古墓丽影1 tomb raider 古墓丽影2 西安匕首 tomb raider The Dagger of Xi'an 古墓丽影3 劳拉的冒险 tomb raider Adventures of Lara Croft 古墓丽影4 最后的启示 tomb raider The Last Revelation 古墓丽影5 历代记 tomb raider Chronicles 古墓丽影6 黑暗天使 tomb raider The Angel of Darkness 古墓丽影7 传奇 tomb raider Legend
Tomb Raider
古墓丽影1

The Dagger of Xi'an
古墓丽影2:西安匕首

Adventures of Lara Croft
古墓丽影3:劳拉的冒险

The Last Revelation
古墓丽影4:最后的启示

Tomb Raider: Chronicles
古墓丽影5:历代记

The Angel of Darkness
古墓丽影6:黑暗天使

Tomb Raider: Legend
古墓丽影7:传奇

古墓丽影 周年纪念 tomb raider Anniversary
古墓丽影8 地下世界 tomb raider Underworld
劳拉与光之守护着 光明守护者 Lara Croft and The Guardian Of Light
古墓丽影9 tomb raider 2013
劳拉与奥西里斯神庙 Lara Croft and the Temple of Osiris
古墓丽影:崛起 Rise of The Tomb Raider
古墓丽影:暗影 Shadow of the Tomb Raider

Tomb Raider: Anniversary
古墓丽影:十周年纪念版

Tomb Raider: Underworld
古墓丽影8:地下世界

LCGOL
劳拉与光之守护者

TOMB RAIDER
古墓丽影9

LCTOO
劳拉与奥西里斯神庙

Rise of The Tomb Raider
古墓丽影10:崛起

Shadow of the Tomb Raider
古墓丽影11:暗影

水晶动力开发日志:《古墓丽影10:崛起》幕后故事

发表时间:2015/10/30 00:00:00  来源:“ZZer”转载  作者:古墓丽影中文站  浏览次数:56404  
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[目录] [Building the Myths of Rise of the Tomb Raider] [Finding Inspiration for Rise of the Tomb Raider] [Research and Reference in Rise of the Tomb Raider] [Building from Life] [Creating Believable Hair and Fur] [Creating Believable Materials] [Creating Believable Skin and Character Material Effects] [Creating Motion and Emotion with Animation] [Bringing Lara to Life with Blendshapes] [Physically Based Rendering and Post Effects] [Building Larger Worlds with More Fidelity] [Snow Tech and Houdini Simulations] [Scoring Dynamic Combat with Procedural Music] [“I Must Not Fear”] [The Bear Chase] [Rise of the Tomb Raider for Stealth Gamers] [Rise of the Tomb Raider for Puzzle Gamers] [The Evolution of Tomb Raider Hubs] [Expedition Modes] [A Little Thing About A Little Thing]

Dev Blog: Building Larger Worlds with More Fidelity 
Brenoch Adams, Art Director 

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[Leading into the launch of Rise of the Tomb Raider, we’ll feature a variety of developer blogs that lift the curtain on the creation of Lara’s first great tomb raiding expedition.]

The world in Rise of the Tomb Raider is larger and more diverse than we’ve ever built. We set out to achieve spaces that were rich with exploration, and offered variety in terms of look and experience. The fidelity of the world was driven by the research put into every aspect of the design. Advancements in lighting, materials, and post processing allowed us to achieve a compelling aesthetic that brought the hostile atmosphere to life.

水晶动力开发日志:《古墓丽影10:崛起》幕后故事
Larger spaces come with the inherent issue of making sure they do not become difficult to navigate, but remain exciting when discovering new sections of the map. Layers of history including Byzantine, Soviet, and Mongolian era materials became compelling visual storytelling elements that help lead players from one destination to the next.  

水晶动力开发日志:《古墓丽影10:崛起》幕后故事
We quickly referred to larger spaces in terms of neighborhoods. Internally, one of the favorites was named ‘chicken village’ because it’s populated by, you guessed it, lots of chickens. All chickens aside, we spent a lot of time making sure the community who resides in Chicken village and the surrounding area had depth to their culture. (Chicken Village was renamed after we realized it was a ridiculous name for the area.)

水晶动力开发日志:《古墓丽影10:崛起》幕后故事
The day to day activities of the locals were important to display to players, making the group appear motivated and believable. Agriculture, hunting, and the community interaction are just as important as the materials used to cook or house the people who inhabit the area.

水晶动力开发日志:《古墓丽影10:崛起》幕后故事
Landmarks in the larger areas such as the Soviet HUB can be seen for miles, and being able to reach those destinations was an important part of bringing a higher level of fidelity to the game. These locations become benchmarks for combat experiences, high octane moments, or entry ways into the dark tombs and crypts scattered throughout the world.

水晶动力开发日志:《古墓丽影10:崛起》幕后故事
Utilizing the larger spaces for multiple times of day and events is an important part of how we keep a familiar space continually changing personality. HUBs can be revisited after major events to reveal a passage of time that keeps the ecosystem of the world evolving as the players progress.

Rise of the Tomb Raider is full of technical advancements that improved the overall quality of our assets. The advancements were supported with strong storytelling, an evolving world, and dominant landmarks to motivate the excitement of discovery. The research and detail involved in all of this resulted in an experience that will find players going off the beaten path to unearth all that the game has to offer.

Brenoch Adams
Art Director, Rise of the Tomb Raider 

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