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[新闻] MLB 2K10 新消息

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发表于 2010-1-16 13:19 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式
Hello,
My name is Alan Blouin and I am the Art Director for Major League Baseball® 2K10. I’ll be giving you some insight into our core visual goals and the graphical benchmarks that we reached in Major League Baseball 2K10.

你好,
我的名字叫艾倫布勞因和我的藝術總監,職業棒球大聯盟2k10®。 我將會給你一些了解到我們的核心視覺目標和圖形基准,我們已經達到在職業棒球大聯盟2k10。


Looking back, Major League Baseball 2K9 was the first version of the MLB 2K series that Visual Concepts produced in house after taking it over from Kush Games. This year, we really had time to introduce new technology and greatly enhance the visuals. We used a lot of the techniques and methods that we had designed and perfected for NBA over the years and applied them to Major League Baseball 2K10. The result is greatly enhanced player models as well as overhauled environments. With baseball being an outdoor game, we had to go one step beyond our NBA experience as the outdoor environment introduces lighting that is very dynamic.

回頭看,美國職業棒球聯盟2k9是第一版的《大k系列,視覺概念在生產後院接管從庫什游戲。 今年,我們真的有時間,引入新科技和大大加強視覺效果的。 我們使用了大量的技術和方法,我們已制定和完善nba多年來和運用他們的職業棒球聯賽2k10。 其結果是大大提高玩家模式以及徹底改善環境。 與棒球是一個戶外游戲,我們不得不走一步超出我們nba的經驗的戶外環境引入照明,是十分活躍。




From the start, we had a coherent vision as to what needed to be addressed graphically and where we should focus our efforts. We wanted to rework the graphics in all possible areas and create a fresh new product. Let’s first talk about environments.
Environments
Our chief objective was to bring out the details of the coding geometry so we could push our accuracy and graphics like never before. Our goal was to address environments and enhance the stadiums in a number of ways.
從一開始,我們有一個連貫的理想,我們需要處理生動地,我們應該集中我們的努力。 我們想要返工的圖形在所有可能的領域和創造一個新鮮產品。 讓我們先談一談環境。

環境
我們的主要目的是使這方面的細節的編碼幾何,我們能夠推動我們准確性和圖形從未像現在這樣。 我們的目標是處理環境和加強的體育場,一些方法。




We went through all the stadiums and scrutinized the architectural details and nuances, in an effort to correct anything we saw that has changed since the previous MLB season. We also introduced some new stadiums not in last year’s game. I’m sure you’ll all be excited to see the new Target Field in Minnesota. We worked off of the blueprints of the actual stadium so our stadium will be spot on in terms of accuracy for Twins fans.

We paid a lot of attention to the fields this year, introducing new technology to the dirt which better portrays wetness, degradation, moisture, rake, wear, and traffic. The grass is equally as sophisticated. We took into account the same lighting properties with our dirt, as well as the actual mow patterns for each stadium. We even went as far as taking into consideration the type & length of grass, and the direction it is mowed. I guess you can say we are a little obsessed with grass tech from our football days. We are sticklers for accuracy because we aim to please our simulation fans everywhere!

The environments capture each ballpark’s look and feel and showcase their specific celebrations, ads, scoreboards, and fans accordingly. We made sure to balance the ads within the parks and colors to mimic life, and you will see more real life advertisement slots and sizes than in MLB 2K9. In general, we wanted the environments to capture the real essence of baseball, but differently for the various stadiums across the league.
我們經歷了所有的體育場和仔細的建筑詳情和細微之處,在一個努力糾正任何我們認為,已經改變了自上一次大賽季。 我們還介紹了一些新的體育場不是在去年的游戲。 我相信你會高興見到新目標領域在明尼蘇達州。 我們工作的外的藍圖,實際的體育館,我們大球場將於現場的准確性,twins迷。

我們付出了很多的注意的領域這年,引進新科技的污垢,更好地描繪濕潤、退化、水分,不得耙撥、穿、和交通。 草是同樣復雜。 我們考慮到同一物業照明與我們污垢,以及實際茂模式的每一個體育場。 我們甚至在考慮到的類別及長度的草、和方向,是鏟。 我想你可以說我們是一個小的痴迷者草新技術從我們的足球天。 我們正」的准確性是因為我們的目標是,請我們模擬球迷無處不在!

的環境下捕捉每一個棒球場的外觀和感覺和展示其具體慶祝活動、廣告、scoreboards、和歌迷。 我們相信,平衡的廣告在公園和顏色,模仿生活,你將看到更多實際生活廣告位置和規模較大2k9。 在一般,我們希望的環境,捕捉了實質的棒球,但不一樣,各場館的全國聯賽。






Visually, we wanted to make sure to more accurately produce the lighting conditions of a hot noon summer game, a dreamy afternoon, or even a cool August night with our new lighting model technology. Now, the lighting is also accurate to not only the time of day games are played, but also the actual geographic location and orientation of each stadium and time of year your game is taking place. We consciously desaturated the parks slightly and brought the important time of day of “Dusk” into the product. With the stadium overhaul complete, we next looked at what was necessary for the players.

Players

This year, our players are almost 100% new, aside from the player-specific accessories we inherited from 2K9. We started with our completely redesigned skeleton, which has been leveraged across all the 2K10 titles. From the ground up, we created a much more complex skeleton (Inverse Kinematics – allows us to pull gloves and feet to their proper location to touch the base or catch the ball) and are now able to have realistic body proportions. The new skeleton also has a flexibility which won’t collapse the body of the player during complicated animations and allows better functioning hands and gloves.
視覺效果,我們想要更准確地產生的照明條件的一個熱門中午夏季游戲,一個夢幻下午,或甚至一個非常酷日深夜同我們的新照明模型技術。 現在,燈也准確,不僅僅是時間的天比賽,但也有其現實地理位置和方向的每一個大球場和時間的年您的游戲。 我們有意識地desaturated公園略和帶來的重要日子,他說:「黃昏”的產品。 與大球場大修完成,我們下一次看了看什麼是必要的球員。

玩家

今年,我們的球員幾乎100%新,除了播放器-具體配件我們繼承了從2k9。 我們開始,我們完全重新設計大綱,其中已槓杆式所有2k10名稱。 從一開始,我們設立了一個更復雜骨架(反向運動--使我們能夠拉手套和腳上的適當地點,觸摸的基地或球),現在能夠有實際身體比例。 新骨骼也有一個靈活運用資源,就不會崩潰的機構的玩家在復雜動畫和能夠更好地運作手和手套。




Next, a new cloth system was introduced that better simulates the jersey’s cloth for each team. We also refined shader technology to depict a more realistic and dynamic uniform and set of accessories. The body received a new cloth tech to mimic distorting fabrics under stress, and all the accessories now fit very well on the players.
下一步,一個新布制度,更好地模擬澤西島的布為每一個小組。 我們還完善shader技術,描述一個更現實和動態統一和一套配件。 該機構收到了一個新布新技術,模仿扭曲織物所受的壓力,和所有的配件目前適合得很好球員。




When looking at our new head and skin tones, we wanted to create a natural look working with the current game lighting and still show the contour of the head properly. All hats are now custom fit to the athlete and reflect their individual styles accordingly. We also carried over our hair technology from our other sports games to give us a more realistic and natural looking hair.

Heads were completely reworked using a lot of the NBA 2K10, most notably the new Skin Shader, which greatly enhances player likenesses by giving our models more fidelity and better material nuances. We readdressed over half the league’s player likenesses and use new shaders which gave player skins new life and pushed facial expressions. We also wanted to capture the athlete likeness and we ended up scanning the real MLB player heads digitally in order to get us there. All of these additions should result in some great looking player models.
看我們的新首長和皮膚聲,我們要創造一個自然研究工作,當前游戲照明和仍然顯示的輪廓的好頭。 所有帽現自定義適合的運動員和反映他們的個人風格。 我們還通過對我們頭發技術從本港其他體育游戲,讓我們一個更現實和自然展望頭發。

頭被完全重新使用一個很大的nba 2k10,最值得注意的是,新的皮膚shader,大大增強了播放著,模型更忠實和更好的物質細微的差別。 我們會議有一半以上的聯賽的球員著和使用新陰影,讓玩家皮新生活和推動面部表情。 我們還要抓的運動員相似程度和我們結束了掃描的真正大玩家首長數碼,以使我們有。 所有這些增補結果應在一些大展望玩家模式。




This year we added multi-character animations to improve the realism of collisions between the catcher and the base runner for plays at the plate. We also added multi-character animations for pickoff/steal plays as well as double play collisions in which the base runner attempts a takeout slide to prevent the shortstop/2nd baseman from turning a double play. All of these are to minimize the amount of player penetration during these plays to make the outcome more believable. We also updated the movement model to allow for more directional based fielding animations to allow the fielders to follow the ball during its trajectory. We also added more multi-action animations (run, catch, throw all in one file) to allow the player to queue up a throw to a particular base before gathering the ball to quicken the throw to that base and increase the reaction time of the fielder in the hopes of making a play. And we also added new Signature animations for this year’s roster and tried to improve the look of the batting and pitching introductions.

In Closing

I didn’t want to overlook our slick, new menu system with new dynamic graphics. The look of the game will be a refreshing welcome to any gamers looking for a new experience. We will be speaking more about menus in a future Insight.
When you are about to play your copy of Major League Baseball® 2K10, remember what goes into the visual production. It is the work of a mixture of dozens of artists, engineers, and producers with one mission in mind: to make this title shine and be graphically exciting.
今年,我們加入多字動畫片,改善現實之間的碰撞的捕手和基地出馬,發揮在板。 我們還加入多字動畫片的疼痛/偷發揮以及雙重發揮碰撞的基地出馬企圖a張幻燈片,防止游擊手/2壘手,把一個雙殺。 所有這些都是以盡量減少的數額的玩家滲透在這些方面發揮著使結果更加可信。 我們還更新了運動模式,讓更多的定向派遣動畫片,允許的打擊,依循的球在其軌道。 我們還增加更多行動動畫(運行、漁獲量、拋在一個文件),讓玩家來排隊的投入,特別是基地以前收集的球,加快的投入,這種基地和增加的反應時間的防守,希望能在一起。 我們還添加了新簽署動畫在今年的名冊,並試圖改善的期望的擊球和投手介紹。

在閉幕

我不想忽略我們浮,新的菜單系統與新的動態圖形。 該研究的游戲將是一個令人耳目一新,歡迎任何游戲玩家尋找一個新的經驗。 我們將會來說更多關於菜單在未來的洞察力。
當您要發揮您復制的職業棒球大聯盟®2k10,記得什麼進入視覺生產。 它的工作,是一個混合在一起,數十名的藝術家、工程師和生產者的利益,一個特派團在注意:要使這一標題光芒四射,生動有趣。




I personally want to thank them all and also you, the fans, for giving us great feedback on the art side each of the 10 years of the franchise and I know that with Major League Baseball® 2K10, we’ve produced the best looking baseball product from 2K Sports to date.

Thanks,

Alan Blouin
Art Director, 2K Sports

NEXT MAJOR LEAGUE BASEBALL 2K10 DEVELOPER INSIGHT: “Franchise,” by Mike Del Santo– Projected Wednesday, January 20th
我個人想要感謝所有這些國家,還你的球迷,給我們帶來了巨大的反饋的藝術方面的每一個十年的專營權,我知道,在美國職業棒球聯盟®2k10,我們已經取得的最佳看棒球產品從k體育的日期。

感謝,

艾倫布勞因
藝術總監、k體育
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