塞雷克背后的创作过程

Now available on the Asset Store, Buried Memories Volume 2: Serekh is a high-quality asset pack that celebrates the science fiction and fantasy genres, bringing technological advances in DNA recombination to the ancient and mythical. You can read about the story behind Serekh in our previous blog post. Read on to go behind the scenes and dive further into the creative process.

埋藏的回忆》第2卷现已在Asset Store上发售:Serekh是一种高质量的资产包,旨在庆祝科幻小说和奇幻题材,将DNA重组的技术进步带入了古老而又神话般的世界。 您可以在我们以前的博客文章中阅读有关Serekh背后的故事 。 请继续阅读以深入了解幕后知识,并深入研究创作过程。

Developing a strong game, large or small, depends on having a dedicated team of skilled and specialized people who share a vision and care deeply about what they are making. The development of Serekh was a combined effort by Edvige Faini, the Concept Artist, and the Unity Icon Collective. Some of the most significant challenges on this project were conceptual rather than technical.

开发一个大小不一的游戏,取决于拥有一支专业的团队,这些团队由经验丰富的专业人士组成,他们共同分享愿景并深切关注自己的作品。 Serekh的开发是 概念艺术家 Edvige Faini 和Unity Icon Collective的 共同努力 。 该项目上最重大的挑战是概念性而非技术性的。

概念:重塑传奇 (Concept: Reimagining a legend)

The Kirin is a legendary beast in East Asian culture whose iconography includes many different creatures like the dragon, lion, deer, and horse with countless representations. For Serekh, the team reinterpreted the creature to integrate humanoid traits. 

麒麟是东亚文化中的传奇野兽,其肖像包括许多不同的生物,例如龙,狮子,鹿和马,具有无数种表现形式。 对于塞雷克,团队重新解释了该生物以整合类人生物特征。

Beyond deciding what the creature would look like and how it would it move, the artistic challenge was to imbue it with history and personality that would come alive in the game. 

除了决定生物的外观以及其运动方式之外,艺术上的挑战还在于赋予游戏以生动的历史和个性。

The Kirin starts to take shape – a very early stage of the modeling process.

麒麟开始成型–在建模过程的早期。

麒麟设计:细节决定成败 (Kirin design: The devil is in the details)

Character Artist Maria Panfilova brought the creature to life with her exceptional 3D sculpting work. The Kirin is ultimately an expression of her technical virtuosity and deep interpretive sensitivity.

角色艺术家玛丽亚·潘菲洛娃(Maria Panfilova)通过出色的3D雕刻工作,使这种生物栩栩如生。 麒麟最终代表了她的技术精湛和深刻的解释敏感性。

Once the concept was developed, Maria’s task was to flesh out the details, like spikes, horns, and tentacles as those all contribute to the impression of an ancient mythical creature.

一旦提出了这个概念,Maria的任务就是充实细节,例如尖刺,角和触角,因为它们全都给古代神话生物留下了印象。

The character would walk on its hind legs but also use its hands to propel itself – an ape-type body with long arms – demonstrating both animal and human behavior. It needed to look feral and aggressive but also, at times, vulnerable and cute.

角色会走路,但也会用双手推动自己(一个长臂猿类身体)来展示动物和人类的行为。 它需要看起来野性和侵略性,但有时也要脆弱和可爱。

To sculpt the character, Maria followed a traditional approach, sculpting the details by hand instead of using a lot of alpha brushes to stamp details. This process takes more time but results in more flow across the whole body.

为了雕刻角色,Maria遵循了传统的方法,手工雕刻细节,而不是使用大量的Alpha笔刷来雕刻细节。 这个过程需要更多的时间,但会导致整个身体的流量增加。

It was challenging to conceptualize how to customize the character on a low-poly level. Ultimately, the team settled on a solid main body, with replaceable features such as horns, ears, tail, and spikes.

概念化如何在低聚水平上自定义角色具有挑战性。 最终,团队确定了坚实的主体,并具有可替换的功能,例如喇叭,耳朵,尾巴和尖钉。

For shading, Maria’s team used Unity High-Definition Render Pipeline (HDRP); she used the LayeredLit shader to tweak the color by using the mask texture.

对于阴影,Maria的团队使用了Unity高清晰度渲染管线(HDRP); 她使用LayeredLit着色器通过使用遮罩纹理来调整颜色。

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麒麟动画:让您感动的精神 (Kirin animation: The spirit that moves you)

The combination of animation and technical work by Myles Yeo and Ng Boon Wei awakened the creature through the magic of motion.

杨紫琼(Myles Yeo)和吴宝玮(Ng Boon Wei)的动画和技术作品相结合,通过运动的魔力唤醒了生物。

The legendary Kirin does not represent a technological civilization; it functions on a primal level. Its only goal is propagating and preserving the species, including eliminating life forms that may pose a threat to its existence. 

传奇的麒麟并不代表技术文明; 它在原始水平上起作用。 它的唯一目标是繁殖和保护该物种,包括消除可能对其生存构成威胁的生命形式。

When the scientist Minamoto mutates into the Kirin, the large predator must display sentient and sapient traits.

当科学家Minamoto突变成麒麟时,大型捕食者必须表现出有知觉和智慧的特征。

Myles was inspired by wolf and lion footage – the power and weight these creatures have. But a wolf can also seem friendly and act like a dog. He struck a balance between the aggressive predator spirit of the Kirin and the intelligent scientist who can control his instinct and rage.

迈尔斯的灵感来自于狼和狮子的镜头-这些动物具有的力量和体重。 但是狼似乎也很友善,像狗一样。 他在麒麟的侵略性捕食者精神与可以控制自己的直觉和愤怒的聪明科学家之间取得了平衡。

The blockout phase and first lighting pass on the environment – still a long way from the final look.

遮挡阶段和首次照明会影响环境-距离最终外观还有很长的路要走。

环境艺术:场景设置 (Environment art: Setting the scene)

Liu Tianyu, Lead Environment Artist, and Johaness Reuben, Level Designer, built a physical and interactive world around the creature. They found reference points that matched the concept style, which made their work much easier. 

首席环境艺术家刘天宇和关卡设计师Johaness Reuben在该生物周围建立了一个物理互动的世界。 他们找到了与概念样式相匹配的参考点,这使他们的工作更加轻松。

The team decided to use tiling and trim textures, which is a quick and efficient way to add details, but also convenient for later modification and adjustment. After set dressing, most of the scenes, decals, and details helped break up the loop and monotony of the scene – for example, pipes on the wall. The connection between the platform and the corner was also created with trim textures and tiling textures. 

团队决定使用平铺和修剪纹理,这是添加细节的快速有效方式,但也便于以后进行修改和调整。 摆好衣服后,大多数场景,贴花和细节都有助于打破场景的循环和单调感,例如,墙上的管道。 平台和拐角之间的连接也使用修剪纹理和平铺纹理创建。

The team used Unity’s HDRP to make materials, textures, and lighting look more realistic. The new shader is easy to use and has a lot of parameters and effects you can adjust. The use of Planar Reflection allows the floor to reflect more detail in the scene, making the entire floor look more realistic. 

该团队使用Unity的HDRP使材料,纹理和照明看起来更加逼真。 新的着色器易于使用,并具有许多可以调整的参数和效果。 平面反射的使用使地板可以反射场景中的更多细节,从而使整个地板看起来更加逼真。

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原声带:营造心情 (Soundtrack: Creating a mood)

Nathan Cleary and Sophia Leader are both masters of crafting sounds and sound effects, which are vital to a fully immersive experience.

Nathan Cleary和Sophia Leader都是制作声音和音效的大师,这对于完全沉浸式体验至关重要。

In writing for this project, and for games in general, the challenge is to create something cohesive while giving the user maximum creative freedom to manipulate the music assets. The music tracks are composed to function as one piece, but they are carefully layered with varying timbres, to evoke radically different emotions in the listener. 

在为该项目以及一般游戏编写游戏时,面临的挑战是创建具有凝聚力的内容,同时为用户提供最大的创作自由来操纵音乐资产。 音乐曲目可以整体演奏,但会用不同的音色精心分层,以唤起聆听者的截然不同的情感。

For example, maybe you want a simple drone and distant percussion element to play as the player is exploring that then fades into other elements as the player progresses into dangerous or unsettling territory.

例如,您可能希望在玩家探索时玩一个简单的无人机和远距离的打击乐器元素,然后在玩家进入危险或不稳定的区域时逐渐淡入其他元素。

We set up a mixer for the current stems to get you started, but feel free to create triggers and code to manipulate the score. You could even use the stems provided to create abstract remixes! 

我们为当前词干设置了一个混音器,以帮助您入门,但是请随时创建触发器和代码来操作分数。 您甚至可以使用提供的词干来创建抽象混音!

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探索塞雷克 (Explore Serekh)

For a project to be successful, whether you are part of a large team or a small indie crew, you need to understand the creative concept, know how to implement it, and cultivate collaborative interchange with other passionate people. The team behind Serekh is made up of black-belt artists, masters in their fields, who have a strong sense of ownership over their work.

为了使项目成功,无论您是大型团队还是小型独立团队的成员,您都需要了解创意概念,知道如何执行它以及与其他热情的人进行协作交流。 塞雷克(Serekh)背后的团队由黑带艺术家组成,他们是各自领域的大师,他们对作品拥有强烈的主人翁感。

Every successful project has a unified and singular voice that coordinates the elements into a cohesive whole. Creative Director Alitt Khaliq has a honed intuition that guided the right visual choices to support the story.

每个成功的项目都有统一而独特的声音,将元素协调成一个凝聚的整体。 创意总监Alitt Khaliq具有直觉,可以引导正确的视觉选择来支持故事。

Together the team crafted the aesthetic, emotional, and interactive aspects of the creature that inspire engaging gameplay.

团队一起精心设计了该生物的美学,情感和互动方面,激发了引人入胜的游戏体验。

Download Buried Memories Volume 2: Serekh now to start creating your own projects. Let us know if you have any questions. We’re here to help and to listen, and we would love to see your creations!

立即下载 Buried Memories第2卷:Serekh ,开始创建自己的项目。 如果你有任何疑问,请告诉我们。 我们在这里为您提供帮助和聆听,我们很乐意看到您的作品!

翻译自: https://blogs.unity3d.com/2019/06/28/the-creative-process-behind-serekh/

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