打印

WWI 08 追踪报道 星际2艺术风格

本主题由 stephen 于 2008-6-29 22:33 移动

WWI 08 追踪报道 星际2艺术风格

剧情图片:

在Aiur沦陷之后,所有逃出Aiur的protoss和若干个世纪前被驱逐出Aiur的黑暗圣堂聚集到了一起,宣称Shakuras作为他们新的首都。新的希望。Shakuras是一个充满着沙土和乌黑岩石的黑暗沙漠世界,沉睡在永远的黎明状态。

在地图编辑器中创造一个地图,首先,我们将悬崖切割成地形。然后,为这些地形选择贴图,让它们呈现出更多的细节。最后,为其添加上雾、光和其他一些物体。

New Folsom
自旧联邦时代起,New Folsom监狱便是一个声名狼藉的“集中营”。现在它已被帝国所接管。其主要的构造由一系列火山口上的钻井平台构成。在近50年里,没人从那里逃出来过。你可以将其类比于魔多国的Alcatraz(参考指环王)。

Korhal
Augustgrad,Korhal的首府,令人惊叹不已的摩天大楼世界。凭借着帝国的纳税者们的巨额投入,Korhal已着实好好地被彻底净化、现代化及美化了一般。主题公园,Mengsk皇帝的雕塑和他的皇家宫殿。

Korhal在游戏中的大致模型

Aiur
Protoss的家园,一个有着多处海洋、华美都市和古老神殿的森林星球。然而今天,由于虫族的无情侵入,它已伤痕累累,四处残垣。整个大陆上非zerg种族的生物被屠杀一空。目前在Aiur上仍保留着大片的森林和延绵百里的protos废墟,当然,还有无数令人生厌的菌毯。

你在Aiur上的任务便是重新造访当年Tassadar驾驶Gantrithor以身殉国、与Overmind同归于尽的地方。Aiur上古老的丛林中四处都是灰烬、战争机器的残骸和残留的尸体。

Q&A大意:

暴雪艺术特征
1. 强烈的轮廓和动态的姿势
2. 夸张的肢体比例
3. 粗犷的色彩

非暴雪风格(真实生活中的形象)
1. 令人厌倦的轮廓
2. 不够具有视觉冲击力的肢体比例
3. 木纳的色彩
需要爆炸、残杀或枪炮

暴雪风格
1. 拉风酷弊了的姿势!
2. 超级英雄一般的身材!
3. 铁与血与火!

100%的爆炸、杀戮和战火!

SC2中的艺术指导方向
美工在游戏发布之前不会定型。


以上译文由neoragex2002@sc2c.com提供

以下是全部原文:

The second day at the 2008 Blizzard Worldwide Invitational began with an Art Panel led by Samwise Didier, Blizzard's Senior Art Director, and Dave Bergain, Lead Environmental Artist.



     

     

     


The panel began with Samwise going over what the art team has been doing since the StarCraft II announcement. He states that they were working on toning down the bright colors on the models, and adding more polygons. He presented slides detailing changes to several units.

     

     

     

     




The team is also hoping that the decals, which we see featured on the Terrans right now, will eventually become selectable in a manner similar to how team color is.

Additionally, he joked that every time that people whine about the wings on the Zergling, that he's adding on 2 more. A frightening thought indeed.



     



Next, a discussion about the different environments.



Shakuras was first, and with it a special treat, a trio of slides showing the process of mapping out terrain in the StarCraft II Map Editor.




     

     



They then went on to reveal artwork for a new location - New Folsam. Originally a prison controlled by the Confederacy, it was taken over and is now run by the Dominion.

     




Next up is Korhal which, unlike the desert featured in Starcraft, is now to be a city-style tileset.


     



Finally, Aiur was up next, confirming that there will be a return to the planet. Much of the planet is still completely controlled by the Zerg. One item that was mentioned is that the mission on Aiur would involve a return to the area where Tassadar sacrificed himself to destroy the first Overmind.


     



Next up was a Q/A session:
Quote:
Q: Why doesn't the baneling building grow out of the spawning pool?

A: that's the way design had it. Maybe later we'll decide we don't want that many buildings on the zerg side and put them together.

Q: In regards to art design - how are you going to show the downgrades of units - for example the overlord that isn't a detector.

A: If you notice when you upgrade the Overlord - there's all new art. There are a few things like that and we're working on that. Pretty much ig upgrades get changes in the art.

Q: How will the enviroment affect the textures of the units?

A: If's it's snowy map then there's snow on the buildings. We take it by a concept to concept basis. Some can make things too cartoony etc.


Q: How do you keep a balance between cartoony and the more serious SC style.

A: We really want to keep Warcraft over here & SC over here - separate. It was difficult for our team because we came from WC:TFT and then WOW so you could see earlier the brighter colors etc - some of that obviously carried over but we really want keep them separate.

Q: Will we see Panda's in SC? What's with the egyptian influence in the Protoss?

A: I think that if we put Pandas in SC someone would shoot me. Even in SC vanilla we wanted to take an ancient culture and mix it with science fiction.

Q: Will the Xel'Naga be in the game and will they be in the game?

A: There's nothing we can really say about that right now - but wouldn't that be cool?

Q: Will the map editor be able to modify the landscape since it's very complex (like blowing up a cliff)?

A: We've been talking about that and probably in the single player you'll see more of that sort of thing. I love it but in multiplayer we don't want that happening.

Q: How are you going to make the nydus worm travel through different types of terrain (water, space, etc)?

A: We still have to work on that but in your current build there is no worm it functions as a nydus canal - creep here, creep there, it shows up there.


Q: What kinds of special effects will be in the game?

A: It's very important that we want everyone to be able to see what's going on. That's why there isn't much debri when the game is done; we don't want the clutter. There'll probably be more of this stuff in single player rather than multiplayer. We might even have an option to turn this sort of thing on and off. In the final product there'll be some really cool stuff.

Q: Will the dark templar be changed - have they changed - especially considering all the flak you've received?

A: The dark templar is still a unit that we're going to go over. What I'd like to do is go over it and make the old dark templar and maybe have people vote on it. I can't promise that but it's still in the process of being worked. And we're still working on our cloaking mechanic so that will have an impact on the design as well.

Q: Have you ever thought of a fourth race based on artistically?

A: No comment.

Q: Are you still creating units?

A: Everytime we have a finished race we end up redoing half of it. I'm sure that once we're in Beta you good people will show us the error of our ways and we'll make new units to fix those. And of course we'll end up patching it for ten years :P .

Q: Will there be a change in the Thor (and other big units) art for attack?

A: Yes, right now the thor is doing something different from what we started with. We used to have seige animations for him. But once the design team tells us this is what he is going to do we'll create something new.

Q: Will there still be one theme per race and will you be writing more?

A: Yes, we'll be writing more music and each race will have it's own.

Q: The new seige tank model doesn't look quite as meaty - why not?

A: Right now it has a plasma gun and so we wanted to get away from a barrel. Everyone seems decently happy with it right now.

Q: What's the flow of communication between the design and the artists like?

A: It works both ways. The designers come to us and tell us they want this. And we wanted a giant robot (the thor) and they're like - what are we going to do with this.

Q: How's the art direction for Battle.net coming?

A: We're not talking about it much right now but we're definitely doing more art for it - we'll kind of see where it goes.

Q: How many cinematics are planned for SC2?

A: We haven't decided on a final number but it's between 1 and 1,000,000. From what I've seen they look very good and you guys will like them very much!

More photos:


     

     

     

     

本帖最近评分记录
  • stephen 气矿 +2 2008-6-29 21:40

TOP

















































































以上消息全部来自sclegacy.

[ 本帖最后由 聖堂武士 于 2008-6-29 20:30 编辑 ]

TOP

看来暴雪确实是要用掠劫者代替FIREBAT。。。

有谁人来翻译一下这个帖子么

TOP

那个Q&A有人来翻译吗?
看起来好像有点料.

TOP

恩。。。劳资来。。。
休养生息中.....

TOP

HT,后面几张全部倒了,有人能看到么

TOP

后几张的问题是这网站的 地址没错.
看看他们会不会处理.

TOP

这个好像挺有趣的……所有辛劳模型对比一下发现进步不少——证明美工组都是新人没有经验……

看到暴雪风格里面的“BAD ASS POSE”忍不住笑了—……

TOP

Q: Why doesn't the baneling building grow out of the spawning pool?

A: that's the way design had it. Maybe later we'll decide we don't want that many buildings on the zerg side and put them together.


这个……原来毒虫需要额外建筑是因为建筑太少……

TOP

暴雪艺术特征
1. 强烈的轮廓和动态的姿势
2. 夸张的肢体比例
3. 粗犷的色彩

非暴雪风格(真实生活中的形象)
1. 令人厌倦的轮廓
2. 不够具有视觉冲击力的肢体比例
3. 木纳的色彩
需要爆炸、残杀或枪炮

暴雪风格
1. 拉风酷弊了的姿势!
2. 超级英雄一般的身材!
3. 铁与血与火!

100%的爆炸、杀戮和战火!

SC2中的艺术指导方向
美工在游戏发布之前不会定型。
本帖最近评分记录
  • stephen 气矿 +1 2008-6-29 21:40
休养生息中.....

TOP

 26 123