美服《魔兽世界》角色模型更新之面部定制提升

2014-07-31 1256

面部定制
今天带大家看看面部定制。

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开始着手更新角色模型的时候,我们就知道这将是一个巨大的工程。我们并不确定自己是否能一次完成。最初的想法是,在发布期间只更新部分种族,其他的则在资料片过程中慢慢进行。虽然看着质量等级参差不齐的职业在游戏中同时出现并不是理想状态,但这却是目前来说最好的解决方案。自那时以来,我们致力于让所有的原始角色模型都在发布时就的已更新。对我们来说这是个巨大的挑战,但我们认为努力是值得的,胜利就在眼前。

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我们的下一个目标是做面部选项调试。由于原模型和简单的几何图形以及低分辨率的纹理,很多面部表情仅仅只是画上的。现在我们已经使用多层次的模型,有嘴唇、牙齿,跟真实的脸高度吻合,更不要说高分辨率皮肤纹理,面部不再跟画在平面上的一样,变得生动。此前,要想让模型冷笑,只需在脸上画个冷笑的表情,以前就是这样。而正确的做法是我们必须完全构成冷笑,创建自定义结构,于所有现有表情和动画一起构成基本网格。 专业玩家网游戏工作室联盟,全面开展游戏工作室论坛项目,方便游戏工作室交流。

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原文

  Artcraft—Updated Facial Customization
When we began working on the updated character models, we knew it would be a huge project, and we weren’t sure we could do it all at once. The idea originally was that a few races would be available at launch, and all the others would be patched in throughout the course of the expansion. While it wouldn’t have been ideal to see a mix of lower-quality and higher-quality models running around side by side, it did seem like the most realistically achievable solution at that time. Since then, though, we’ve committed ourselves to getting all of the original character models in by launch. It’s been a monumental challenge for us, but we think the effort is worth it, and the finish line is nearly in sight.
Our next big focus is doing justice to the facial options. With the original models and their simplistic geometry and low-resolution textures, a lot of facial expressions were simply painted on. Now that we’ve moved to higher-polygon models with lips, teeth, and fully articulated faces—not to mention higher-resolution textures—recreating those same facial options isn’t as simple as painting them onto a flat surface. Previously, to get a sneer out of a model, you’d just paint a sneer on its face, and that was that. To do it correctly now—and make it look great—we have to fully pose a sneer, create a custom texture, and mesh that base pose with all of the existing emotes and animations.

 

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