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Vediamo il secondo diario di sviluppo di Escape from Tarkov, promettente sparatutto in prima persona per PC. In questo filmato si parla della produzione degli oggetti 3D che vengono inseriti nel gioco.
Trascrizione
00:08Hello everyone, my name is Nikita and we are now in the Battlestave game studio.
00:13Two weeks have passed and we are ready to present our new developer diary.
00:16It's dedicated to modeling, texturing and all other sorts of artwork.
00:20And all of that will be covered by Alexander,
00:22our lead specialist in this majestic part of the game development industry.
00:32My name is Alexander, I am the lead 3D artist at Battlestate Games.
00:36Today I'd like to tell you about our department, how do we work, what kind of tasks we face and
00:41how do we solve them.
00:43Graphics has a major impact on the game which can hardly be underestimated.
00:48It's a complex task and every element is really important.
00:51First, we search for references and prepare photo materials.
00:55Visit various objects personally and make photos with them.
00:58If necessary, we also add plans, technical documentation and blueprints.
01:02Then our artists combine all of the objects into a single design.
01:07My name is Vlad, I am one of the concept artists at Battlestate Games.
01:11My duties include pre-production of Escape from Tarkov project, location design, character design and many other graphics related tasks.
01:19Though keeping true to our passion for realism and live references, we strive to create the most appropriate visual image
01:27to present the gameplay things as interesting, meaningful and completely justified both by gameplay and storyline of the game.
01:38Now we can start building a location.
01:40Let's focus on a small part of the location that you have already seen.
01:44And take a close look at how the separate environment props are created.
01:48My name is Alexey and among other things I work with environments.
01:53My tasks also include creating architectural structures.
01:58You are now looking at the draft model of a building created in 3D editor.
02:03The layout for this model is already approved, with all of its rooms and communications.
02:08On the next stage of our work, we break the building into modules.
02:13Exterior walls, rooms, corridors and stairwells.
02:16It's made for easy industrial detailing of the specific parts.
02:20And convenience of engine optimization.
02:23Further setup of an each module is being conducted in the game engine.
02:28Here you can see the already setup materials with all their contents.
02:33We are using materials that allow us to blend textures by vertex color.
02:38To do that, we create a dense grid to draw on it.
02:44After we complete the settings, we can fill the building with props.
02:49My name is Maxim, I'm a 3D modeler.
02:52In our work, it's really important to pay attention to details,
02:55because it's the small details that create the right impressions.
02:59I will now use the example of environment objects in the dormitory location
03:02to tell you how exactly they were created.
03:05Even such common things as a regular door get plenty of attention.
03:09As in real life, we made our door of wood planks, created a high-poly model, sculpted chippings and scratches,
03:19and then created a low-poly model for the engine.
03:22As you can see, the grid is fairly simplified.
03:25On the last stage, we bake the normal map and create a texture.
03:29We finalized the small details in textures, adding macro-relief, scuffs and dirt.
03:37One of the prop models for the dormitory is the typical Soviet gas stove.
03:42We've carefully worked on all of the model elements, and that allows us, for example, to open the hatch and
03:48move the baking pans around.
03:53As you can see, this stove fits perfectly in the environment of a Soviet dorm.
03:59Let's take a look at some other assets, which may be of secondary value, but are still detailed.
04:10This is just a small share of models required to fill one small building.
04:16We also have environments that require a tremendous amount of models.
04:27My name is Maxim, I'm a 3D modeler.
04:29Open world means huge amounts of vehicles, from 90s classics to modern models.
04:35And with our dedication to realism, requirements for vehicle details are way higher than some other projects.
04:41I will show you the pipeline of vehicle development on example of VAS 2106.
04:46First, we've made a high-poly model, using it to carefully flesh out every detail.
04:52And then created game model, and baked it in the small details from the high-poly model.
05:04We've decided to break up the model into several materials – body, interior and engine.
05:09This allows us to achieve maximum quality.
05:16This is how model looks like after the textures are finalized.
05:21Now all we need to do is to export the model and set it up in the engine.
05:26Let's take a look at the other models of environment.
05:29You can see here the in-game models with textures and setup materials.
05:37All of them have been made the same way.
05:40We've created high-poly model, sculptured shears, scratches and small details.
05:47Then we've made the in-game geometry, baked small details on normal map and drawn textures.
05:54It's also vital to have a large number of universal objects to fill up wide open spaces.
05:59For instance, construction debris.
06:02For these models, we've made a tile texture of garbage, which utilizes specifically prepared objects.
06:12We scattered these objects across the surface, which allowed us to get all the maps required for texture.
06:19After that, we've drawn the texture itself.
06:22Here is the final model, infused with some additional objects to add more volume.
06:28Similar approach was used for some other textures as well.
06:37Working on environment also includes work with vegetation.
06:40Trees, bushes, grass, dry twigs, stumps.
06:44Since vegetation fills a good share of the map, we need not only make it good looking, but also optimize
06:50it for the game.
06:52We are using the speed tree program to create flora.
06:55It allows us to generate varying plants with correct settings in a short time.
07:04For the sake of optimization, we collect all of the foliage elements into one huge Atlas.
07:09Then we create blanks and export them into speed tree.
07:14Now all we have to do is to set up LODs.
07:16The last LOD of the model is the plane that always faces the camera.
07:24We've managed to show you only a small part of the visual assets creation.
07:29They are really important for the game, but that's not all.
07:32We still have two big tasks.
07:34Creating characters and weapons.
07:42My name is Ivan.
07:43I'm doing character models for Escape from Tarkov project.
07:47Character creation starts with studying the references and detailed concepts.
07:51Each part of the clothing and equipment is being modeled individually, to make the character look as believable as possible.
07:58All of our characters have rather complex customization.
08:01Character body is being split into three elements.
08:04Head, torso and legs.
08:06For the purpose of completely changing character appearance.
08:10Also, we have the ability to equip our character with different gear.
08:15Whereas vests, rigs, backpacks.
08:18As the result, we have a huge number of possible variations.
08:21For example, rig only, rig with light vest, using backpack without rig in the vest, or all together.
08:30On the example of one of the scav models, I will show you the steps of a character development.
08:36We've experimented with its character development for a long time and worked out the following flow.
08:41We have a basic model of combatant for each side of conflict.
08:45Based on this model, we create the specific part of clothing using real patterns and templates.
08:51At the moment, it's scav's jacket.
08:54This program allows us to correctly simulate the real-time physics of close behavior.
08:59It means that all wrinkles look exactly as they would look in real life.
09:05When the main model is finished, we load everything to the brush, where we work on small details.
09:11All of this makes our characters more interesting and adds more charisma to them.
09:16At the next stage, we create an in-game model based on high-poly model.
09:21After that, we work with textures and get the game model as the final result.
09:27My name is Dmitry.
09:28The escape from Tarkov project requires an impressive characters variety.
09:33And the main distinctive feature of every human is the face.
09:37This is what I'm responsible for.
09:40The face of a human reflects individuality.
09:42We add unique nature to each character by picking different photos as references,
09:49which we use to create a collective image.
09:52After that, we transfer the model to the animation department.
09:56My name is Vlad. I'm doing weapons for Escape from Tarkov.
10:01Considering my years of experience in weapons development, joining the AFT team was a real bliss.
10:09The weapon customization, shown in the previous video, wouldn't look as convincing without the authenticity they were created with.
10:17In our case, you can see and work with the weapon design on the customization screen, removing specific parts.
10:24During the modeling of each weapon, we carefully studied the details, including the subtlest ones, even the year of its
10:31manufacturing.
10:32Different types of firearms have complex customization.
10:37We create early detailed models, with all possible details.
10:42Bolts, springs, mechanisms.
10:45Skillful optimization of game model grid and baking of all possible complex forms
10:50allows to use created image or weapon in the game without damage to performance.
10:57A serious share of time is allocated to textures.
11:01Each weapon gets the desired look, depending on whether it was used before or it was newly bought from a
11:07trader.
11:10During the development process, we amend the emissions of minor details.
11:15Not least thanks to the active community members' commands.
11:19To some of them, we are really thankful.
11:22Looking a bit ahead, I can say that game arsenal will be really large,
11:26and leaving the most seasoned players will be sure to fight something to fit their taste.
11:37And so the second part of the diaries comes to an end.
11:41We really hope that you enjoyed it.
11:42But even if you didn't, visit our site and forum where you can tell everyone if you like the new
11:47diaries or not.
11:50Also, subscribe to our channel, visit our website escapefromtarkov.com
11:56And well, both alpha and beta draw closer and closer,
12:01as well as plenty of new interesting materials that will dispel your doubts, if you still have them.
12:06Stay with us and stay in great mood!
12:09Bye!
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