关于游戏中概念艺术的光影形态外文翻译资料
2022-11-12 19:55:48
Light and Shadow Shape about Concept Art in Game
The visuals of the game screen tone, light and shadow is one of the basic factors affecting the modeling, but it is the most intuitive. Light is often used in the original painting creation of the game, light and shadow have a larger impact on the image, affects the smooth of the picture, the appeal of emotion, image and so on, light and shadow to form shape is worthy of further research. In addition, the modeling of light and shadow is often overlooked in the design of the original game is an important element, it takes the form of light and shade layout to metaphor object of the games strong sense of volume and picture. 'Images of all present items need to be combined with the Angle of the light to be reconciled.' Shadow 'picture, with the continuous improvement of image quality is being game art research and development team, the head of the attention, because the light and shadow model directly affects the quality of the picture. Light and shadow in the modeling, the dark can nourish the picture restless mood, can be a game players feel the space of the extrusion and deep. Use the form of light and shadow, dynamic and static, weight, and so on change human visual concepts, create the aesthetic of a new kind of high level, enrich the image modeling, added new vitality for art, concept should be a game designer constantly explore the pursuit of goals. Shadow form the boundary problem of images is the strength of the light and the effect of permeability, in real life, in addition to the sun and other industrial sources, basically belongs to soft light. Light is downy usually were widely used in CG the traditional painting and modern painting.
Visuals of the game in the design of light use is an important branch of the modeling of light and shadow. Light is divided into five main tone, specular, reflection and transition color, backlight, projection, these characteristics is our game original painting creation will use light and shadow in the modeling of expression, because the quality of the game is constantly improving, delicate degree is constantly improve, light soft degree to a great extent, affect the details of the visuals of the game, how to grasp the exquisite and soft light, visuals of the game is an important factor to consider in literary creation.
Game of the original painting in the light source brightness depending on the game itself to express the role object, high brightness is often used as a positive image expression, or masculine, just bright, bright and positive role in shaping, instead of the darkness of the larger image is often used as a negative, manifests the role, how to shape the more terrible, dark artistic effect, in a large extent is inseparable from the light, if these roles in later in the story changes, it is through the light of the connection and complete replacement of some.
Weather performance in game artwork will often see, specific game scenarios through the weather can play to heighten the link role. But the environmental performance in the original painting of the game screen is very difficult, and not all the games original artist are able to explain clearly. Here, we need to focus on is rain, smoke, water to the attenuation of a lot of light and shade, original designers need to clearly grasp the laws of Optics and the principle. The light travels in a very delicate space. And then to an object in the volume is small, then the light to walk and the continuous attenuation, but also need through the complex refraction, reflection and diffuse reflection, the beam is formed at this time there will be, the distance between dust objects will produce changes in different. In this case the need for game carvers to observe, through some material to find the change of optical photos. We can try some of the following performance. First, on the original character or scene were sketch rendering, determine the orientation of the body, especially in the center of the object positioning. Secondly, draw game scene and role of light by light roadmap; in the creation we first have to we know to the representation of the object need much energy to show. Underlie the association between the two. First, closer to the character or object, makes the picture from the near to the distant, giving the picture a sense of hierarchy, and the second is the picture thumbnail processing, clear light of the primary and secondary were reasonable allocation; finally strengthen the light and shadow, game scene showed some light beam, special effects, to enrich the picture. In reality, we observe the fog when Heaven penetrated light will appear to have a beam. This performance in line with the true nature of the law.
There is, the light attenuation is mainly used to show texture and sense of space, which is an important manifestation of attenuation. Because no matter what time there will be light and shadow of the decay of life, we can see everywhere. When you look up look up at the plane of the sky or HUD long- distance truck at the moment, will find that the farther the distance fuzzy bigger and bigger, the brightness will become increasingly weak. This is what we usually sense of light attenuation of reason. Clear these basic principles of optics, the game original artist can of distant objects are handling the weakened, to clear the attenuation laws of nature, but to meet the real laws of nature, too exaggerated lose authenticity, because the authenticity of the game screen is very important. This situation is mainly reflected in the process of changing the distance between the objects. It is important to apply the expression of light energy to the creation. Game scene in the original painting some darker scenes such as caves and cellars and caves, this kind of space are relatively strong game scenes need more light attenuation. If in a more closed room, at the same time the exter
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关于游戏中概念艺术的光影形态
游戏画面的视觉色调、光影是影响角色造型的基本因素之一,但也是最直观的。光影经常用于游戏原画创作,光影对图像有较大的影响,影响画面的流畅性、情感的感染力、图像的吸引力等,光影形成的影响是值得进一步研究的。 此外,光影的造型在设计中往往被忽视,作为游戏原画的一个重要元素,它采用光影布局的形式来隐喻游戏对象强烈的体积感和画面感。 “所有现存物品图像都需要与光线的角度和阴影相结合才能协调画面”。 随着图像质量的不断提高,光影对造型的影响正受到游戏美术研发团队负责人的关注,因为光影直接影响着画面的质量。光影在造型中,“暗”能滋养画面不安躁动的情绪,能让游戏玩家感受到空间的挤压与深沉。 运用光影的动态和静态等形式改变人类的视觉观念,创造出一种全新的高水平审美,丰富了形象造型,为艺术增添了新的活力,新的概念应该是游戏设计师不断探索追求的目标。 光影形成图像的阴影边界强弱是由光的强度和通透性影响的,在现实生活中,除了太阳等工业光源外,基本上属于柔和的光。光是柔和的,柔和的光通常被广泛应用于CG的传统绘画和现代绘画中。灯光设计在游戏中的视觉效果的运用是光影造型运用的一个重要分支。光则分为五个主要基调,镜面反射、漫反射和过渡色、背光、投影。这些特点是我们将光影运用在游戏原画造型设计上的表现,因为游戏的质量不断改善,游戏的精致程度不断提高,光影的影响在很大程度上决定了游戏的视觉效果,如何把握细腻柔和的灯光,游戏的视觉效果是原画创作中需要考虑的一个重要因素。
游戏原画的光源亮度取决于游戏本身想表达的对象角色性格,高亮度的光通常是作为一个积极的形象表达,或阳刚,明亮,明亮的光起着积极的塑造作用。而昏暗的光通常用来表现带有负面情绪的角色,如何将角色塑造出可怕,黑暗的艺术效果,在很大程度上离不开光影的塑造,如果在后面的故事中这些角色性格发生改变,它往往是通过光影的变换而慢慢的改变一些。
色温的概念在日常生活中很少被提及,这是专业摄影中最常用的题材。在对摄影进行了详细的描述和比较后,色温这个词从文字上与温度有关,但学术界并没有温度的概念,它作为光色的解释在接受光源物体的形成和变化。暴露在正常颜色下会有一个标准的颜色值,这反映在物体表面接收到的光上。受光对象色温值的影响高于一般色温数值,当光对象表面色温数值低于正常平衡时,会形成冷色调。图片变成红色时就趋向于暖色调。换句话说,颜色并不影响物体本身的亮度,而是影响物体本身的颜色效果。读者会问,色温在最初的游戏概念设计中的主要作用是什么呢?在艺术设计的眼中,世界是由三种颜色:红色,黄色,蓝色,和CG电子绘画和电视的颜色显示一致。光的三原色,作为照片的标准颜色,世界上的所有的颜色混合三种标准颜色,形成一个新的颜色。一般来说,我们的眼睛经常觉得绿色比任何两种颜色都要明亮,其实灰色的水平用这两种之间的灰色来代替,更暗的一些灰色则不是蓝色。了解颜色温度值的定义,它可以指出晴朗的天空给人的感觉是深蓝色,蜡烛在黑暗的地方会呈现出黄色。色温在光影造型中扮演一个重要的角色。
在今天的教学和游戏产业的原画,最重要的是通过兼容或广泛表达,强大而朦胧的光影和颜色相互搭配反映了我们想在原画的绘制中将这两种元素结合起来,合成物理分布和利用,以体现出良好的艺术效果。
光的颜色是光在物体表面的颜色,在日常活动中,相似的物品,在相同的光线下会表现出不同的颜色。例如,太阳,早晨,中午,晚上的颜色是不一样的,早晨的黄色,酒红色,到中午强烈的光下就会变成白色,傍晚夕阳影响下就会变成红色或者橙色。季节的交替对光的影响很大,游戏在世界上有同一季节属性,不同季节的角色展示明度和色温不同,必须进行很好的区分,夏季光线比较强烈,光感比较明亮,但是冬天的光比较温暖,色彩比较强烈,对人物的影响和场景本身会有很大的不同,而且会改变物体本身的颜色。假设有一个白色的物体。中午会表现白色,早晨在阳光照射下会变成淡黄色,傍晚表现橙红色,晚上月光照射下呈现灰蓝。可以解释的是,光线的颜色直接对游戏世界和场景的固有色产生作用,世界的颜色不能缺少光源的颜色。作用越明显,就会使游戏或原画的画面更加鲜艳多彩。
在日常生活中,有一种经常出现在阴影里的现象是被光所掩盖的——阴影的作用。在许多电影和游戏的绘画中,使用最多的阴影案例是“吸血鬼的影子”。各种恶魔的出场都是以恐怖的阴影作为前奏。 并向我们说明了当出现不适合儿童观看的场景时会刻意强调的一些阴影,通过墙壁或其他物体对影子进行描绘。这是一种比较常用的光影手法。这是阴影出现在游戏设计中是最常见的形式。游戏或动画中,角色或场景的阴影安排不到位的话整个画面处理起来缺乏协调性,这首先要是违反了观察者的一种常识的感。阴影在人物或场景的设计中具有一定的分量,如果没有阴影,观者就会有一种物体飘浮在空中的不切实际的感觉,这并不符合正常的观感,毕竟在生活中阴影无处不在。在生活中人们不会无意中觉得早晨阳光下他的阴影会更长,中午时,阴影是最小的,仅仅是最简单的常识,人们也没有意识到阴影高度和长度决定了光的强度和角度。当阴影不存在时,人眼的参考标准将会丢失,从而产生错觉。有趣的是,原画游戏概念中的阴影不仅仅我们生活中的现实映射。在游戏中,阴影一般用另一种含义:气氛,表达自己内心的感受等等。
天气表现在游戏美术作品中经常会看到,特定的游戏场景通过天气可以起到提高质量的作用。但是在原画环境中表现游戏画面是非常困难的,并不是所有的游戏原画艺术家都能够很好的表现。在这里,我们需要重点关注的是雨、烟、水、这三种介质会对光产生很多明暗衰减,原画设计师需要清楚掌握光学的规律和原理才能很好的表现。光在一个非常复杂的空间中传播。然后再传播到一个更小体积的物体上,光的传播会不断衰减,还需要经过复杂的折射、反射和漫反射,此时光束就会形成,尘埃物体之间的距离也会产生不同的变化。在这种情况下需要游戏原画师进行观察,通过一些材质来发现光传播过程中的变化。我们可以试试下面的一些方法。首先,对原始人物或场景进行素描渲染,确定物体的方位,尤其是在物体的中心位置。其次,绘制游戏场景和角色和其光传播路线。在创作中,我们首先要知道我们对物体的表现需要大量的能量来表现。这两者之间的联系的基础。首先,贴近人物或物体,使画面由近而远,给画面一种层次感,其次是对画面进行缩略处理,清晰的主次光线得到合理的分配;最后加强光影,最后再在场景中添加了一些光线,特效,丰富画面。在现实中,我们观察到雾气弥漫时,天上的光就会出现一道光。这种光传播的表现就符合自然规则的真实性质。有时,光的衰减主要是表现于肌理和空间感,这是衰减的一个重要表现。因为无论什么时候都会有光影的衰减都随处可见。当你看向天空中的飞机或路上长途卡车时,会发现距离越远模糊越大,亮度就会变得越来越弱。这就是我们通常感觉到的光衰减的原因。搞明白这些基本的光学原理,游戏原画可以对远处的物体进行淡化处理,以表现自然的衰减规律,但过分夸大则会失去真实感,因为游戏画面的真实感非常重要。这种情况主要体现表现物体之间的距离感中。把光衰弱的表达应用到创作中是很重要的。在游戏原画中一些较暗的场景如洞穴和地窖以及洞穴等,这种空间较强的游戏场景需要更多的光线衰减。如果在一个比较封闭的房间里,同时外部环境比较暗。在这种情况下将打开地下室的三个窗口的顶部,通过从三个窗口室外阳光照射入黑暗的地下室空间,从而表现地下室的空间感。光影在室内的表现中不能有太多的光效果,否则会出现视觉冲突,因此你可以改变三光束的空间和距离长度,以反映空间的效果,可以增加人们的空间体验能力,营造出非常广阔的空间感。在游戏场景中,也经常使用的是整个空间场景的表现只有微弱的光源。在这样一个场景的表现中,你只需要着重描绘光源附近的光衰减过渡效果,就能给游戏玩家创造出一个深空的幻觉,以丰富画面。光的衰减是在正常生活中真实存在的一种现象,仔细观察生活和在游戏美术作品中绘制中进行实际应用将有助于从原始设计中准确把握光衰减的重要规律。
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