
I technically started with the third tier of the structure of the Canterbury Cathedral, rather than the second tier. Because we work with modular pieces and texture atlases, I find it easier to work from the complete cathedral, then remove any additional geometry. It also meant that the last tier would have most of the same layout as the modern cathedral, minus some of the later additions.
从技术上来讲,我是从第三级而不是第二级开始构建坎特伯雷大教堂的。因为我们使用的是模块化组件和纹理贴图集,所以我发现,从完整的大教堂开始搞,然后再删除任何额外的几何结构,这样会更加容易。这也意味着最后一级的布局将会与现代大教堂的基本相同,但不包括后来的增建部分。

Modular pieces used for building the Cathedral用于建造大教堂的模块化组件
With the modular pieces ready, it was then just a question of assembling the cathedral.
模块化组件就绪后,就只需要组装大教堂了。
The Gothic Cathedral - Tier 3
哥特式大教堂 – 第三级
We could see in the final version of the Cathedral that a lot of areas had been raised since the time of the second, so I simply made minor tweaks to the height of some walls and roofs, while preserving the original UV. The back of the cathedral had also been extended and rebuilt, with the addition of two new structures. The south-west tower was rebuilt, but not the north-west tower as of yet: that happened later historically.
我们可以在教堂的最终版本中看到,自从其第二次建成以来,相当多的区域被抬高了,所以我只是对一些墙壁和屋顶的高度做了些许调整,同时保留了原始的表面贴图。大教堂的背面也进行了扩建和重建,同时增加了两座新建筑。位于西南的塔楼已经重建,但西北的尚未重建——它在历史上是后来发生的。

The cathedral with the towers in the front. The main tower however was a new construction past CK3's timeline.前有塔楼的大教堂。然而主塔是一座新建筑,其超出了CK3的时间线。

Canterbury Cathedral - Tier 3坎特伯雷大教堂 - 第三级
The third tier takes on a Gothic style, with flying buttresses along the length of the cathedral, and it also puts a golden angel on the pinnacle of the main tower.
第三级采用哥特式风格,沿大教堂的长轴方向设置了飞扶壁,并在主塔的尖顶上放置了一个金色天使。
Basing and Decal
底座和贴花
In order for us to be certain that our holdings will be placed correctly on the map, we extend the 'basement' of the mesh into the ground to accommodate for the map’s height differences. This ensures we have no areas free flying in the air. Usually this is a bigger issue for holdings than monuments, as monuments have a single specific place on the map where they exist.
为了确保我们的建筑物将会被正确地放置在地图上,我们将网格的“地下部分”延伸到地面,以适应地图的高度差异。这确保我们没有区域会在空中乱飞。通常来说,比起奇观,这个问题在地产方面更麻烦,因为奇观在地图上只有特定的单一位置。

Decal texture in Substance PainterSubstance Painter中的贴花纹理
We also create decals that show a more interesting ground variation around the structure. In my case, I painted out some roads to give life to the area. Some color variation to the grass to better blend in with the rest of the map, and darker areas where the cathedral would be located. The decal plane is on average twice the size of our building.
我们也创建了一些贴花来显示结构周围更加有趣的地面变化。就我而言,我画了一些道路让该地区栩栩如生。一些草地的颜色变化可以更好地融入地图的其他部分,包括大教堂所在的较暗的区域。贴花平面的平均面积是我们建筑的两倍大。

Anglo-Saxon church , Romanesque Cathedral, Gothic Cathedral T1 - T2 - T3盎格鲁-撒克逊教堂,罗马式教堂,哥特式教堂,T1 - T2 - T3
After all the buildings were done and I was happy with the progression from tier 1 to tier 2 and tier 3, I could finalize the UV's. We use two UV maps to layout the textures: one is for the ambient occlusion that we bake in, and the other for the texture atlas. The texture atlas lets us reuse textures to save on performance. I did the baking in marmoset with a low poly to low poly set up. Normally you have a high poly to bake down to the low poly mesh, but I was only after the ambient occlusion.
在所有的建筑完成之后,我对从第一级到第二级再到第三级的发展感到十分满意,这时我可以最终确定表面贴图的工作了。我们使用两个表面贴图来布局纹理:一个用来烘焙环境遮挡,另一个用于纹理图集。纹理图集让我们可以重复使用纹理以节省性能。我用从低模到低模的设定在八猴(一款专业的动画渲染软件)中做了烘焙。通常情况下,你是用高模到低模的方式来烘焙网格的,但是我只是为了实现环境遮挡。
Bonus Bridge Update
意外之喜:桥梁更新
A new set of cultural stone bridges will be added over the world, replacing some of the old wooden bridges and overall making it a bit clearer where the safer river crossings are. We will be adding a total of four standard bridge types, for Western Europe, the Mediterranean, the Middle East, and Indian regions.
世界各地将会增加一组新的独具当地文化色彩的石桥,取代一些旧的木桥,总体上让大伙更加清楚哪里是更加安全的河流渡口。我们将为西欧、地中海、中东和印度地区总共增加四种标准的桥梁类型。

These bridges have been based on historical examples sampled from these regions. The Western and Mediterranean bridges are based on arched bridges from Europe, with the appropriate local flairs. The Middle Eastern bridge is based upon Sassanid designs like the Marnan and Kohneh bridge, among others, and are mostly found in the regions around modern Iran and Iraq. The Indian bridges take their inspiration from the Athernala bridge in eastern India.
这些桥梁是根据这些地区的历史实例设计的。西方和地中海的桥梁以欧洲的拱桥为基础,并同时兼备当地特色。中东的桥梁是基于萨珊王朝的设计为基础,如Marnan桥和Kohneh桥,也包括其他的桥,并且大多是在现代伊朗和伊拉克地区。印度桥的灵感来自印度东部的Athernala桥。
翻译:Crisp
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。