怪物工厂:游戏场景设计
商业场景一直是我们学画路上的一道难题。我们不得不放弃与场景的距离感,这也使得我们的画面总是只有人物而显得单调,或者背景常常偷走了我们的主角。一部好的作品应该有一个好的场景,它是衬托场景最好的工具,也是衬托主角最好的绿叶。在学习场景中,我们需要了解更多的基本美术概念,还要具备“如何判断好场景”的能力。在这里,我将从三维几何、透视、构图、色彩……等方面分析一个好场景的要素。透视是场景的必修课。在这节课中,我将向您介绍游戏场景中最常用的视角。在不同的游戏设计中,我们也会有不同的视角来表达我们的设计。(Commercial scenes have always been a difficult problem on our way to learn painting. We have to give up the sense of distance from the scene, which also makes our pictures always look monotonous with only characters, or the background often steals our protagonist. A good work should have a good scene, which is the best tool to set off the scene and the best green leaf to set off the protagonist. In the learning scene, we need to understand more basic art concepts, and also have the ability of "how to judge a good scene". Here, I will analyze the elements of a good scene from three-dimensional geometry, perspective, composition, color...etc. Perspective is a required course for scenes. In this lesson, I'll introduce you to the most commonly used camera angles in game scenes. In different game designs, we also have different perspectives to express our designs.)
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