欢迎光临散文网 会员登陆 & 注册

维多利亚3开发日志#49 | 6/8 图像概览

2022-06-22 11:50 作者:牧有汉化  | 我要投稿

牧游社 牧有汉化翻译


Victoria 3 - Dev Diary #49 - Graphics Overview

Max_Art, Private


Hey everyone! I'm Max, Art Director of Victoria 3, here to go over the different visual elements of the game and give you some insight into our process. The games' visual pillars center around Elegance, Hopefulness and some of the older visual elements of the Victorian era, this will be present within each visual category and discipline.

大家吼哇!我是Max,是维多利亚3的艺术总监。这里我向大家介绍一下游戏内不同的视觉元素,并介绍一些我们开发进度。游戏的视觉支柱围绕着“优雅”、“希冀”以及维多利亚时代的一些古典视觉元素。这些理念会存在于每一个视觉类别之中。


To start off, a lot of things have happened visually over the last year, even in these last few weeks a lot of tweaks and improvements have been made thanks to the team! To go over some of these improvements I'll be giving a brief overview, starting with:

开个题,在过去的一年,甚至过去的几个星期中,在我们团队的共同努力下游戏的视觉要素有了很多的变化!咱们接下来坐下来一一来谈一谈这些变化;首先是:


Interface

交互界面


The lead of the 2D art team, Kenneth Lim, talked a lot about our interface visuals in Dev Diary #30 so make sure to check that out! The components of the interface have not changed drastically since then, but have rather been refined and more illustrations have been incorporated into menus that are very text heavy or where a bit more flavor helps. In general the interface direction wants to provide visuals that are elegant and ornate but not too heavy, with a palette that compliments the visuals of the map and illustrations, making icons and button interactions pop out from it. Working closely with the UX designers we aim to put the visual emphasis and focus where your important decisions can be made, ensuring that interactable objectives and buttons are clear and have an order of importance.

2D美术团队的负责人Kenneth Lim开发日志#30里提到了很多关于我们视觉效果的内容,所以一定要记得回过头去看一眼!虽然界面的组成要素目前并没有发生巨大的变化,但变得更加精致了;更多的富文本说明被嵌入其中,让游戏变得更有味道。总体而言,界面设计的思路是想要提供一个优雅和华丽的视觉效果,但看起来并不太累;用一种能够兼顾地图和插画的视角效果并让图标和按钮从中凸显出来。通过与UX设计师的紧密合作,我们希望能够将你的视觉注意力放在重要决定需要被下达的地方,保证交互对象和按钮足够清晰且有着重要性的层次。


Interface for the politics, showing various different elements.

政治的交互界面,展示不同的元素。


Buildings and lots of icons

建筑以及很多图标。


Outliner for the market UI

市场UI的总览。


Illustrations

插画


As illustrations are being incorporated more frequently in the game we want to ensure they have a consistent style, a style that is something of a mix between modern digital art and some older 19th century style and technique with clear brush strokes. We also try to ensure that they all have a hopeful (though some quite grim) feel to them that gives flavor to your decisions and the Events that do occur while still not discouraging you. The illustrations for Events are quite vast, and with so many different possible events occurring one thing we have tried to ensure is that all different cultures of the game are represented within Events. The downside of this decision is that some of our events will look pretty specific to a culture while applicable to almost everyone, this is something we will look to improve in the future!

随着游戏中出现了越来越多的插画,我们希望保证它们有着一致的风格——一种现代数字艺术以及19世纪老式画风结合的风格,并且做到笔触清晰。同时我们也希望能够确保每张图都有一种充满希望的感觉(尽管有些还是相当严峻的),从而让你做的决策和遇到的事件更有乐趣且不会让你感到沮丧。事件的插画数量如此庞大,且潜在的事件如此之多,但我们仍然试图确保游戏内的每一种不同的文化都能在事件内得到体现。这个决定的缺点是一些事件可能对于某个特定的文化看起来很特别,却适用在几乎每个文化里——这是我们未来将会寻求改善的。


Event Illustration within the interface

界面内的事件插画。


Character background illustrations

角色背景插画。


Illustrations for the different Institutions

不同机构的插画。


Map

地图


The map of the world is something we've put a lot of effort into making sure looks both very interesting yet soothing enough not to compete in complexity with the interface and the actions you take, steering clear of too much clutter and maintaining the visual pillars that gives the player satisfaction of seeing their course of the world progress. We also try to ensure a visual hierarchy of what is important to look at by balancing the complexity of assets as well as their scale. During next week's' DD I'll be talking more about the elements that help make the map feel alive and how we visually change the world as the game progresses. But aside from that the papermap, the zoomed out version of the 3d map, also has a lot of visual detail put into it, lots of small illustrations and details that make it more interesting to look at alongside the scene with the table and objects surrounding it to contextualize that this is you overlooking the world as a whole. Other elements present on the map are the buildings of different cultures that make up the Hubs that range from small farms to huge monuments, in addition there's also a vast assortment of military 3d units that appear when battles take place.

我们花了很多精力来制作世界地图,以确保地图看起来既有趣又足够清晰,从而不会与界面以及你的行动相比显得过于复杂。这可以避免了过多的混乱,并保证了视觉支柱——让玩家看到他们世界的发展而感到满意。我们也试着去通过平衡要素的复杂度以及尺寸来保证视觉上的层次感(即什么更加重要)。下周的日志里我会继续讨论一些让地图更加生动的元素,以及游戏进行过程中这个世界看起来是如何变化的。此外,纸质地图(也就是3D地图的拉远版本)也有很多需要加入的视觉细节,在画面的两侧周围的桌子和物品上的很多小插画和小细节能让你觉得你在俯瞰整个世界。地图上的其它一些元素还有不同文化的建筑,这些建筑构成了从小型农场到巨型遗迹的枢纽,在战争发生时还有大量的军队3D兵模。


Trade in the Dardanelles Strait

达达尼尔海峡的贸易。


Rome and the Vatican

罗马和梵蒂冈。


Asian building set

亚洲建筑组套。


Papermap and the surrounding scene

纸质地图以及周围场景。


Characters

角色


The characters of Victoria 3 aim to be visually representative not only of the stratas they inhabit but also of their profession and its characteristics. Butchers sporting cleavers, farmers have pitchforks and servicemen have rifles, all this in combination with various different appearances for different cultures, a large age spectrum as well as a plethora of different outfits ranging from farmer rags to exquisite dresses gives a really varied appearance of the game's characters. While our visual pillars still stand even for the characters, ensuring that their appearance is a bit softer and filled with a bit of hope, they also show when they are not doing well, giving starving Pops altered idle animations where they look displeased and hunched forward. We are still finding new ways of increasing the personalities of characters and their overall visuals and look forward to giving them even more life in the future!

维多利亚3中的角色不仅要在视觉上代表他们所处的阶层,而且还要代表他们的职业以及特征。屠夫拿着屠刀、农夫拿着农叉、军人端着步枪,再加上不同文化、不同年龄拥有的不同外观,以及从褴褛农民衣装到精致礼服的不同服装,就能够让游戏内的角色看起来非常多样化。尽管我们的视觉支柱对于角色仍然成立,仍然保证角色的样貌温和而带着一点点希望,然而他们仍然能够从外表看出他们过得并不好:通过给予挨饿的Pops调整后的空闲动画,让他们看起来面露愁容以及弯腰驼背。我们还在想办法增加人物的个性以及他们的整体视觉效果,并期待着在未来赋予他们更多的生命力!


Farmers in Burma

缅甸的农民。


French heir

法国的继承人。


Now that's a fancy outfit

瞧一眼华丽装束。


Aristocrats in Harar

哈拉尔的贵族。


Growing old

变老。


VFX

视觉特效


The visual effects that we have in game range from emphasizing certain button presses to atmospheric weather effects like rain, sand and snowstorms but where it's most prevalent is through wars and battles where units fire devastating cannon shots or even flamethrowers, really emphasizing the situation! The game's VFX also helps provide a sense of what's happening on the map, visualizing things like buildings being built and completed, turmoil, revolutions and celebrations among many.

游戏中存在的视觉特效包括强调某些按键的效果,以及雨、沙和暴风雪等天气效果,但最普遍的用处是在发射毁灭性的火炮甚至火焰喷射器的战争和战斗中,它真正地强调了战局!游戏的视觉特效也有助于告诉玩家地图上正在发生什么事情,使得建筑物的建造和完工、动乱、革命和庆祝活动等事情可视化。


It does snow a lot between Sweden and Norway

在瑞典和挪威之间下了很多雪。


Sandstorms can be daunting

令人胆寒的沙尘暴。


Fire!

火!


Technical Solutions

技术解决方案


For a lot of the neat details and dynamic elements of the game we have Technical Art providing smart solutions to things like waves around shorelines, the clouds that provide depth and fog of war to the map as well as how country borders and occupied territories look.

对于游戏中许多的简洁的细节以及动态的元素,我们的技术艺术团队给例如海岸线周围的海浪、提供景深的云层以及被占领领土的外观提供了聪明的解决方案。


Smart shader work makes waves not take up too much performance

机智的着色器工作让波浪不用占用过多的性能。


Clouds and Contested Territories

云和有争议的领土。


That should give you some insight into how we work on the visual side of Victoria 3! As mentioned before, next week will have another Developer Diary from yours truly with a more in-depth look at the Living Map and how things change through the course of the game. We are still making a lot of nifty changes to things and can't wait for you all to experience Victoria 3 in all its glory!

这应该能让你对我们在维多利亚3中视觉方面的工作有一些了解!正如前面所说的,下周的下一篇日志会更深入地介绍动态地图以及游戏过程中事物的变化。我们仍然在做很多有趣的改变,我已经等不及让你们玩上维多利亚3并体验它的所有魅力了!



翻译:没有V3正式版玩我要死了

校对:三等文官猹中堂


欢迎关注UP主和主播小牧Phenix

欢迎关注牧游社微信公众号和知乎专栏!微信公众号改版为信息流,欢迎【置顶订阅】不迷路,即时获得推送消息!

B站在关注分组中设置为【特别关注】,将会在私信内及时收到视频和专栏投稿的推送!

欢迎加入牧有汉化, 致力于为玩家社群提供优质内容!组员急切募集中!测试群组822400145!  

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。

维多利亚3开发日志#49 | 6/8 图像概览的评论 (共 条)

分享到微博请遵守国家法律