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游戏艺术工厂1 次世代游戏开发基础(附光盘)

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游戏艺术工厂1 次世代游戏开发基础(附光盘)

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本套书籍由游艺网(WWW.GAME798.COM)与业内精英共同为所有游戏研发爱好者编著。

Author Description

路海燕(Game798 haiyan)

中国美术学院,网络游戏系,系主任,多年担任学校游戏方面的专业组建及教材修订,带出过众多的优质大学生和研究生,部分学生都已经成为了业内知名企业的公司总监或创始人。


杨霆(Game798 admin)

游艺网创始人,10年以上游戏开发及项目管理经验。创办国内知名的游戏制作者交流社区(GAME798.COM)曾任职北京华义、搜狐游戏、摩力游、五花马等游戏公司,并编写出版了《游戏艺术工厂》《游戏艺术工厂次世代》等系列丛书。


吴军(Game798 濂溪子)

2000年入行至今,从业经验丰富,入行前为专业传统美术绘画教师,曾任职于卓越数码(美术主管)、科诗特(主美)光通通讯(美术主管)、久游网(美术总监)、万兴软件 (美术总监)。参与并管理过《新西游记》、《武林》、《不灭传说》、《水浒Q传》、《猛将》、《梦逍遥》等游戏项目。


边绍庆(Game798 雪狼)

前杭州网易美术经理、完美世界前特效部门经理、现任点染网络科技有限公司总经理,获得由美国PMP项目管理专业人士(人事)资格认证参与《梦幻国度》,《疯狂x星》,《迪斯尼滑板》,《梦幻诛仙》等成功项目开发,曾为世界著名游戏公司北京完美世界培训过大量优秀人才。并多次与北京服装学院、北大软件工程学院、中国美术学院开展合作项目,均取得显著的成果。


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杭州点力网络CEO,中国优秀游戏制作人 ,产品曾受IOS商店全球推荐,下载量达到300万+。2015年开始尝试VR游戏制作,产品先后与暴风科技,乐相科技等公司达成合作并在市场获得一片好评。


车希刚(Game798 老车)2006年入行,现任韩国Techple游戏公司美术主管,负责游戏开发中的美术人员管理。


刘柱(Game798 柱子)

多年从业经验,入行前为专业传统美术绘画教师,曾任职于天一动漫、Dragon dream、蓝港在线等公司。参与并管理过《佣兵天下》、《契约2》、《火力突击T-Game》、《J-star》等游戏项目、曾担任Dragon dream项目管理。


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焉博(Game798 yanbo)

全球性高端次世代游戏原创类大赛“Dominance War”简称“DW”3D组获得世界冠军。曾任职皿鎏软件有限公司、网龙、腾讯及网易等公司参与过大量国内外优质游戏的开发,曾有过游戏职业培训讲师经验。


张斌安(Game798 -朕-)

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楼海杭(Game798 海归线)

多年从业经验,曾任职于天晴数码、渡口软件、2KGame(中国)、杭州五花马等游戏开发公司,担任多家游戏公司特效主管职务。熟悉XBOX360、PS3、PSP、PC等各种平台特效制作。曾参与《魔域》、《天机》、《幽灵骑士》、《赤壁》、《峥嵘天下》等游戏项目的研发工作。


王秀国(Game798 大国)

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苏晓益(Game798 木头豆腐脑)

资深三维角色设计师,曾就职于日本东星软件、五花马网络、电魂网络科等游戏开发公司。曾参与制作开发的单机游戏有《荣誉勋章》、《LAIR》、《怪物农场》、《闪电十一人》、《众神与英雄》、《界王》、《梦三国》等。


朱升(Game798 升升)

多年从业经验,曾就职曾就职于盛大、蜗牛、久游、等游戏开发公司,任职期间参与过的项目包括《航海世纪》、《机甲世纪》、《吉堂社区》、《GT劲舞团2》、《峥嵘天下》、《功夫小子》等。


金佳(Game798 fedor)

多年从业经验,曾任职于尚锋科技、冰峰科技、上海三株数码等公司,曾担任过角色组长一职。曾参与《Heavy rain》、《EVE OL》、《神鬼寓言3》、《变形金刚塞伯坦之战》、《猎魔人》等游戏项目的研发工作。


孙亮(Game798 SEVEN)

多年从业经验,曾就职长颈鹿数码影视有限公司,冰瞳数码任职3D美术主管,浙江冰峰科技担任次时代游戏美术讲师,任职期间参与多款游戏外包项目,动画项目制作。曾参与《裂魂》《光荣使命》《生化奇兵》《百战天虫》等项目。

Comments

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游戏美术经理Andy Gao

Catalogue

第1章 了解次世代游戏 ……………………………………………………………………… 1

1.1 游戏发展简史 ………………………………………………………………………………………………………………………… 1

1.2 任天堂时代:1983~1994 …………………………………………………………………………………………………………… 3

1.3 各类游戏的制作要点 ……………………………………………………………………………………………………………… 15

1.3.1 2D游戏 ……………………………………………………………………………………………………………………… 15

1.3.2 2.5D游戏 …………………………………………………………………………………………………………………… 17

1.3.3 3D游戏 ……………………………………………………………………………………………………………………… 18

1.4 次世代游戏的制作 ………………………………………………………………………………………………………………… 20

1.5 次世代游戏与各类游戏的比较 …………………………………………………………………………………………………… 21

1.6 次世代游戏的发展前景 …………………………………………………………………………………………………………… 23

1.7 次世代学习的重点 ………………………………………………………………………………………………………………… 24

第2章 次世代游戏美术常用软件 …………………………………………………………… 25

2.1 次世代游戏美术制作流程 ………………………………………………………………………………………………………… 25

2.2 常用软件 …………………………………………………………………………………………………………………………… 28

2.2.1 3D Studio Max ……………………………………………………………………………………………………………… 28

2.2.2 Maya ………………………………………………………………………………………………………………………… 29

2.2.3 SoftimageXSI ……………………………………………………………………………………………………………… 30

2.2.4 LightWave 3D ……………………………………………………………………………………………………………… 31

2.2.5 Silo …………………………………………………………………………………………………………………………… 31

2.2.6 ZBrush ……………………………………………………………………………………………………………………… 32

2.2.7 MudBox …………………………………………………………………………………………………………………… 32

2.2.8 TopoGUN …………………………………………………………………………………………………………………… 33

2.2.9 3D-coat …………………………………………………………………………………………………………………… 33

2.2.10 UVLayout ………………………………………………………………………………………………………………… 34

2.2.11 Unfold3D ………………………………………………………………………………………………………………… 34

2.2.12 xNormal …………………………………………………………………………………………………………………… 35

2.2.13 CrazyBump ……………………………………………………………………………………………………………… 35

2.2.14 Photoshop ………………………………………………………………………………………………………………… 36

2.2.15 Bodypaint 3D …………………………………………………………………………………………………………… 36

2.2.16 Unreal ……………………………………………………………………………………………………………………… 36

2.2.17 8monkeyLabs …………………………………………………………………………………………………………… 37

2 .2.18 BigWorld MMO Technology Suite …………………………………………………………………………………… 37

2.2.19 CryENGINE ……………………………………………………………………………………………………………… 37

2.3 游戏设计软件的基本操作 ………………………………………………………………………………………………………… 38

2.3.1 Maya2012界面 …………………………………………………………………………………………………………… 38

2.3.2 工具架(Shelf) …………………………………………………………………………………………………………… 40

2.3.3 视图区(Workspace) …………………………………………………………………………………………………… 40

2.3.4 通道栏(Channel)以及图层区(Layer) ……………………………………………………………………………… 41

2.3.5 工具栏(Tools) ……………………………………………………………………………………………………………… 41

2.3.6 动画控制区(Animation) ……………………………………………………………………………………………… 41

2.3.7 命令栏(Command line)和帮助栏 …………………………………………………………………………………… 41

2.4 Maya基本操作 …………………………………………………………………………………………………………………… 42

2.4.1 创建项目及物体 …………………………………………………………………………………………………………… 42

2.4.2 视图操作 …………………………………………………………………………………………………………………… 43

2.4.3 操纵物体 …………………………………………………………………………………………………………………… 44

2.4.4 物体组件 …………………………………………………………………………………………………………………… 46

2.4.5 物体属性 …………………………………………………………………………………………………………………… 47

2.4.6 图层操作 …………………………………………………………………………………………………………………… 48

2.4.7 复制物体 …………………………………………………………………………………………………………………… 49

2.4.8 查看场景信息 ……………………………………………………………………………………………………………… 50

2.4.9 父子和群组 ………………………………………………………………………………………………………………… 51

2.5 基础建模的常用命令 ……………………………………………………………………………………………………………… 53

2.5.1 增加线段 …………………………………………………………………………………………………………………… 53

2.5.2 删除点、线、面 …………………………………………………………………………………………………………… 54

2.5.3 合并点、线 ………………………………………………………………………………………………………………… 54

2.5.4 挤压 ………………………………………………………………………………………………………………………… 55

2.5.5 填补面 ……………………………………………………………………………………………………………………… 55

2.5.6 提取面与分享面 …………………………………………………………………………………………………………… 56

2.5.7 布尔工具 …………………………………………………………………………………………………………………… 57

2.5.8 光滑物体 …………………………………………………………………………………………………………………… 57

2.5.9 物体UV编辑 ………………………………………………………………………………………………………………… 58

2.5.10 添加物体材质 ……………………………………………………………………………………………………………… 58

2.5.11 清除历史记录 ……………………………………………………………………………………………………………… 60

2.6 建模基础知识 ……………………………………………………………………………………………………………………… 60

2.6.1 高模制作——剑[案例] ……………………………………………………………………………………………………… 60

2.6.2 复杂模型制作流程 ………………………………………………………………………………………………………… 67

2.7 UV拆分基础知识 …………………………………………………………………………………………………………………… 70

2.7.1 UV Texture Editor(UV编辑器) ………………………………………………………………………………………… 70

2.7.2 UV拆分及编辑的基本原则 ………………………………………………………………………………………………… 71

2.7.3 UV拆分实例 ………………………………………………………………………………………………………………… 72

2.7.4 游戏中UV的合理运用 ……………………………………………………………………………………………………… 80

第3章 次世代游戏中刚体模型布线基础 …………………………………………………… 87

3.1 次世代刚体模型布线的基本要求 ………………………………………………………………………………………………… 87

3.1.1 建模的布线规则 …………………………………………………………………………………………………………… 87

3.1.2 游戏模型布线时的几点忌讳 ……………………………………………………………………………………………… 88

3.1.3 省面的技巧 ………………………………………………………………………………………………………………… 89

3.1.4 静态与非静态刚体模型布线区别 ………………………………………………………………………………………… 90

3.1.5 游戏模型与动画模型布线区别 …………………………………………………………………………………………… 91

3.2 保护线的使用技巧 ………………………………………………………………………………………………………………… 92

3.2.1 添加保护线的方式 ………………………………………………………………………………………………………… 92

3.2.2 倒角命令的运用技巧 ……………………………………………………………………………………………………… 93

3.3 刚体类布线常见错误 ……………………………………………………………………………………………………………… 94

3.3.1 案例1:盾牌 ………………………………………………………………………………………………………………… 94

3.3.2 案例2:头盔 ………………………………………………………………………………………………………………… 95

3.3.3 案例3:坦克 ………………………………………………………………………………………………………………… 96

第4章 次世代游戏制作色彩基础 …………………………………………………………… 97

4.1 视觉构成 …………………………………………………………………………………………………………………………… 99

4.1.1 色彩的产生 ………………………………………………………………………………………………………………… 99

4.1.2 人对色彩的感知 …………………………………………………………………………………………………………… 99

4.2 灰度、色相、饱和度、物体色 …………………………………………………………………………………………………… 100

4.2.1 灰度 ………………………………………………………………………………………………………………………… 100

4.2.2 色相 ………………………………………………………………………………………………………………………… 100

4.2.3 饱和度 ……………………………………………………………………………………………………………………… 101

4.2.4 物体色 ……………………………………………………………………………………………………………………… 101

4.3 色彩冷暖 …………………………………………………………………………………………………………………………… 102

4.3.1 色彩的冷暖对比 …………………………………………………………………………………………………………… 102

4.3.2 色彩的冷暖对比在次世代游戏制作中的运用 …………………………………………………………………………… 102

4.3.3 光的冷暖 …………………………………………………………………………………………………………………… 103

4.3.4 配色基础 …………………………………………………………………………………………………………………… 103

4.3.5 游戏色彩及风格分析 ……………………………………………………………………………………………………… 104

4.3.6 东西方游戏色彩差异 ……………………………………………………………………………………………………… 106

第5章 次世代游戏各类贴图详解 ………………………………………………………… 109

5.1 法线贴图(Normal map) ……………………………………………………………………………………………………… 109

5.1.1 法线贴图形成原理 ………………………………………………………………………………………………………… 110

5.1.2 法线贴图烘焙前的检查 …………………………………………………………………………………………………… 110

5.1.3 法线贴图烘焙方法 ………………………………………………………………………………………………………… 112

5.2 Ao 贴图 …………………………………………………………………………………………………………………………… 118

5.2.1 Ao贴图的作用 ……………………………………………………………………………………………………………… 118

5.2.2 Ao贴图的烘焙方法 ………………………………………………………………………………………………………… 119

5.3 固有色贴图(Diffuse Color) …………………………………………………………………………………………………… 123

5.3.1 什么是固有色 ……………………………………………………………………………………………………………… 123

5.3.2 固有色贴图的作用 ………………………………………………………………………………………………………… 123

5.3.3 固有色贴图的绘制流程 …………………………………………………………………………………………………… 124

5.4 高光贴图(Specular Color) …………………………………………………………………………………………………… 126

5.4.1 高光贴图的作用 …………………………………………………………………………………………………………… 126

5.4.2 绘制高光贴图 ……………………………………………………………………………………………………………… 127

5.5 自发光贴图 ………………………………………………………………………………………………………………………… 127

5.5.1 自发光贴图的作用 ………………………………………………………………………………………………………… 127

5.5.2 自发光贴图的制作 ………………………………………………………………………………………………………… 130

5.6 透明贴图 …………………………………………………………………………………………………………………………… 131

5.6.1 透明贴图的作用 …………………………………………………………………………………………………………… 131

5.6.2 如何制作透明贴图 ………………………………………………………………………………………………………… 131

第6章 平面转法线 ………………………………………………………………………… 133

6.1 Photoshop平面转法线 …………………………………………………………………………………………………………… 133

6.1.1 Photoshop平面转法线插件 ……………………………………………………………………………………………… 134

6.1.2 Photoshop转法线的效果 ………………………………………………………………………………………………… 134

6.1.3 法线的叠加 ………………………………………………………………………………………………………………… 135

6.1.4 Photoshop平面转法线手枪的制作 ……………………………………………………………………………………… 136

6.2 Crazybump平面转法线 ………………………………………………………………………………………………………… 138

6.2.1 认识Crazybump …………………………………………………………………………………………………………… 138

6.2.2 法线通道的反转 …………………………………………………………………………………………………………… 139

6.2.3 Crazybump平面转法线枪的运用 ……………………………………………………………………………………… 139

6.3 xNormal平面转法线 ……………………………………………………………………………………………………………… 140

6.3.1 xNormal置换法线贴图的基本面板属性 ………………………………………………………………………………… 140

6.3.2 利用xNormal平面转法线[手枪] …………………………………………………………………………………………… 141

第7章 游戏中金属的表现 ………………………………………………………………… 143

第8章 游戏中石头、骨头的质感表现 …………………………………………………… 155

第9章 游戏中木头质感的表现 ……………………………………………………… 167

第10章 【案例】手摇留声机的制作 ……………………………………………… 181

第11章 【案例】康巴藏刀的制作 ………………………………………………… 203

第12章 【案例】投石车 …………………………………………………………… 217


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