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:61705  
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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: Creating Believable Skin and Character Material Effects
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.]

Another factor that helps make a 3D character believable is the quality of the skin. A typical material used in games tends to render surfaces hard and opaque. Real skin, on the other hand, is soft and slightly translucent. Light penetrates the surface, some of it scattered (sub-surface scattering) and absorbed with only a portion bouncing back. The skin material used in Rise of the Tomb Raider simulates this phenomenon and gives the characters a more life-like appearance.

The following images show the effects of sub-surface scattering (SSS) on Lara’s skin. On the right you see the skin with SSS turned on. On the left, the SSS is turned off.

水晶动力开发日志:《古墓丽影10:崛起》幕后故事
The skin material is also capable of showing the backscattering effect of a strong light source when positioned behind the character. The ears turn red as the light penetrates through them.

水晶动力开发日志:《古墓丽影10:崛起》幕后故事
Character Material Effects

The material effects on the characters are an integral part of the game meant to show character progression and to give a sense of connection between the characters and environments. There are four basic effects for each character: Dirty, Bloody, Snowy and Wet. Each effect can be ramped from 0-100% and beyond. They can also be layered, for example, 50% dirty and 50% bloody. 
Pictured below is Lara’s blood effect.

水晶动力开发日志:《古墓丽影10:崛起》幕后故事
Shown below is the progressive dirt and snow effect on Lara.

水晶动力开发日志:《古墓丽影10:崛起》幕后故事
The effects can be triggered by specific events such as combat or swimming. Any effect will “wash” off if Lara dives into water or if it starts raining. The wet effect itself will diminish over a short period of time.

The material system in Rise of the Tomb Raider plays a large role in making the characters realistic. They provide detail and dynamics that help immerse the player in the game.

Kam Yu
Lead Character Artist, Rise of the Tomb Raider

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