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  来源:“ZZer”转载  作者:古墓丽影中文站  浏览次数:49594  
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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: Creating Believable Hair and Fur
Michael Svymbersky, Character Artist

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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.]

Without a doubt, hair is among some of the hardest things to get right in computer graphics. CG hair should unify the character and not be noticeably distracting to the viewer/player. It’s a technically and artistically challenging endeavor as we never want hair to look like a wig but that it belongs to the character. It’s an important thing to get right because creating believable hair can go a long way in enriching particular details about a character’s background and/or place in the world. As such with Rise of the Tomb Raider we spent a great deal of effort to bring our characters and animals alive by creating the appropriate hairstyles and fur patterns.

When creating hair and fur for all of our non-player characters and animals we use the method of Alpha Card creation and arrangement. Alpha Cards are geometry planes that have the shape of individual clumps of hair. Applied to these geometry planes is a texture that can be broken down to its most important parts: the Color map and Alpha map.

水晶动力开发日志:《古墓丽影10:崛起》幕后故事
The color map, is a painted/photo-sourced texture, while the Alpha map dictates transparency. The color black will tell the texture to render invisible while the white color will stay visible. With the texture and arrangement of cards, we can nail the appearance of hair.

The shader tells our game engine how to render the object. It will use all the textures we input to control the highlights and lighting conditions that are in effect.

The arrangement of these alpha cards are the key to this whole process. Many artists have different workflows, but the most tried and true method is the manual placement and evaluation for each individual Alpha Card. We place the cards down to fill out the character and to add the appropriate silhouette changes. Regardless of the content that we are creating, the same techniques are applied across the board for animals, character hair, beards and props.

水晶动力开发日志:《古墓丽影10:崛起》幕后故事

水晶动力开发日志:《古墓丽影10:崛起》幕后故事
As demonstrated on the bear, we are manually placing the Alpha cards on the model, creating the texture and adjusting the shader for correct highlights. It’s a very back and forth process and we go through multiple iterations before achieving the final look.

水晶动力开发日志:《古墓丽影10:崛起》幕后故事

水晶动力开发日志:《古墓丽影10:崛起》幕后故事
Hopefully this gives you a little peek behind the scenes for how we approach hair and fur. We believe that it’s these little nuances that achieve a believable presence and help ground these characters into the Tomb Raider world. While it’s an artistic and technically challenging endeavor, it is also one that’s very rewarding to see in Rise of the Tomb Raider.

Michael Svymbersky 
Character Artist, Rise of the Tomb Raider 

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