| 暴雪游戏中文网站 | Non-Official
Blizzard | blizzcn.com官方网站 | 版权所有 盗用必究 |
1UP: Okay, let's get back to StarCraft II a bit. Artistically, has there been any race that has presented more of a challenge than any others this time around? Or are they all equally artistically interesting and fun, and/or tough to do?
1UP:让我们的话题再回到SC2上。这一次是否有哪一个种族在美术设计上比其他种族更具挑战呢?或者说设计它们都是很有趣的事,抑或是很艰难的任务?
SD: Well, probably the most difficult would be the Zerg, because they're organic units. We are working with polygons, and those have edges -- so for some of the Zerg, we have to put a few extra polygons in certain areas so they look a little bit more round and fluid. They're also the wettest and slimiest, so we have to rely on a lot of our specular maps and normal maps to really help push that, whereas with the Terran -- ash, rusty metal, that's easy, no problem. And with the Protoss, shiny gold, high-concept armors and robotics is a lot easier to do.
SD:唔,虫族可能是最难的,因为他们是有机生物。我们总是在和多边形打交道,还有那些有着锋利边角的家伙---所以对虫族的一些单位而言,我们必须在某些部分添加额外的多边形来使他们看起来更圆滑。它们也是最粘乎乎,湿嗒嗒的东西,所以我们不得不借助一系列我们的大型以及常规的绘图工具来加入这些元素。而对于人族---灰尘,锈迹斑斑的金属,这都是小菜一碟。再有就是神族,闪耀的金色,前卫的装甲,还有机械单位,这些都并不困难。
1UP: The sound helps a lot, too, especially with the Zerg...
1UP:音效也起了很大作用,尤其是虫族。。。
SD: Yeah, and the portraits. Because like you're saying, you don't get to see those units up close unless you choose to zoom in, and then you can't play. Well, the portrait doesn't do anything, right? You don't need it there. But we always make sure we put it there, because when you click on the unit, it's the portrait and the little sound cues that give them character. Our space marine would look like anyone else's, but when you click on them, they've got a little bit of a drawl, a little bit of grit in their voice, their little Lynyrd Skynyrd-meets-gunfighter kind of thing. That's what having that portrait there really helps. But yeah, all three races had their own challenges artistically. Again, though, the biggest challenge would probably be: Keep it StarCraft, not WarCraft -- let's not blend them right now.
SD:是的,还有那些头像。因为就像你说的那样,除非你拉近镜头,否则你无法仔细观察这些单位,但这样的话你就玩不了游戏了。唔,头像起不了任何作用,对吗?你不需要它在那。但我们总是确保游戏中有头像,因为当你点击单位时候,正是头像和轻微的声音赋予了这些单位性格。我们的机枪兵可能和其他游戏里的看起来没什么区别,但当你在游戏中点击他们的时候,他们的嗓音有些拖长调子,有些刺耳,他们略带摇滚味道的枪手风格。这就是设计头像所起到作用。不过没错,在设计三个种族上,我们都遇到了不同的挑战。同样,尽管最大的难点可能还是还是:保持SC的味道,不要变成魔兽风格---现在我们不能把它们混合在一起。
1UP: Do you have a personal preference between the two universes, or do you love them both?
1UP:对于这两个世界,你更偏爱哪个?或者都很喜欢呢?
SD: I'm actually a fan of both, yeah. I really like the differences in them. It's just nice going from working on WarCraft for so long to be working on something else where we can do a different art style. We don't want to be drawing Night Elves who are smoking cigars in bulky, dirty armor. They have their own look. StarCraft has its own style that we can do. And then you find yourself thinking, "Aw, if only I could just put a little bit of WarCraft in..." but no. We want to try to keep them as distinct as possible.
SD:我当然都很喜欢他们,没错。我非常喜欢它们之间的差异。在魔兽上工作了这么久,再换到一个风格完全不同的新项目上的时候,感觉好极了。我们可不想画穿着笨重、肮脏的机甲,抽着雪茄的暗夜精灵。他们有自己的造型。我们能为SC做出它自己的风格。而当你发现自己在思考时,“哇哦,假如我放入一些魔兽的元素在(SC2)。。。”但是,不行。我们想尽可能让他们显得不同。
1UP: What is it about you guys and cigars? I noticed that when I played the original StarCraft again last summer, there was a big emphasis in the cut-scenes on the cigars.
1UP:那么你们这些家伙和雪茄有什么渊源么?我注意到去年夏天我再次玩SC1时,注意到了一大段对于雪茄剪片的强调。
SD: Yeah, that's just the dirty, unhealthy Terrans. I dunno. It's part of the look. You've got the biker, rebel, cowboy, gunslinger vibe there. All cowboys smoke, right?
SD:是的,那只是肮脏、不健康的人族。我不知道为什么,它是造型的一部分。你已经有了摩托车手,反叛者,牛仔,拿枪的超级英雄。所有牛仔都抽烟,不是么?
1UP: All the ones I hang out with do, yes.
1UP:是的,和我一起出去的人都这样。
作者:scottyy @ NGACN 转载请注明作者和出处。
来源:http://www.1up.com/do/feature?cId=3167721
(完)
|