[翻譯]《尼爾 自動人形》(NieR Automata)2B角色模型製作過程


《尼爾 自動人形》(NieR Automata)的角色建模師松平仁在部落格上分享了他創建主要角色2B模型的經歷和過程。
就一起來看看,這麼討人喜愛2B的模型是怎麼被創造的吧!





哈嘍,大家好!
Hello!

我的名字是松平仁,是《尼爾 自動人形》中的角色建模師。
My name is Hito Matsudaira and I'm a character modeler for NieR:Automata.

在問到角色建模師時,你能想到哪個特別有名的建模师吗?
Does anyone famous in particular come to mind when you think of a character modeler?
我想不到任何一個。角色建模師在這個時代鮮少走到大眾的面前。
No one comes to my mind - character modelers rarely come out in public these days!

但我很慶幸地被寄予這個機會,能在此解釋我的一些想法,講述我是如何把2B從圖片原畫製作成完整的遊戲模型。
Fortunately for me, I was given this opportunity so I would like to explain what kind of thoughts I had, and how I modeled the character 2B using some in-progress images of the character.

我想在這裡證明給你看,把圖片原畫做成3D並不是一件簡單的事情。
I would like to show you that the process isn’t as simple as changing an illustration into 3D.


製作模型
Creating the model

簡單來說,製作角色模型需要照以下的步驟來進行:
Generally speaking, character modeling follows the flow below:

1. 通過簡單的模型來預想整體的形態以及最後的畫面。
1. Predict overall form and its final image with a rough model

2. 製作高質量和精密的模型
2. Create high quality and precision modeling

3. 將模型導入遊戲中
3. Implement into build as a model to be used in game



首先,我參照角色設計師——吉田明彥的原稿,製作了一個簡單的模型。
I first began by creating a rough model based on the rough design I received from character designer Akihiko Yoshida.






通過上圖被我隱藏起來的部分,我清楚地理解了吉田桑的口味(别擔心,那不是什麼奇怪的東西,只是我沒辦法給大家看的參考圖而已),通過那個部分,我即使不跟他聊,也能知道他想要什麼。我很喜歡這一點。
Yoshida-san’s tastes were clear to me through the images I hid in the above image (don't worry, they aren't weird or anything, they're just reference images I can't show), and with that, I understood what he was looking for without even talking to him. I love it.


然後,這就是我製作的簡單模型。
And this is the rough model I created.

這是我加入《尼爾 自動人形》團隊後的第一份工作。
This was my first job since I joined the NieR:Automata team.

我相信我花了一到兩個星期的時間才做出了這個簡單模型。
I believe it took me about one-to-two weeks to create this rough model.



我之後找了遊戲總監,橫尾太郎來檢查這個模型,並得到了“很好!”的回复。
I then had game director, Yoko Taro check the model as well and received a “great!” from him!

我在建造這個模型時,參考了很多東西,其中也包括了吉田桑過去的作品(《最終幻想12》的角色模型就真的很棒……)。
I had referenced many things to create this model, such as games that Yoshida-san had worked on in the past (the character models for Final Fantasy XII are amazing…).


當我們提到「簡單模型」的時候,你可能會覺得它做得很隨便,但實際上是個花費了我很多腦力的地方。
When we mention rough model, you may think that it can be very rough, but this is actually where I have to tax my brain quite a bit.


這個剪影是最後的版本了嗎?做的方式能不能讓動畫師避開動畫工作上的麻煩?它需要多少個骨架又要如何控制可以移動的部分呢?
Is this silhouette going to be final? Is it created in a way that the animators will not have a hard time animating? How many bones will it have and how will we control the parts that will move?


2B是這個企劃中的象徵性角色,所以我在我創造簡單模型時就必須考慮到各種基礎的問題,比方說身體比例、模型、染色設計,甚至就連量產時的成本也包括考慮的範圍在內。
2B was also a character that would become the benchmark for the project so I had to think about the basis for body proportions and modeling, designing the shader, and even the cost associated with mass production, all while creating this rough model.



這些日子裡,想要把提交出去的3D模型拿回來做修改是很困難的。所以設計時也必須考慮到它在未來可能會對企劃產生的影響。我雖然是個藝術家,但我其實也用了很多的大腦。
It is difficult to regress 3D models these days so it is also necessary to design the data while looking ahead on the impact that it may have on the project in the future. I am an artist but I actually use a lot of my brain.


接下來就是最有趣的部分:我在高質量模型上添加細節。
Next is the part that is the most fun: I create the details on a high quality model.




我像是以電子捏黏土的方式來創建它。我會沉醉在捏模型的過程中,並在這期間完全不做任何思考,真的。
I create it digitally like I would knead clay. I get absorbed in kneading the model here and there, and everywhere. I don’t think about anything during this process, really.


最後我會把它導入,成為遊戲的模型。
Lastly I implement it as a game model





簡單來說,這個過程涉及將圖片轉為多邊形,但是新世代的主機所需的多邊形和圖像數量都會隨著每一代增加。
Roughly speaking, the process involves pasting the images onto polygons, but the necessary number of polygons and images increase each time a new generation console is released.


PS2能運算的多邊形數量只有數千個,而且也只需要一或兩種圖像。反之,PS4能運算的多邊形接近十萬,並且需要大概八種圖像。如果你想要做得更精緻,自然就需要更多……
The polygon count for the PS2 was a few thousand and only one to two types of images were necessary. However, the polygon count for the PS4 is approximately 100,000 and it needs about eight types of images. You’ll also need more than that if you want something more detailed…


下圖是我正在把圖片數據轉到未處理的多邊形的過程。
The image below is where I'm adding image data onto raw polygon.





未處理的多邊形加上從高質量模型裡導出來的表面輪廓信息圖像用多種圖片設計出紋理用圖像設計顏色的信息最後,發揮創意來凸顯模型的紋理。然後,模型就做完了。
Raw polygon → add images with surface contour information extracted from the high quality model → designate textures using different types of images → designate color information using images → one last bit of creativity to bring out the texture of the model! And, the model is finished.


話雖如此,創建3D模型還是有黑暗面的,比方說,需要在模型被弄濕的時候進行調整、模型的動作應該怎麼樣、以及要怎麼樣縮小模型數據才能讓它以每秒60幀行動。不過,我不會介意這些,只會記住開心的部分。
On top of this, there is a dark side to 3D modeling such as the necessity to configure the model for when it gets wet, how things should move, and reducing the data size for the game so it would move at 60fps, but I’m only going to remember the fun times.





角色建模師的工作
The role of a character modeler

我在前面寫了我們做什麼,但那只是需要動手做的部分。
I had written about what we do but that was only the part of the process where I move my hands.


角色建模師最重要的工作就是思考要如何在不失去原圖魅力的情況下,將可以行動的3D模型導入到遊戲中。
The most important job of a character modeler is to think about how to implement a 3D model that moves in the game without it losing the charm of the original illustration.

這工作的難度就在於,人設被轉化成3D和變得更加真實時,原圖的魅力和感動容易因此失去。
The difficulty of this is that the charm and fluctuations of an illustration gets lost as the character design is transformed into 3D and becomes more realistic.

除此之外,玩家對角色的印象通常也是以原畫做為基礎的,所以玩家會在一開始時就對角色模型產生負面情感,這是很糟糕的。
On top of that, the image players have of characters are generally based on illustrations, so players will have a negative sentiment towards character models from the start. This stinks.


但我的工作就是幫角色建立模型,所以我無論如何都必須想辦法解決這個問題。
But my job is to be a character modeler, so I thought about how to resolve that issue somehow.


由於有前作存在,我的第一個解決方法就是把模型做得看起來像是與《尼爾》和《尼爾 自動人形》這兩個世界有關聯。(只要這麼做,前作的粉絲們就會體諒我們。)
Since a previous title exists, my first resolution was to create the model in a way that seems like the two worlds of NIER and NieR:Automata are connected (and by doing so, receiving forgiveness from fans of the previous title)


我一開始先考慮前作的人物模型魅力在哪裡。而「不穩定、看起來像是隨時會壞掉一樣的人偶形態」,正是該模型獨特的脆弱之美。
I first thought about what the charm of the model from the previous title was. And that was its “unstable doll-like form that appears as though it could break.” There’s a fragile beauty to it.





基於這點,我在不會被發現到的情況下,給2B的模型添加了一些奇怪的元素。我不會說在哪裡,但是這讓模型看起來更加多了一絲怪異感的美麗。
Based on this, I’ve included odd elements to the 2B model in a way it wouldn’t be noticed. I won’t say where it is, but the model will look more beautiful with a dash of oddity.


我的第二個解決方案就是在觀點變換的時候創造出你能感受到的新角色魅力,也就是你在2D圖片裡永遠也得不到的東西。(只要這麼做,原畫中難以用3D重現的部分就會得到掩飾。)
My second resolution was to create a new charm to the character that you would sense when the perspective changes, which is something you will never get from a 2D image (and by doing this, fudging areas in the illustration that can’t be recreated).


從光線到視角的變動,3D模型可以通過不同的多種方式觀看。所以我們可以創造出原圖創造不出來的角色形象。我將大量的感情投入在了這過程中。很大量的感情。
A 3D model can be seen in many different ways from changes in lighting to perspective, so we can create a different look for the character that wouldn’t be seen in an illustration. I pour in various types of emotions during this process. A lot of emotion.


空隙
Gaps





然後,不同層次的光澤所帶出的花紋
and different levels of gloss bring out the patterns.





3D模型
3D models


可以變濕
can get wet,





在陽光下通過誇張服裝的絨毛效果做出視覺上的誤導。
exaggerate the fuzz of the clothes when under the sun and tricks the eye.





改變視角是很有趣的。
It is fun to change perspective.

我覺得我可以通過這樣的方式做一個不錯的模型,但你們怎麼看?
I think that I created a pretty great model this way, but what do you think?





總結
Summary

遊戲角色的模型擁有一些獨特的質量。
Character models for games has a bit of a unique quality.


因為遊戲是可以互動的內容,通過控制角色和遊戲中帶來回憶與情感,角色的魅力很容易就因此在玩家的心目中得到昇華。我認為這一點正是讓製作遊戲模型變得有趣的原因。
Because games are interactive content, it is easy for a character’s charm to be elevated in the mind of a player through the player controlling the character and the memories and emotions from experiencing the game. I think that this is what makes game modeling fun.


你會怎麼想呢?你也許從來沒考慮過這些,但我卻在創建角色模型的過程中,思考了很多東西。現在看回來,我還真為自己用腦的次數感到吃驚。
What did you think? You may have never thought this, but I was actually thinking about many things while creating the model. In hindsight, I was also impressed by how much of my brain I used.


通過玩這款遊戲,如果2B成為了受到大家喜歡的角色,我會很高興的。
Through playing the game, I would be happy if 2B becomes a character loved by everyone.




彩蛋
Bonus

這是官方版本的服飾花紋!(求出cos!)
This is the official pattern design! (Please cosplay!)

官方版本的服飾花紋



原文翻譯自:http://na.square-enix.com/us/blog/making-2b-nierautomata


有機會翻譯並分享這一篇,其實我還蠻高興的,畢竟2B是我很喜歡的角色之一。——by 賢人。
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