﻿1
00:00:03,620 --> 00:00:06,000
hey everyone Josh powers here with quick
嘿大家Josh很快就在这里

2
00:00:06,200 --> 00:00:08,010
cyl and in this breakdown I'll be
我会在这个崩溃中

3
00:00:08,210 --> 00:00:08,970
walking you through some of the
带你走过一些

4
00:00:09,169 --> 00:00:10,470
techniques I use to construct this
我用来构建这个技术

5
00:00:10,669 --> 00:00:12,530
post-apocalyptic suburban street scene
后世界末日的郊区街景

6
00:00:12,730 --> 00:00:14,970
the scene is almost entirely made up of
场景几乎全部由

7
00:00:15,169 --> 00:00:16,440
mega scans assets that I not only
 mega扫描资产，我不仅

8
00:00:16,640 --> 00:00:19,019
exported straight from the library but
直接从图书馆出口但是

9
00:00:19,219 --> 00:00:20,970
also leveraged inside quick so mixer to
内部也快速利用混音器

10
00:00:21,170 --> 00:00:22,800
create unique environment textures for
为...创建独特的环境纹理

11
00:00:23,000 --> 00:00:24,870
the street and sidewalk and though
街道和人行道虽然

12
00:00:25,070 --> 00:00:26,609
creating such a detailed environment is
创造这样一个详细的环境是

13
00:00:26,809 --> 00:00:29,039
always a challenge the task was much
总是挑战任务的重要性

14
00:00:29,239 --> 00:00:30,839
easier to achieve thanks to the gigantic
由于巨大的变化，更容易实现

15
00:00:31,039 --> 00:00:32,549
list of assets available on the mega
巨型资产清单

16
00:00:32,750 --> 00:00:34,768
scans library which allowed me to focus
扫描图书馆，让我专注

17
00:00:34,969 --> 00:00:36,479
my efforts on the environment art itself
我对环境艺术本身的努力

18
00:00:36,679 --> 00:00:38,538
and not the monotonous technical work
而不是单调的技术工作

19
00:00:38,738 --> 00:00:41,099
also be sure to join us on the 23rd of
也一定要加入我们23日

20
00:00:41,299 --> 00:00:43,589
this month at 7 p.m. CET for a live
这个月中欧时间晚上7点开始现场直播

21
00:00:43,789 --> 00:00:45,089
stream where I'll be going over some
在我要去的地方

22
00:00:45,289 --> 00:00:46,739
additional techniques in greater depth
更深入的其他技术

23
00:00:46,939 --> 00:00:48,839
and also answering any questions you
并回答你的任何问题

24
00:00:49,039 --> 00:00:51,628
might have and on that note let's jump
可能有，并在那个说明让我们跳

25
00:00:51,829 --> 00:00:52,518
right in
就在

26
00:00:52,719 --> 00:00:54,689
ordinarily I would probably build this
通常我可能会建立这个

27
00:00:54,890 --> 00:00:56,518
scene with modular assets that I could
我可以使用模块化资产的场景

28
00:00:56,719 --> 00:00:58,439
snap together to lay out a larger level
合在一起布置更大的水平

29
00:00:58,640 --> 00:01:00,719
however since the scope of this level is
但是因为这个级别的范围是

30
00:01:00,920 --> 00:01:02,820
fairly limited I built out the street
相当有限的我建在街上

31
00:01:03,020 --> 00:01:04,588
and sidewalks as unique meshes with
和人行道作为独特的网格

32
00:01:04,789 --> 00:01:07,109
pretty basic you v's
非常基本的你v 

33
00:01:07,310 --> 00:01:09,399
okay I've imported my geometry and
好吧我已经导入了我的几何体

34
00:01:09,599 --> 00:01:10,869
unreal but now I need some asphalt
不真实，但现在我需要一些沥青

35
00:01:11,069 --> 00:01:13,750
materials to apply to the street there
材料适用于那里的街道

36
00:01:13,950 --> 00:01:15,489
are numerous asphalt materials and
有很多沥青材料和

37
00:01:15,689 --> 00:01:17,109
decals to choose from in the mega scans
贴花可在大型扫描中选择

38
00:01:17,310 --> 00:01:19,359
library but I wanted to add some custom
库但我想添加一些自定义

39
00:01:19,560 --> 00:01:21,879
details to these textures so I decided
细节到这些纹理所以我决定

40
00:01:22,079 --> 00:01:23,560
to take the asphalt scans and load them
进行沥青扫描并加载它们

41
00:01:23,760 --> 00:01:24,909
up in the mixer to create my own
在混音器中创建我自己的

42
00:01:25,109 --> 00:01:27,670
surfaces the base asphalt covers most of
表面基础沥青覆盖了大部分

43
00:01:27,870 --> 00:01:29,469
the scene so I wanted something that was
现场，所以我想要的东西

44
00:01:29,670 --> 00:01:31,480
a little weathered but didn't have a lot
有点风化，但没有很多

45
00:01:31,680 --> 00:01:33,039
of unique details that would become
将成为独特的细节

46
00:01:33,239 --> 00:01:34,750
obviously repeated throughout the scene
整个场景显然都在重复

47
00:01:34,950 --> 00:01:37,060
I then duplicated the mix and made a
然后我复制混合物并制作了一个

48
00:01:37,260 --> 00:01:38,469
couple variants of the texture
几种变体的纹理

49
00:01:38,670 --> 00:01:40,509
increasing the damage and adding more
增加伤害并增加更多

50
00:01:40,709 --> 00:01:42,310
grime by blending an additional scan
通过混合额外的扫描污垢

51
00:01:42,510 --> 00:01:45,369
data and adding decals once I finished I
数据并在我完成后添加贴花

52
00:01:45,569 --> 00:01:46,840
could either export the texture Maps
可以导出纹理贴图

53
00:01:47,040 --> 00:01:49,569
through the export tab or as Viktor
通过导出选项卡或Viktor 

54
00:01:49,769 --> 00:01:51,189
demonstrated in the dust to breakdown
在尘埃中证明了崩溃

55
00:01:51,390 --> 00:01:53,200
video which if you haven't seen it yet I
视频，如果你还没有看到它我

56
00:01:53,400 --> 00:01:56,140
highly recommend you watch it I can save
强烈建议你看它我可以保存

57
00:01:56,340 --> 00:01:58,299
the mix to mega scans library and export
混合到大型扫描库和导出

58
00:01:58,500 --> 00:02:01,849
straight into unreal from bridge
从桥上直接变成虚幻的

59
00:02:02,010 --> 00:02:04,480
to do this I'll go into bridge and click
要做到这一点，我将进入桥梁并单击

60
00:02:04,680 --> 00:02:06,280
on the mixer category where I'll find
在我会找到的混音器类别

61
00:02:06,480 --> 00:02:08,230
the three asphalt mixes I just saved out
我刚刚救了三个沥青混合料

62
00:02:08,430 --> 00:02:11,710
from mixer if I hold down control I can
从混音器，如果我按住控制，我可以

63
00:02:11,909 --> 00:02:13,630
select all three of them and export them
选择所有这三个并导出它们

64
00:02:13,830 --> 00:02:16,719
at once back in unreal I now have a
我现在有了一个不真实的回归

65
00:02:16,919 --> 00:02:18,640
custom surface folder with all three of
自定义表面文件夹与所有三个

66
00:02:18,840 --> 00:02:20,140
the materials I just imported from
我刚从中导入的材料

67
00:02:20,340 --> 00:02:22,390
bridge I'll copy each of the materials
桥我会复制每一种材料

68
00:02:22,590 --> 00:02:25,780
into the route custom surface folder now
现在进入路线自定义表面文件夹

69
00:02:25,979 --> 00:02:27,730
I could manually make a vertex blending
我可以手动进行顶点混合

70
00:02:27,930 --> 00:02:30,070
material myself but thanks to the mega
材料自己，但感谢巨型

71
00:02:30,270 --> 00:02:32,650
scans live link I don't have to all I
扫描实时链接我不需要所有我

72
00:02:32,849 --> 00:02:35,439
need to do is open up live link and then
需要做的是打开实时链接然后

73
00:02:35,639 --> 00:02:37,060
I'll select the three asphalt materials
我会选择三种沥青材料

74
00:02:37,259 --> 00:02:39,430
and then I'll click create material
然后我会点击创建素材

75
00:02:39,629 --> 00:02:42,010
blend on live link if I look in a folder
如果我查看文件夹，请混合实时链接

76
00:02:42,210 --> 00:02:44,500
called blend underscore materials I see
我看到称为混合下划线材料

77
00:02:44,699 --> 00:02:45,310
that I have a blend material
我有一个混合材料

78
00:02:45,509 --> 00:02:48,850
automatically generated for me all I
我自动为我生成

79
00:02:49,050 --> 00:02:50,620
have to do now is drag and drop it onto
现在要做的就是拖放它

80
00:02:50,819 --> 00:02:53,680
the road and I'm ready to paint with the
这条路，我准备好了

81
00:02:53,879 --> 00:02:55,960
vertex painting tool selected I switch
选择顶点绘画工具我切换

82
00:02:56,159 --> 00:02:57,730
between the r and g channels to paint
在r和g通道之间绘画

83
00:02:57,930 --> 00:02:59,380
down the different asphalt materials i
不同的沥青材料我

84
00:02:59,580 --> 00:03:02,170
just imported each color channel reveals
刚导入的每个颜色通道都显示出

85
00:03:02,370 --> 00:03:03,700
a texture set based on how they're
基于它们如何设置的纹理

86
00:03:03,900 --> 00:03:05,770
assigned in the material and you can
在材料中分配，你可以

87
00:03:05,969 --> 00:03:07,509
even paint down puddles using the blue
甚至用蓝色涂抹水坑

88
00:03:07,709 --> 00:03:10,450
channel however in this case i chose to
然而在这种情况下，我选择了

89
00:03:10,650 --> 00:03:12,040
implement the puddles through mixers so
通过搅拌机实现水坑

90
00:03:12,240 --> 00:03:15,280
i don't use the blue channel as i said
我没有像我说的那样使用蓝色通道

91
00:03:15,479 --> 00:03:17,320
before i'm primarily relying on the base
在我主要依靠基地之前

92
00:03:17,520 --> 00:03:19,630
texture and then using the secondary and
纹理，然后使用辅助和

93
00:03:19,830 --> 00:03:21,550
tertiary texture sets sporadically to
三级纹理偶尔设置

94
00:03:21,750 --> 00:03:23,289
add some visual interest and textural
添加一些视觉兴趣和纹理

95
00:03:23,489 --> 00:03:26,710
breakup to the street this is looking
分手到街上看

96
00:03:26,909 --> 00:03:28,060
pretty good but it could definitely use
相当不错，但绝对可以使用

97
00:03:28,259 --> 00:03:29,950
a lot more details so now i'm ready to
更多细节所以我现在准备好了

98
00:03:30,150 --> 00:03:32,860
start adding some decals decals are a
开始添加一些贴花贴花是一个

99
00:03:33,060 --> 00:03:34,420
simple but powerful way to add a
添加一个简单但功能强大的方法

100
00:03:34,620 --> 00:03:36,189
tremendous amount of depth and detail to
巨大的深度和细节

101
00:03:36,389 --> 00:03:38,740
any environment it's also perfect for
任何环境，它也是完美的

102
00:03:38,939 --> 00:03:40,240
hiding repetitive features in your
隐藏重复的功能

103
00:03:40,439 --> 00:03:42,370
textures and it will help make every
纹理，它将有助于使每一个

104
00:03:42,569 --> 00:03:44,200
pixel in the environment feel unique I
像素在环境中感觉独特我

105
00:03:44,400 --> 00:03:46,390
like to layer decals which I can do by
喜欢贴花贴花，我可以做

106
00:03:46,590 --> 00:03:48,370
adjusting the sort order so I can
我可以调整排序顺序

107
00:03:48,569 --> 00:03:50,770
quickly construct new unique details for
快速构建新的独特细节

108
00:03:50,969 --> 00:03:52,480
a higher level of visual fidelity as
更高水平的视觉保真度

109
00:03:52,680 --> 00:03:54,730
well as help me get the most mileage out
以及帮助我​​获得最大的里程数

110
00:03:54,930 --> 00:03:57,550
of each decal for example by placing
例如，通过放置每个贴花

111
00:03:57,750 --> 00:03:59,590
some grass Tufts just over this crack
一些草丛就在这个裂缝上

112
00:03:59,789 --> 00:04:01,689
I'm not only adding a subtle depth of
我不仅添加了一个微妙的深度

113
00:04:01,889 --> 00:04:03,550
realism to the shot but I'm also
射击的现实主义，但我也是

114
00:04:03,750 --> 00:04:05,469
disguising how often I use this same
伪装我经常使用同样的东西

115
00:04:05,669 --> 00:04:07,270
crack decal and other parts of the scene
裂缝贴花和场景的其他部分

116
00:04:07,469 --> 00:04:10,330
and of course decals can also be used in
当然贴花也可用于

117
00:04:10,530 --> 00:04:12,129
much more subtle ways such as asphalt
更多微妙的方式，如沥青

118
00:04:12,329 --> 00:04:13,480
debris dirt
碎屑污垢

119
00:04:13,680 --> 00:04:15,848
grime and leaves which will allow you to
污垢和叶子，这将允许你

120
00:04:16,048 --> 00:04:17,288
really transform the look and feel of
真正改变了外观和感觉

121
00:04:17,488 --> 00:04:19,778
your scene after following the same
你的场景跟着一样

122
00:04:19,978 --> 00:04:21,968
process for the sidewalks the scene is
现场人行道的过程

123
00:04:22,168 --> 00:04:23,170
really starting to come together
真的开始走到一起了

124
00:04:23,370 --> 00:04:26,069
so now it's time to drop in some props I
所以现在是时候放下一些道具了

125
00:04:26,269 --> 00:04:28,270
jump back into Bridge and select
跳回Bridge并选择

126
00:04:28,470 --> 00:04:30,790
multiple props by holding ctrl and then
通过按住ctrl然后再多个道具

127
00:04:30,990 --> 00:04:32,588
export them into unreal with a single
用单一的方式将它们导出为虚幻

128
00:04:32,788 --> 00:04:34,170
click
点击

129
00:04:34,370 --> 00:04:36,360
I start off by placing down some of the
我首先放下一些

130
00:04:36,560 --> 00:04:38,579
larger prop assets like jersey barriers
更大的支柱资产，如球衣障碍

131
00:04:38,779 --> 00:04:42,750
trees road signs barrels etc
树木路标桶等

132
00:04:42,949 --> 00:04:45,060
I then move down to some smaller props
然后我转向一些较小的道具

133
00:04:45,259 --> 00:04:47,250
such as trash food containers and broken
如垃圾食品容器和破碎

134
00:04:47,449 --> 00:04:49,150
masonry
石工

135
00:04:49,350 --> 00:04:51,670
here I'm layering decals with props to
在这里，我用道具分层贴花

136
00:04:51,870 --> 00:04:53,379
really help blend this asphalt rubble
真的有助于混合这种沥青瓦砾

137
00:04:53,579 --> 00:04:55,900
pile into the scene because the place
因为这个地方堆成了场景

138
00:04:56,100 --> 00:04:57,430
decal will bleed onto the rubble
贴花会流到废墟上

139
00:04:57,629 --> 00:04:58,240
geometry
几何

140
00:04:58,439 --> 00:05:00,520
it really helps soften the transition
它确实有助于缓和转型

141
00:05:00,720 --> 00:05:02,889
from the prop to the ground as I
从我的支柱到地面

142
00:05:03,089 --> 00:05:04,870
mentioned with the decals when you layer
分层时用贴花提到

143
00:05:05,069 --> 00:05:06,490
assets you can get some really
您可以获得一些资产

144
00:05:06,689 --> 00:05:09,819
great-looking results okay so the scene
看起来很棒的结果还好现场

145
00:05:10,019 --> 00:05:11,530
is really coming along but it's still
真的来了，但它仍然存在

146
00:05:11,730 --> 00:05:13,780
feeling a little stale and one of the
感觉有点陈旧和其中一个

147
00:05:13,980 --> 00:05:15,340
reasons for that is because there's a
原因是因为有一个

148
00:05:15,540 --> 00:05:18,220
lack of vegetation in the scene in any
任何场景都缺乏植被

149
00:05:18,420 --> 00:05:19,810
post civilized environment we would
我们会发布文明环境

150
00:05:20,009 --> 00:05:21,879
expect to see nature reclaiming anything
期待看到大自然回收任何东西

151
00:05:22,079 --> 00:05:24,670
constructed by humans to help me achieve
由人类构建来帮助我实现

152
00:05:24,870 --> 00:05:26,949
this look I heavily rely on unreal
这看起来我非常依赖虚幻

153
00:05:27,149 --> 00:05:29,259
scatter tool also known as the foliage
散射工具也称为叶子

154
00:05:29,459 --> 00:05:32,379
tool back in bridge I have quite a large
工具回到桥我有相当大的

155
00:05:32,579 --> 00:05:34,000
list of 3d plants that I can choose from
我可以选择的3d植物列表

156
00:05:34,199 --> 00:05:36,460
that will fit this scene nicely I'll
我会很好地适应这个场景

157
00:05:36,660 --> 00:05:38,590
again select multiple assets by holding
再次选择多个资产

158
00:05:38,790 --> 00:05:40,930
down ctrl and then batch export them
按下ctrl然后批量导出它们

159
00:05:41,129 --> 00:05:43,270
into unreal I can actually have live
变得不真实我真的可以活着

160
00:05:43,470 --> 00:05:45,129
link automatically propagate these plant
链接自动传播这些植物

161
00:05:45,329 --> 00:05:47,829
assets into the foliage tool for me just
资产进入树叶工具对我而言

162
00:05:48,029 --> 00:05:49,750
by checking these settings here but I
通过检查这些设置，但我

163
00:05:49,949 --> 00:05:51,009
want to start out with just a few
想要从一些开始

164
00:05:51,209 --> 00:05:53,199
specific assets so I left that off this
具体的资产，所以我离开了这个

165
00:05:53,399 --> 00:05:55,810
time I manually dragged those assets
我手动拖动那些资产的时间

166
00:05:56,009 --> 00:05:58,000
into the foliage tool window and then
进入树叶工具窗口然后

167
00:05:58,199 --> 00:05:59,590
adjust some of the settings so that it
调整一些设置以便它

168
00:05:59,790 --> 00:06:00,819
can start painting them down in the
可以开始画它们了

169
00:06:01,019 --> 00:06:03,250
grassy areas next to the sidewalk I then
我在人行道旁边的草地区

170
00:06:03,449 --> 00:06:05,050
take a few more plants such as some dead
多带一些植物，比如死了一些

171
00:06:05,250 --> 00:06:07,840
grass clovers and some weeds and more
草三叶草和一些杂草等

172
00:06:08,040 --> 00:06:10,210
sparsely populated the area to mimic
这个地区人口稀少，模仿

173
00:06:10,410 --> 00:06:12,340
seasonal die off and overgrowth of other
季节性死亡和其他的过度生长

174
00:06:12,540 --> 00:06:15,790
non Graf's vegetation this not only adds
非Graf的植被不仅增加了

175
00:06:15,990 --> 00:06:17,410
more interest to the lawn from an
对草坪的兴趣更大

176
00:06:17,610 --> 00:06:19,569
aesthetic standpoint but also adds
审美立场但也增加了

177
00:06:19,769 --> 00:06:22,300
another layer of realism I like to place
我喜欢放置另一层现实主义

178
00:06:22,500 --> 00:06:24,189
some of the plants by hand particularly
特别是一些手工植物

179
00:06:24,389 --> 00:06:26,050
in areas where I need to be mindful of
在我需要注意的领域

180
00:06:26,250 --> 00:06:28,569
the composition of the camera shot or in
镜头的组成或拍摄

181
00:06:28,769 --> 00:06:30,340
places where I need specific scale and
我需要特定规模的地方

182
00:06:30,540 --> 00:06:31,629
rotation to match up with the
旋转以匹配

183
00:06:31,829 --> 00:06:34,600
environment such as grassy decals cracks
环境如草地贴花裂缝

184
00:06:34,800 --> 00:06:37,689
and the curb so the scene is really
和路边所以现场真的

185
00:06:37,889 --> 00:06:39,370
shaping up but I need to make sure that
塑造但我需要确保

186
00:06:39,569 --> 00:06:40,900
I have sufficient detail on the ground
我有足够的细节

187
00:06:41,100 --> 00:06:42,790
especially for some of the closer camera
特别是对于一些更近的​​相机

188
00:06:42,990 --> 00:06:45,670
angles I have I'll pop back into the
我有的角度我会回到原点

189
00:06:45,870 --> 00:06:47,620
library and grab some small rocks and
图书馆，并抓住一些小石头和

190
00:06:47,819 --> 00:06:48,970
pebbles to spread around the scene
鹅卵石在场景中传播

191
00:06:49,170 --> 00:06:50,949
because these will be no larger than a
因为这些不会比a大

192
00:06:51,149 --> 00:06:53,259
couple of inches in world space and in
几英寸的世界空间和在

193
00:06:53,459 --> 00:06:55,840
some cases even smaller than that I can
有些情况比我还要小

194
00:06:56,040 --> 00:06:57,639
utilize a really handy feature in bridge
利用桥中非常方便的功能

195
00:06:57,839 --> 00:06:59,770
to set the LOD of the asset to four or
将资产的LOD设置为4或

196
00:06:59,970 --> 00:07:01,750
five since they won't need to be too
五，因为他们不需要太过

197
00:07:01,949 --> 00:07:02,710
detailed
详细

198
00:07:02,910 --> 00:07:04,300
this will save me a lot of time and
这将节省我很多时间

199
00:07:04,500 --> 00:07:05,800
headache when it comes to performance
在性能方面令人头疼

200
00:07:06,000 --> 00:07:07,509
and it's all done automatically with
这一切都是自动完成的

201
00:07:07,709 --> 00:07:10,120
live link okay with the rocks loaded up
直播链接好了，岩石装满了

202
00:07:10,319 --> 00:07:12,040
I'll do a quick pass with my scale set a
我会用我的比例设定快速通过

203
00:07:12,240 --> 00:07:15,090
bit larger and the density a bit lower
比特大，密度稍低

204
00:07:15,290 --> 00:07:17,620
once I'm good with that I scale it down
一旦我很好，我就把它缩小

205
00:07:17,819 --> 00:07:21,349
a little as well as increase the density
一点点，以及增加密度

206
00:07:21,959 --> 00:07:24,160
and finally I scale it down even further
最后我将它进一步缩小

207
00:07:24,360 --> 00:07:26,319
and make the density quite high and
并使密度相当高

208
00:07:26,519 --> 00:07:28,360
begin painting and erasing the pebbles
开始绘画和擦除鹅卵石

209
00:07:28,560 --> 00:07:30,100
to try and replicate a lot of the subtle
尝试复制很多微妙的东西

210
00:07:30,300 --> 00:07:31,718
detail we see on the ground in the real
我们在真实中看到的细节

211
00:07:31,918 --> 00:07:35,319
world though I'm painting all around the
世界虽然我在周围画画

212
00:07:35,519 --> 00:07:37,088
shot I try to keep the bulk of the
拍摄我试图保持大部分

213
00:07:37,288 --> 00:07:38,829
brushstrokes close to the camera or
笔触靠近相机或

214
00:07:39,029 --> 00:07:41,290
around contrasting surfaces like garbage
围绕对比的表面，如垃圾

215
00:07:41,490 --> 00:07:43,749
props so that I'm not wasting Polly's on
道具，这样我就不会浪费波莉了

216
00:07:43,949 --> 00:07:45,009
pebbles that will blend in with the
鹅卵石将融入其中

217
00:07:45,209 --> 00:07:48,189
surface right behind it I then do a
表面就在它后面然后我做了一个

218
00:07:48,389 --> 00:07:49,990
quick pass with additional detail props
快速通过额外的细节道具

219
00:07:50,189 --> 00:07:51,879
such as small branches and cigarette
比如小枝和香烟

220
00:07:52,079 --> 00:07:55,180
butts though quality textures and decals
虽然质量纹理和贴花，但对接

221
00:07:55,379 --> 00:07:57,338
can really take your scene far there's
真的可以把你的场景带到那里

222
00:07:57,538 --> 00:08:00,040
no substitute for 3d geometry especially
尤其不能替代3d几何

223
00:08:00,240 --> 00:08:02,050
on a low angle up close shot like this
在这样一个低角度近距离拍摄

224
00:08:02,250 --> 00:08:04,270
where the effects of a normal map really
真正的地图的影响真的

225
00:08:04,470 --> 00:08:06,460
start to break down the reflected
开始打破反映

226
00:08:06,660 --> 00:08:08,110
lighting in addition to the screen space
照明除了屏幕空间

227
00:08:08,310 --> 00:08:10,088
ambient occlusion and contact shadows
环境遮挡和接触阴影

228
00:08:10,288 --> 00:08:12,579
that geometry provides adds a boost of
几何提供增加了

229
00:08:12,779 --> 00:08:14,559
realism that simply is impossible to
现实主义根本不可能

230
00:08:14,759 --> 00:08:18,069
achieve with textures alone though we
虽然我们只用纹理来实现

231
00:08:18,269 --> 00:08:19,540
only covered a few techniques in this
只介绍了一些技巧

232
00:08:19,740 --> 00:08:21,730
video the rest of the scene was built
视频其余部分已构建完成

233
00:08:21,930 --> 00:08:23,319
using the same methods we just went over
使用相同的方法，我们刚刚过去

234
00:08:23,519 --> 00:08:25,899
and as you can see in the time-lapse
正如你在延时中看到的那样

235
00:08:26,098 --> 00:08:27,520
footage I was able to take a very
我能够拍摄的镜头

236
00:08:27,720 --> 00:08:29,680
simplistic block out consisting of just
简单的阻止由刚刚组成

237
00:08:29,879 --> 00:08:32,109
a street and sidewalk and transform it
街道和人行道并改造它

238
00:08:32,309 --> 00:08:33,729
into a highly detailed believable
变得非常详细可信

239
00:08:33,929 --> 00:08:35,349
environment that's running at a smooth
运行平稳的环境

240
00:08:35,549 --> 00:08:37,799
frame rate even on an older PC and
帧率甚至在较旧的PC和

241
00:08:38,000 --> 00:08:40,689
thanks to the mega scans library along
感谢大型扫描库

242
00:08:40,889 --> 00:08:42,609
with bridge mixer and the live link
使用桥式混音器和实时链接

243
00:08:42,809 --> 00:08:44,919
plug-in getting the content I needed to
插件获取我需要的内容

244
00:08:45,120 --> 00:08:46,689
assemble this level inside Unreal was
在Unreal里面组装这个级别

245
00:08:46,889 --> 00:08:47,859
quick and painless
快速无痛

246
00:08:48,059 --> 00:08:50,349
being able to import ready-to-use assets
能够导入现成资产

247
00:08:50,549 --> 00:08:52,059
with just a few clicks lets me focus
只需点击几下，我就可以专注

248
00:08:52,259 --> 00:08:53,769
more on the artistic side of the scene
更多的是在艺术方面

249
00:08:53,970 --> 00:08:56,169
and less on the tedious technical tasks
而不是繁琐的技术任务

250
00:08:56,370 --> 00:08:59,169
I really hope you enjoyed this video and
我真的希望你喜欢这个视频和

251
00:08:59,370 --> 00:09:00,758
that it was helpful for you in some way
它在某种程度上对你有帮助

252
00:09:00,958 --> 00:09:03,758
don't forget to tune in on the 23rd at 7
不要忘记在23日7点收听

253
00:09:03,958 --> 00:09:06,609
p.m. CET for the live stream and if you
下午CET直播，如果你

254
00:09:06,809 --> 00:09:08,078
have any questions be sure to leave them
有任何问题一定要留下他们

255
00:09:08,278 --> 00:09:09,849
in the comments below and I'll try to
在下面的评论中，我会尝试

256
00:09:10,049 --> 00:09:12,189
answer them in the live stream thanks so
在实况流中回答他们，谢谢

257
00:09:12,389 --> 00:09:13,870
much for tuning in and we'll see you
很多调整，我们会看到你

258
00:09:14,070 --> 00:09:19,070
next time
下次


