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报告翻译问题


Immediately during the first photo shoot, you can see the work ahead of you. The TLF 3000 has no quick attack like the TLF or LF24, so some logic has to be reprogrammed. But for the time being we don't tell the programmers anything...
https://my.hidrive.com/lnk/xvSzvgbI
For the 3D artist, these are (at the beginning) the two most important photos. These are put together in a 3D program and then the rough proportions are modeled. So when taking the photos you have to pay attention to the camera aperture, distortions are undesirable. We model everything in Maya. But it also works with Blender and Max, as long as you can export everything as FBX.
https://my.hidrive.com/lnk/63STvuMU
After we have brought the photos into Maya, we look at which objects we can "recycle" from other emergency vehicles. Here the tyres, steering wheel and seats. This saves time and resources.
https://my.hidrive.com/lnk/R0yTPIxl
As a rule, graphic designers work with two monitors. While the 3D programme is running on the left, some use "PureRef" to create a photo collage from the reference images. This speeds up the search for details considerably.
https://my.hidrive.com/lnk/T5yTvsyz
The next step is the cabin. Currently, the plan is to add polygons. The challenge is to achieve a balanced polycount.
https://my.hidrive.com/lnk/tbSTvDz3
In addition to extruding and joining polygons, we use Boolean functions to merge or cut out geometries. In the example, three cylinders were created and subtracted from the geometry of the lighting system. The resulting section is then filled with the "Fill Hole" function. It is important that all lines (edges) always meet at nodes. Otherwise the Unity Engine will blow up in your face...
https://my.hidrive.com/lnk/1dyzvDui
When modelling, there are always objects that repeat themselves. These are then unwrapped directly to avoid having to do everything individually later. Unwrapping means to unfold the 3D geometry until all polygons lie flat in a 2D plane. Later this unfolding will be used as a template for the textures. More about this later...
https://my.hidrive.com/lnk/2OSTvxpR
Continue with the rough model. It is still important to save polygons where possible. The current status is 20,000 polygons (triangulated). The polygons are always triangulated. This means that all rectangles are subdivided into triangles. This is how they ultimately arrive in the Unity Engine. For comparison, the DLK had just over 70,000 polygons in the end (without tools). We still have a bit of breathing space, but we shouldn't overdo it anyway...
https://my.hidrive.com/lnk/ALSzvSph
And poof, we've arrived at the back. When we have everything on one side, the structure is mirrored and then we continue with details, details and details....
https://my.hidrive.com/lnk/BGyzvGPn
For details we use various tools and extensions for Maya. For cables and hoses we use zPipe Maker. This is a very useful Python script, which directly provides a clean unwind.
https://my.hidrive.com/lnk/0IyzPOnQ
The exterior of the TLF has been modeled so far. Now it's time to work on the interior. Here is the intermediate state with and without wireframe.
https://my.hidrive.com/lnk/PEyTPCmM
https://my.hidrive.com/lnk/GoyzvpdP
65,000 polygons (triangulated)... 🥶 Heart attack... there must still be properly optimized and improved. But the part is also a monster.
https://my.hidrive.com/lnk/WySzvtus
Next step is the cockpit and the vehicle's dashboard. Our Artist now has to work on the small details and make sure every button can be seen from the driversseat.
https://my.hidrive.com/lnk/FfyTPK1U
With our TLF now comes the work that no artist really likes to do. Nevertheless, the unwinding of all geometries requires clean work. Every mistake is immediately visible later in the game. For this, the texture must be well utilized and still remain comprehensible for the modders. Automatic tools don't help much,... everything is manual work.
https://my.hidrive.com/lnk/AQSzvfGm
After we have completed everything, we continue with the texturing. We use Photoshop and Substance Painter for this. At the same time, we are already creating materials for glass, metal, plastic and rubber. We are still on the way in Maya, because here and there corrections are still made to the UVs.
https://my.hidrive.com/lnk/FlyTv9cM