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剑灵角色制作流程技巧和规范
Project [M] character style guide 角色风格指南
Characters that we prefer are not photo-realistic but like Japanese figure.
I’d like to show you the direction of the character production using game screenshots, pictures and our internal sample character.
我们希望的角色不是像照片般真实的效果,而是像日本动画。
下面通过游戏抓图,图片和我们的内部角色范例,会向你们说明角色塑造的方向。
1. Clothes 服饰
Since the concept of the game is oriental fantasy. Simply to say, costume is a bit loose and so it has a lot wrinkles. When you express the wrinkle on the clothes, it’s better to express big and various depth of wrinkles than to express small and identical depth of wrinkles. Even from a distance, players still can see its details and its three-dimensional feel of wrinkles.
这个游戏是设想成充满东方想象空间的。简单的说就是,服装稍微宽松些,有大量的褶皱。你们在做服装上的褶皱时,最好能表现出大且深度不一的褶皱,而不是小的,一样的褶皱。即使是一段距离之外,玩家也能看见细节和褶皱的三维感觉。
Reference for the wrinkle expression
褶皱表现的参考
Good examples of wrinkle expression among Japanese figures
这些是日本动画中褶皱表现方面的好案例
2. Hair 毛发
Not photo-realistic expression but like Japanese figures as below. 不是照片般真实,而是像下面的日本动画
It’s same for monsters with fur. 怪物皮毛也同样
3. Normal map 法向贴图
To more emphasize projected part, push both side of the projected part.
These are mainly to emphasize normal map. When people play MMORPG games, they usually see their characters from a distance. Therefore, not to lose details and the feel of three-dimensional material, we need strong normal map expression.
Even from a distance, you can see the three-dimensional feel of normal map. Edge will look more three-dimensional and have more natural gradation if you express both sides to be curved. In case of flat side, if you slightly push in the middle, it doesn’t look too flat. and you’ll have more three-dimensional expression and edge. The end of polygon, especially the finishing touches of the end of clothes and fabric should have the feel of volume.
3. Diffuse map
To express diffuse map in the game which only uses diffuse map.
To express diffuse map in the game which also use
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