Ryan的休日相談14:教學影片之遊戲特效視覺設計

 [Ryan的休日相談14:教學影片之遊戲特效視覺設計]

[Ryan' talk on day off 14 : Real-Time VFX Visual Design]

12月3日是我的遊戲生涯就職紀念日(1232007),今天正式滿16年!
在這個對我充滿意義的日子裡,我有件事情要跟大家分享!
歷經過去五個月的時間,我終於完成了📣"特效視覺設計的教學"🎉🎉
December 3rd is my gaming career anniversary. Today is my 16th years as a real-time VFX artist!
On this day that means so much to me, I have one thing to share with you!
Over the past five months, finally, I finished the tutorial "Real-Time VFX Visual Design".
這是我這幾年來一直希望可以去完成的事,完全就是抱著就只做好這一個版本的心情在製作。
It's something I've been hoping to accomplish for years. It was made with the attitude that was the only version.
總共分成五段影片,每段約30分鐘
每段影片都可以切中、英、日三種字幕方便觀看。
Here are the five videos, each about 30 minutes long.
Each video includes CN, EN and JP subtitles.
廢話不多說,影片這就奉上~
So, without further ado. Let's get into these videos!
01.Real-Time VFX Visual Design - SHAPE (A)
02.Real-Time VFX Visual Design - SHAPE (B)
03.Real-Time VFX Visual Design - COLOR (A)
04.Real-Time VFX Visual Design - COLOR (B)
05.Real-Time VFX Visual Design - TIMING
完整播放清單 Playlist
🚫引用之作品版權均為原作者所有,本影片純學術心得交流,歡迎分享轉載並標明出處,切勿做任何商業使用。
The copyright of the quoted works belongs to the creators.
This video is purely an exchange of academic experience.
Welcome to share with attribution.
Do not make any commercial using purpose. 🚫
開始碎念~
因為這幾年接觸了許多不論哪個年紀、資歷、甚至不同國家的特效美術,普遍大家都會面臨到類似的問題,就是不知道怎樣才能處理好特效的美學,雖然可以搜尋到各方分享與資料,但不是太過於分散缺乏系統性,要不然就是摸不著頭緒該從哪裡開始。
In the past few years, I have contacted with a lot of FX artists of all ages, qualifications, and even from different countries. Generally, we all face a similar problem, that is, we don't know how to deal with the aesthetics of visual effects. Although we can search for the information shared by google, Youtube. It is either piece of information or lacks systematization.
We don't have good idea where to start learning art principle of visual effect.
所以希望透過我16年特效資歷、參與超過40款專案、將近10套遊戲引擎以及遍及各種平台的特效開發經驗,來分享在特效的視覺設計上,我們應該從哪些關鍵的要素下手,並且我嘗試透過更加系統化、數據化、邏輯化的方式來盡可能剖析抽象的美學觀念。
So, with my 16 years of real-time VFX experience, over 40 projects, nearly 10 game engines, and VFX development experience on a variety of platforms, I'd like to offer you the opportunity to learn more about my VFX development experience. I will share what is the point of effect visual design, how to start.
And I try to dissect abstract aesthetic concepts as much as possible through a more systematic, data-driven, and logical approach.
希望能幫助新手或者雖然已從事多年但對於抽象的美學苦手的夥伴,可以利用這些科學化、邏輯化的方法,就能有效率地完成具有說服力、吸引力的效果。
Wish it can help those people who is beginner or not good at artistic scope.
You can use or reference those principle and idea to make you to create the convincing and attractive results.
此外也可以透過這些方法幫助你聚焦特效的美術風格,讓效果更佳融入專案的世界觀,甚至去探索出獨特的美術風格。
These can also be used to help you in line the art style during the production.
Make visual effects working good with worldview of project.
We can even explore unique art styles by these way.
而在團隊合作中,特效美術們也可以依據這樣的觀念來幫助每個人製作的特效,都可以符合相同的風格類型與品質。
In teamwork, VFX artists can also rely on this principle to create VFX that meet the same art direction and quality.
指導過許多特效美術,且與世界上許多資深或優秀的特效美術共事之後,深刻的體會到不管科技、製程與工具如何進步,能夠做出優秀的特效依靠的終究還是這些美學的基本功,畢竟名為特效美術,不管是否採用什麼高深的製作技術,美術終究是最重要的根本,用美學吸引人、感動人才是最優先的事。
Since directed many VFX artist, and work with many senior or excellent VFX artist around the world.
I deeply realize that no matter how much technology, production processes and tools update or revolution.
To create excellent visual effects relies on the fundamentals of aesthetics.
After all, we are called VFX "Artist". Art is very important, the main job.
The priority is to get the aesthetics right, to attract people with the aesthetics, and to move them to enjoy the game.
製作過程的辛酸~
The pain of the production process
對於個性相當龜毛..囉嗦的大處女座如我,講解起這種專業性的內容我自然有滿滿的講不完,但是卻必須告訴自己要盡量的化繁為簡,這簡直對我來說是一大挑戰,
I am a picky, perfectionist person. And I always take thing seriously.
Especially when I talk about my professional or favorite things. I cannot stop to extend...
So, I have to tell myself to make things as simple as possible, which is a big challenge for me.
內容不斷的一修再修,連作夢都能夢到在重作教材...但各種新的想法卻又不斷冒出來....根本就是個無止境的增生,但眼看製作時間越來越來少,我的壓力也倍數成長...
The content is constantly being revised. I were even remake the sample or presentation in dream.
At meantime, coming up more and more idea and opinion unstoppable.
It makes me stressful when I saw the deadline.
另外對於天生就有語言表達障礙的我,要進行內容的講解錄音完全是地獄等級的挑戰...,口吃、口誤、各種不流暢或者用詞迂迴重複...等各種問題,一遍又一遍的重錄....
真的是太折磨自己了.....😵
I'm not a good speaker. Recording the video with good speaking is great challenge to me.
Stuttering, slurred speech, or meandering phrases... many error. Again and again, it torture myself.
而這之後還有更加傷腦筋的翻譯問題,原以為可以靠AI完成,然後因為我的悲劇口條,在使用了各種AI翻譯的結果都不盡理想...甚至錯誤百出,又在花了一個月的時間校正中文字幕,自行翻譯英文字幕,最後眼看我快趕不上今天的發表,也趕緊找了幾位朋友來支援!
After that, there is some issue about translation. Even though AI can help. But due to my bad speaking, the results are bad. I must revise it manually and take more than one month. I am so disappointed myself.
Fortunately, I got friends to support me the translation.
🙏感謝我台灣特效好夥伴 :
SanLiao (部分中文校正) (Partial CN correction)
MIA (部分英文翻譯) (Partial EN correction)
IAN (全日文翻譯) (JP translation)
最終順利趕在我的職涯紀念日完成中英日三版本來跟大家分享!
Finally, I've finished the CN, EN, JP versions in time and share it with you!
完成這份教學對我真的意義重大,彷彿為我這16年特效生涯立下一面旗幟,也提醒著我當初的那個"原點"。
Completing this course really means a lot to me.
It's like setting a flag for my 16 years of VFX artist career. And reminding me of my "point of origin".
也希望這能真正幫助大家啦!
真的做得很辛苦...也真的拿出一生懸命的態度在製作~
希望大家可以幫忙分享擴散,感恩再感恩!
Wish it would help to you.
Please hit Like, share and follow this page!
I truly appreciate it. Cheers!

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