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:55453  
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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: Bringing Lara to Life with Blendshapes, PBDs, and Spline-Based Hair 
Kam Yu, Lead 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.]

The facial animations in Rise of the Tomb Raider utilize some of the latest blendshape technology in video games. With this system we are able to capture every nuance in an actor’s performance and bring it to life on our characters. 

In the past, facial animation was dependent on a system of bones that drove the mesh. The more intricate the facial shapes, the more bones you would need to get the desired results. The whole skeleton would often become very large and cumbersome. 

With blendshapes, though, we’ve eliminated the need for bones. Instead, Lara’s facial expressions are broken up into discreet shapes that can be animated in combinations to achieve a very life-like performance. Lara herself uses over a hundred different shapes to define her facial movements. Through this system, we are able to animate even the smallest of details on her cheeks and forehead. Even Lara’s eyelids follow her gaze as she looks around. 
Pictured below are some of Lara’s blendshapes.

水晶动力开发日志:《古墓丽影10:崛起》幕后故事
Another way we enhance the realism of blendshapes is through the use of wrinklemaps. These are specific maps that we apply to certain areas of the face to give the impression of surface changes in the skin. Wrinkles can be made to appear along with changes in blood flow (redness).

A wrinkle map on Lara’s forehead below is used to emphasize the surface detail.

水晶动力开发日志:《古墓丽影10:崛起》幕后故事
Pose-Based Deformers
Pose-Based Deformers (PBDs) are correctives that are used to achieve a specific deformation on the body that skeletal weighting alone cannot attain. They can be used to fix any stretching that occurs when the mesh is posed. They can also be used to show muscle flex. Another use is to create the broad folding on clothes when a character bends a joint.

In the images below, the shape of the shoulder was corrected using a PBD. On the left is the shoulder with weighting only. On the right is the corrected shape.

水晶动力开发日志:《古墓丽影10:崛起》幕后故事
The shape of Lara’s arm was refined using PBDs, as shown below.

水晶动力开发日志:《古墓丽影10:崛起》幕后故事
Often, the PBDs are used in conjunction with wrinkle maps to show more detailed surface changes. The wrinkle maps are either derived from scans or high resolution sculpts.

Pictured below is Lara’s knee with PBDs turned on (left) and off (right). You can see how the wrinkle pattern changes when the PBDs are turned on.

水晶动力开发日志:《古墓丽影10:崛起》幕后故事
The following is a render of the vertex color activation on the leg. Red indicates where the compression map will be displayed while green indicates the expansion map.

水晶动力开发日志:《古墓丽影10:崛起》幕后故事
Spline Hair
Lara’s hair is very unique in video games. Video game hair is usually comprised of polygonal alpha cards arranged in a manner that simulates hair volume. Lara’s, on the other hand, is made of actual strands. There are over 30,000 strands of hair on Lara’s head. These in turn are controlled by a series of master strands. It’s the movement of the masters that drives the individual hairs making them react naturally to the physical forces in the game.

Lara’s hair will react differently in various situations due to specific “profiles” that are scripted. For example, her hair will become more stiff and heavy when wet. It will also become buoyant when Lara is submerged under water. The ponytail will bob from side to side when she is running. The way the hair reacts to movement is very close to what you would see in real life.

The following is a screenshot of Lara’s spline-based hair.

水晶动力开发日志:《古墓丽影10:崛起》幕后故事
Blendshapes, wrinklemaps, pose-based deformers, and spline-based hair all combine to make Lara feel more alive than ever before. 

Kam Yu
Lead Character Artist, Rise of the Tomb Raider 

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