[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。


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.

Does anyone famous in particular come to mind when you think of a character modeler?
No one comes to my mind - character modelers rarely come out in public these days!

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.

I would like to show you that the process isn’t as simple as changing an illustration into 3D.

Creating the model

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

I first began by creating a rough model based on the rough design I received from character designer Akihiko Yoshida.

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.

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.

I believe it took me about one-to-two weeks to create this rough model.

I then had game director, Yoko Taro check the model as well and received a “great!” from him!

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…).

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.

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 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.

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.

Next is the part that is the most fun: I create the details on a high quality model.

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.

Lastly I implement it as a game model

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.

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…

The image below is where I'm adding image data onto raw polygon.

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.

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.

The role of a character modeler

I had written about what we do but that was only the part of the process where I move my hands.

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.

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.

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.

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)

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.

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.

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).

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.


and different levels of gloss bring out the patterns.

3D models

can get wet,

exaggerate the fuzz of the clothes when under the sun and tricks the eye.

It is fun to change perspective.

I think that I created a pretty great model this way, but what do you think?


Character models for games has a bit of a unique quality.

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.

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.

Through playing the game, I would be happy if 2B becomes a character loved by everyone.


This is the official pattern design! (Please cosplay!)



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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