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GPT6 Astra 第二波來了!

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網友上手後的88個新案例,一次看過癮。

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先看這輛車,車壁一展開,座椅、底盤,連裡面的零件都分好了。

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作者標了334個建模零件,光是這個拆開的過程,就有點停不下來。

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給他一張老式蒸汽火車線稿,先重建整車,再把模型拆成零件。

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輪組、鍋爐和車廂各歸各位。作者給出的數字是3295個可編輯物體。

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這下連拆裝說明書都有畫面了。

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有人把房源照片交给他

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得到了一段三维看房演示

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厨房 灯光和家具都跟着进场

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坐着也提醒 还有细节错误

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所以看完漂亮镜头

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仍要对照原来的房子

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这次输入换成办公室视频

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输出是能逛的三维办公室

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工位通道和墙面都能对照着看

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你随手录的一圈空间

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开始有了另一种使用方式

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地图上选一个位置

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再把周围变成三维街区

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重点看道路和建筑之间的关系

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街道连起来

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那个地点才开始有空间感

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这块残缺的扫描网格

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被重新建成了规则模型

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还导出了工程软件能打开的STP文件

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漂亮表面之外

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能不能继续编辑

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这次也摆上了台面

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机械设计这边

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作者展示了带内部结构的CAD装配

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外壳打开以后

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里面的层次才是重点

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短短一个镜头

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信息量倒是不小

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旧金山艺术工也进了Blender

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看穹顶 柱廊和建筑比例

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几个标志性结构一对上

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整座建筑的辨识度就立住了

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这里是纽伯格林赛道的三维飞跃演示

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连续弯道 坡度和两侧环境一起展开

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镜头沿路线走

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比单看一个赛道模型

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更能看出空间是否连贯

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这只角色从基础形体

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一路做到服装和配件

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作者说

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这次没有使用现成的三维生成服务

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我们可以直接检查轮廓和层次

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近景比口号诚实

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小房子 屋顶 门窗和装饰

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被做成一套游戏资产

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风格能统一起来

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后面摆进场景 才省心

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做游戏时

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零件之间能配套

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很重要

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他在看这座城堡

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塔楼 窗框和屋檐层层往外跌

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远景负责气势

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近景负责交代细节

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建筑模型终于经得起镜头往前走

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模型摆好了

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下一步走进去看看

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樊高的六幅画

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被串成了一座能行走的小镇

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卧室 街道和向日葵

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沿着同一条路接起来

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最有意思的是视角移动

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平面的笔触也跟着有了空间

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秦陵地宫里有兵涌 通道和星盘机关

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作者说模型和圆码都能编辑

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把一个历史题材做到能漫游

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之后就能继续往里面加探索和故事

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把这座古印度风格的体速城市

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把台阶 塔楼和水面铺在一起

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先看整体轮廓

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再看小尺度的层次

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想把一座微缩沙盘放进了浏览器

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秋色 瀑布和小屋组成一座悬浮小岛

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体速颗粒保留下来

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颜色和光照又很统一

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这个案例的看点就是画面风格收得住

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这条河流场景里

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水 石头和植被是一起工作的

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沿着水面移动

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反光和层次都在变

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网页里的自然环境

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已经值得停下来多看两眼

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小路穿过草地

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房屋和树木沿路线排开

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这个演示很适合看场景层次

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近处有东西

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中间有路线

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远处还有能继续走过去的目标

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圆形家具 玻璃和灯带

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摆进同一个空间

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镜头能在里面移动

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这里可以重点看材质和光线

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怎么相互影响

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室内设计也多了一种预览方式

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而这个房间既能走进去

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家具也能单独旋转查看

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空间浏览和物体检查接在一起

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做展示时

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用户想看哪里就能继续往哪里看

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这段画面是一座被风暴海洋包围的哥特城市

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塔楼 雾气和水面集在一起

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几秒钟就把气氛立住了

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着色气的表现力这里很直观

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黄色走廊配上老录像带质感

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后视那种不安就出来了

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作者说明这段来自Blender

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场景和渲染

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空间结构与后期风格是一起在起作用

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老文字冒险游戏Zorg被做成了三维探索版本

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房间和物体都可以直接看见

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把原来靠文字想象的空间呈现出来

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老游戏也换了一种入口

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把骑车穿过田野

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停下来又能步行

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白天和黄昏也有不同的光照

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这款田园游戏作者给了一整夜需求

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第一轮用了一个小时

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骑行 镜头和环境气氛都接上了

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光看这条小路就有点想进去逛逛

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接下来这条

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很多人一眼就认得出来

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从场景走动切到宝可蒙对战

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血条 招式和战斗界面都接了起来

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作者也提到偶发的跟随异常

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熟悉的流程越多

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越方便我们检查他到底做到哪一步

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方块世界当然也来了

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走动 探索和方块交互都放进同一份演示

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作者用的是固定测试题

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这类熟悉的玩法

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刚好适合看功能有没有接齐

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另一位作者做出了三维宠物探索游戏

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角色和跟随伙伴一起穿过草地

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界面也围着他们展开

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同样的题材换个视角

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就有另一种观看体验

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佗影风格的场景里

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角色已经能沿街道行动

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建筑 道路和人物放到同一尺度里

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原来脑海中的动漫地点

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也开始能用方向剑逛了

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近期的巨人题材也有人试了

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城墙 街区和巨大的角色放在一起

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尺度反差非常直观

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做这种题材

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第一眼能不能认出来

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就是很具体的考题

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绳子 糖果和熟悉的小怪物都到位了

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作者还展示了关卡菜单和编辑器

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做出一个关卡

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只是起点能继续改关卡

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才方便把自己的想法接着做下去

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愤怒的小鸟也能做

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弹弓和不同鸟的能力都有展示

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不过这次作者更喜欢另一模型的美术

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把这样的反馈留下

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才知道生成效果具体赢在哪里

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差在哪里

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有人喝早咖啡时

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想做一款单机角色扮演游戏

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结果已经能战斗

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砍树和采集

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这几条日常循环串起来

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游戏世界就有事情可做了

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多人割草模拟器也出现了

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作者说

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直播间观众还进来一起玩

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看着草坪一块块变整齐

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这种朴素的快乐

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还真不一定输给打怪

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手机网球里

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大力机球会触发一个很有表现力的机位

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看这一拍

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从挥拍到落点都有反馈

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小小一次镜头变化

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也能让动作更有劲

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木质迷宫里

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小球随着倾斜往前滚

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这种小玩法

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很适合检查控制和反馈

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手上动一下

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画面得立刻告诉你

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发生了什么

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把我的世界红石装置

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这次做成了反应堆模样的动态雕塑

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还能奏乐

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作者给它起名

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Helio Heos

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留一小段原声

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听听这个装置怎么动起来

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这一轮把速度和打击感拉起来

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把这辆反重力赛车冲进弯道

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速度线 机身姿态和赛道一起往后甩

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作者说模型还主动调用了电脑上的blender

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工具选的对

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想法才更容易落到画面上

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汽车足球里

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球 车和球门一起构成完整对抗

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先别急着切走

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看看追球到接触的这一下

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运动之间能不能衔接

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玩起来会直接感觉到

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那两排机甲在城市水面上对打

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挥拳 命中和胜负提示都有了

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作者用的是自己已有的机甲项目

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现有资产 接上新玩法

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也是一条很实际的创作路线

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这款浏览器动作游戏

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重点看重剑挥出去以后

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双手和脚步怎么跟

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作者说第一版不理想

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又改了角色和动作系统

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打击感往往就藏在这些反复调整里

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去向题材的演示里

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角色和巨大生物之间的尺寸差

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拉得很开 贴近 移动

224
00:06:49,900 --> 00:06:50,820
再把镜头拉远

225
00:06:50,820 --> 00:06:52,000
动作游戏的空间感

226
00:06:52,000 --> 00:06:53,720
就这样一点点建立起来

227
00:06:53,720 --> 00:06:55,320
Roblox里的动漫格斗

228
00:06:55,320 --> 00:06:58,380
把角色 场地和机飞反馈组合起来

229
00:06:58,380 --> 00:06:59,680
几个熟悉的元素

230
00:06:59,680 --> 00:07:00,760
放进同一场对战

231
00:07:00,760 --> 00:07:02,120
看点马上就明确了

232
00:07:02,120 --> 00:07:03,780
到底谁能留到最后

233
00:07:03,780 --> 00:07:05,120
这个射击原型

234
00:07:05,120 --> 00:07:07,700
把场景 美术和武器演示做了出来

235
00:07:07,700 --> 00:07:08,580
作者也指出

236
00:07:08,580 --> 00:07:09,960
移动和物理还有不足

237
00:07:09,960 --> 00:07:11,480
看完一轮走位与开火

238
00:07:11,480 --> 00:07:12,840
比只看漂亮枪模

239
00:07:12,840 --> 00:07:14,160
更接近实际体验

240
00:07:14,160 --> 00:07:16,120
俯视射击换了个观察位置

241
00:07:16,120 --> 00:07:17,820
敌人 弹道和场景

242
00:07:17,820 --> 00:07:18,980
都在眼前展开

243
00:07:18,980 --> 00:07:19,820
画面一热闹

244
00:07:19,820 --> 00:07:21,360
信息还能不能看清楚

245
00:07:21,360 --> 00:07:23,340
就是这类游戏很实在的考验

246
00:07:23,340 --> 00:07:26,100
飞龙带着镜头掠过水面和遗迹

247
00:07:26,100 --> 00:07:27,660
射击目标也跟着出现

248
00:07:27,660 --> 00:07:29,620
作者说这是一次玩笑式的提问

249
00:07:29,620 --> 00:07:30,780
结果把怀旧题材

250
00:07:30,780 --> 00:07:32,740
做成了一段真能操作的演示

251
00:07:32,740 --> 00:07:34,740
这款三维格斗更简单

252
00:07:34,740 --> 00:07:36,280
两个角色一个场地

253
00:07:36,280 --> 00:07:37,940
直接交代拳脚往来

254
00:07:37,940 --> 00:07:38,820
内容说得小

255
00:07:38,820 --> 00:07:40,280
反而容易看清基本动作

256
00:07:40,280 --> 00:07:41,860
和命中反馈有没有完成

257
00:07:41,860 --> 00:07:44,220
这个服饰游戏让玩家操控龙

258
00:07:44,220 --> 00:07:45,760
对着城堡和敌人进攻

259
00:07:45,760 --> 00:07:48,100
作者明确用了现成的美术素材

260
00:07:48,100 --> 00:07:49,980
把素材变成有规则的玩法

261
00:07:49,980 --> 00:07:51,220
也是一项具体工作

262
00:07:51,220 --> 00:07:53,140
这位作者的评价很坦率

263
00:07:53,140 --> 00:07:54,120
画面好多了

264
00:07:54,120 --> 00:07:55,000
但还不好玩

265
00:07:55,000 --> 00:07:55,960
这句值得留下

266
00:07:55,960 --> 00:07:57,200
让游戏能运行以后

267
00:07:57,200 --> 00:07:59,200
节奏 目标和挑战怎么设计

268
00:07:59,200 --> 00:08:00,000
仍然要继续

269
00:08:00,500 --> 00:08:03,900
他熟悉的題目做完了,來看看這些自由發揮。

270
00:08:03,900 --> 00:08:13,600
剛才那座《梵高小鎮》,畫風又被帶進了團隊射擊遊戲,接到還是那個筆觸,玩法已經換了一套,作者說做了6個小時,風格和玩法是慢慢接上的。

271
00:08:13,600 --> 00:08:15,580
这座体素风格的废土场景

272
00:08:15,580 --> 00:08:17,960
有建筑 人物和可探索区域

273
00:08:17,960 --> 00:08:20,840
作者的工作流还加入了概念图与贴图生成

274
00:08:20,840 --> 00:08:22,140
画面方向先统一

275
00:08:22,140 --> 00:08:24,200
后面的资产才更容易站到一起

276
00:08:24,200 --> 00:08:27,260
色谷街头被做成了能进入的游戏场景

277
00:08:27,260 --> 00:08:29,540
路口 楼群和人物摆在一起

278
00:08:29,540 --> 00:08:31,180
熟悉地点提供了很强的参照

279
00:08:31,180 --> 00:08:32,440
哪里像 哪里还差

280
00:08:32,440 --> 00:08:33,480
观众一眼就会长

281
00:08:33,480 --> 00:08:36,480
太空游戏把探索范围放到了不同星球

282
00:08:36,480 --> 00:08:38,580
角色 地表和界面跟着切换

283
00:08:38,580 --> 00:08:40,480
作者说能前往20颗星球

284
00:08:40,480 --> 00:08:41,560
这种规模的设想

285
00:08:41,560 --> 00:08:43,760
也开始能先做个原型出来看看

286
00:08:43,760 --> 00:08:45,840
这个叫Void Explorer

287
00:08:45,840 --> 00:08:47,020
作者的项目说明里

288
00:08:47,020 --> 00:08:48,340
有2000多个恒星系

289
00:08:48,340 --> 00:08:49,440
1万多颗行星

290
00:08:49,440 --> 00:08:50,060
看这一段

291
00:08:50,060 --> 00:08:51,400
从太空飞进冰月

292
00:08:51,400 --> 00:08:52,820
再掠过冰原和峡谷

293
00:08:52,820 --> 00:08:53,980
远处看见的光点

294
00:08:53,980 --> 00:08:55,500
真的能变成下一个目的地

295
00:08:55,500 --> 00:08:56,820
探索感一下就出来了

296
00:08:56,820 --> 00:08:57,980
这段演示

297
00:08:57,980 --> 00:08:59,140
把地铁站做成了

298
00:08:59,140 --> 00:09:00,300
可以探索的三维空间

299
00:09:00,300 --> 00:09:02,740
站台 通道和灯光都有连续关系

300
00:09:02,740 --> 00:09:03,580
封闭空间里

301
00:09:03,580 --> 00:09:04,280
转一个弯

302
00:09:04,280 --> 00:09:05,320
还能不能接上

303
00:09:05,320 --> 00:09:06,520
特别容易看出来

304
00:09:06,520 --> 00:09:07,720
把这次测试

305
00:09:07,720 --> 00:09:10,400
把船 风浪和航行界面放到了一起

306
00:09:10,400 --> 00:09:12,040
镜头随着环境变化

307
00:09:12,040 --> 00:09:13,660
空间的压迫感也出来了

308
00:09:13,660 --> 00:09:14,380
作者还说

309
00:09:14,380 --> 00:09:17,120
展示用的视频也是同一次工作里做的

310
00:09:17,120 --> 00:09:19,420
有人让模型先研究自己的创作风格

311
00:09:19,420 --> 00:09:20,480
再做一款游戏

312
00:09:20,480 --> 00:09:22,540
结果连音乐选择都有了个性

313
00:09:22,540 --> 00:09:23,780
这个题目很有意思

314
00:09:23,780 --> 00:09:25,320
要求已经从做的出来

315
00:09:25,320 --> 00:09:26,720
走到了做的像谁

316
00:09:26,720 --> 00:09:28,920
而这一段把大量角色和场景

317
00:09:28,920 --> 00:09:29,980
塞进了数屏画面

318
00:09:29,980 --> 00:09:31,160
先看整体运动

319
00:09:31,160 --> 00:09:32,460
再看局部层次

320
00:09:32,460 --> 00:09:33,320
规模感一出来

321
00:09:33,320 --> 00:09:34,960
模型怎么组织这么多元素

322
00:09:34,960 --> 00:09:36,880
就成了值得继续观察的点

323
00:09:36,880 --> 00:09:38,400
这款动作游戏里

324
00:09:38,400 --> 00:09:40,660
走路和挥刀都会带起水面的变化

325
00:09:40,660 --> 00:09:43,240
作者后来又把水改成三维渲染层

326
00:09:43,240 --> 00:09:44,520
两板放在一起看

327
00:09:44,520 --> 00:09:46,240
同一套玩法里的视觉细节

328
00:09:46,240 --> 00:09:47,620
还能继续往前推

329
00:09:47,620 --> 00:09:48,640
游戏之外

330
00:09:48,640 --> 00:09:50,200
网页也开始变得有手感

331
00:09:50,200 --> 00:09:51,860
这盘饺子会眨眼

332
00:09:51,860 --> 00:09:53,040
还能被筷子夹起来

333
00:09:53,040 --> 00:09:54,880
作者提供了现成的饺子模型

334
00:09:54,880 --> 00:09:56,720
再让它完成网页与交互

335
00:09:56,720 --> 00:09:57,840
食欲和好奇心

336
00:09:57,840 --> 00:09:59,740
这下都被安排得明明白白

337
00:09:59,740 --> 00:10:02,420
果冻在三维网页里晃动和回弹

338
00:10:02,420 --> 00:10:03,700
视觉上就有了触感

339
00:10:03,700 --> 00:10:05,420
这样的交互很适合看细节

340
00:10:05,420 --> 00:10:06,560
按下去松开

341
00:10:06,560 --> 00:10:07,460
再恢复形状

342
00:10:07,460 --> 00:10:08,900
完整过程要连的自然

343
00:10:08,900 --> 00:10:10,200
个人作品集里

344
00:10:10,200 --> 00:10:11,300
有三维角色

345
00:10:11,300 --> 00:10:13,100
也有标出演讲地点的地球

346
00:10:13,100 --> 00:10:14,760
信息和互动接在一起

347
00:10:14,760 --> 00:10:16,620
访问者能顺着兴趣多看一部

348
00:10:16,620 --> 00:10:18,760
比一排链接更容易留下印象

349
00:10:18,760 --> 00:10:20,060
另一份作品集

350
00:10:20,060 --> 00:10:21,480
干脆装进了掌机界面

351
00:10:21,480 --> 00:10:24,080
按钮 屏幕和个人内容互相呼应

352
00:10:24,080 --> 00:10:25,600
选一个明确的交互主题

353
00:10:25,600 --> 00:10:27,620
整个页面就有了统一的性格

354
00:10:27,620 --> 00:10:29,400
把这一组网页展示的是

355
00:10:29,400 --> 00:10:31,620
排版 色彩和动态效果的组合

356
00:10:31,620 --> 00:10:32,680
先看内容顺序

357
00:10:32,680 --> 00:10:34,280
再看滚动时怎么变化

358
00:10:34,280 --> 00:10:36,000
漂亮页面能不能好用

359
00:10:36,000 --> 00:10:37,240
细节要一起检查

360
00:10:37,240 --> 00:10:38,800
这段界面演示

361
00:10:38,800 --> 00:10:41,460
把卡片 文字和留白安排得很克制

362
00:10:41,460 --> 00:10:42,360
元素没有多少

363
00:10:42,360 --> 00:10:44,260
位置和层级却都在起作用

364
00:10:44,260 --> 00:10:45,080
越小的界面

365
00:10:45,080 --> 00:10:46,880
越能看出排版有没有想清楚

366
00:10:46,880 --> 00:10:49,920
酒店页面用大幅空间照片带出氛围

367
00:10:49,920 --> 00:10:51,220
再把内容逐步展开

368
00:10:51,220 --> 00:10:52,120
作者也补充说

369
00:10:52,120 --> 00:10:53,440
这更接近一个落地也

370
00:10:53,440 --> 00:10:54,320
作为设计起点

371
00:10:54,320 --> 00:10:55,320
方向已经很明确

372
00:10:55,320 --> 00:10:57,420
产品模型换上灯光和机位

373
00:10:57,420 --> 00:10:58,940
就有了广告镜头的味道

374
00:10:58,940 --> 00:11:00,140
这里作者特别澄清

375
00:11:00,140 --> 00:11:02,000
模型与贴图来自人工制作

376
00:11:02,000 --> 00:11:03,920
模型负责场景和镜头安排

377
00:11:03,920 --> 00:11:04,800
贡献分清楚

378
00:11:04,800 --> 00:11:06,180
才能知道工具用在哪

379
00:11:06,180 --> 00:11:07,620
最朴素的考题来了

380
00:11:07,620 --> 00:11:08,340
一根香蕉

381
00:11:08,340 --> 00:11:08,820
弧度

382
00:11:08,820 --> 00:11:10,320
切面和轮廓的收放

383
00:11:10,320 --> 00:11:11,560
都能拿来检查模型

384
00:11:11,560 --> 00:11:12,720
日常物体太熟悉

385
00:11:12,720 --> 00:11:13,680
稍微做偏一点

386
00:11:13,680 --> 00:11:14,720
眼睛就会发现

387
00:11:14,720 --> 00:11:15,900
这段三维特效

388
00:11:15,900 --> 00:11:17,700
是在手机上完成的操作演示

389
00:11:17,700 --> 00:11:18,460
小屏幕里

390
00:11:18,460 --> 00:11:19,260
也有旋转

391
00:11:19,260 --> 00:11:20,760
光效和空间层次

392
00:11:20,760 --> 00:11:21,920
随手冒出的想法

393
00:11:21,920 --> 00:11:22,760
终于有地方

394
00:11:22,760 --> 00:11:23,780
马上试一下了

395
00:11:23,780 --> 00:11:25,160
接着换几种材料

396
00:11:25,160 --> 00:11:25,700
画布

397
00:11:25,700 --> 00:11:26,260
音符

398
00:11:26,260 --> 00:11:27,220
还有整条视频

399
00:11:27,220 --> 00:11:28,140
把这个案例

400
00:11:28,140 --> 00:11:29,760
让模型直接操作Canva

401
00:11:29,760 --> 00:11:31,100
把照片画成人像

402
00:11:31,100 --> 00:11:32,760
看图层和画布里的变化

403
00:11:32,760 --> 00:11:33,840
工具操作本身

404
00:11:33,840 --> 00:11:35,000
也是工作的一部分

405
00:11:35,000 --> 00:11:35,760
最后像不像

406
00:11:35,760 --> 00:11:37,840
原照片就摆在旁边

407
00:11:37,840 --> 00:11:38,580
而另一位作者

408
00:11:38,580 --> 00:11:40,160
也做了Canva人像测试

409
00:11:40,160 --> 00:11:41,840
两张结果的质量并不一样

410
00:11:41,840 --> 00:11:43,920
他公开说用了87分钟

411
00:11:43,920 --> 00:11:45,120
这个细节提醒我们

412
00:11:45,120 --> 00:11:46,440
漂亮成品背后

413
00:11:46,440 --> 00:11:48,540
时间成本也得算进去

414
00:11:48,540 --> 00:11:49,900
蒙娜丽莎这道题

415
00:11:49,900 --> 00:11:50,960
重点看五官

416
00:11:50,960 --> 00:11:52,640
明暗和背景怎么组织

417
00:11:52,640 --> 00:11:53,520
熟悉的名画

418
00:11:53,520 --> 00:11:54,700
提供了清楚的参照

419
00:11:54,700 --> 00:11:55,820
能画到什么程度

420
00:11:55,820 --> 00:11:57,820
把局部放大就更容易判断

421
00:11:57,820 --> 00:12:00,080
在经典的提胡奇自行车测试

422
00:12:00,080 --> 00:12:02,060
这次有了完整的动画呈现

423
00:12:02,060 --> 00:12:04,400
角色 车轮和背景一起动起来

424
00:12:04,400 --> 00:12:05,540
题目虽然有点好笑

425
00:12:05,540 --> 00:12:07,800
却很适合检查结构和运动关系

426
00:12:07,800 --> 00:12:11,300
这位作者让模型复刻一条107秒的快节奏视频

427
00:12:11,300 --> 00:12:14,980
我们看的是文字 版式和切换怎么配合

428
00:12:14,980 --> 00:12:15,820
视频制作里

429
00:12:15,820 --> 00:12:18,580
这些时间上的安排同样是一种能力

430
00:12:18,580 --> 00:12:20,220
还有一整条量子科普动画

431
00:12:20,220 --> 00:12:22,360
公式 结构和字幕一起推进

432
00:12:22,360 --> 00:12:24,160
这里展示的是内容制作流程

433
00:12:24,160 --> 00:12:25,940
科学结论和解释是否准确

434
00:12:25,940 --> 00:12:27,520
仍然需要逐条核对

435
00:12:27,520 --> 00:12:28,600
他音乐测试

436
00:12:28,600 --> 00:12:30,400
给的是巴赫风格四声部写作

437
00:12:30,400 --> 00:12:32,680
作者重点检查声部进行与何声

438
00:12:32,680 --> 00:12:33,380
听一小段

439
00:12:33,380 --> 00:12:34,460
感受几条旋律

440
00:12:34,460 --> 00:12:35,520
怎么一起向前走

441
00:12:35,520 --> 00:12:36,320
专业评分

442
00:12:36,320 --> 00:12:37,640
还是要对着谱子看

443
00:12:37,640 --> 00:12:42,380
单独看很惊艳

444
00:12:42,380 --> 00:12:43,560
放在同一道题里

445
00:12:43,560 --> 00:12:44,520
还能看出什么

446
00:12:44,520 --> 00:12:45,860
同一张红心A

447
00:12:45,860 --> 00:12:46,760
让几个模型

448
00:12:46,760 --> 00:12:47,520
坏一只眼睛

449
00:12:47,520 --> 00:12:48,820
这里比较的是轮廓

450
00:12:48,820 --> 00:12:50,160
细节和完成度

451
00:12:50,160 --> 00:12:51,180
任务越具体

452
00:12:51,180 --> 00:12:53,020
画面上的差别就越容易说清楚

453
00:12:53,020 --> 00:12:54,380
同样的建筑参照

454
00:12:54,380 --> 00:12:55,620
各自做空间重建

455
00:12:55,620 --> 00:12:56,580
先看主要轮廓

456
00:12:56,580 --> 00:12:58,060
再看层级和局部结构

457
00:12:58,060 --> 00:12:59,120
这样的并排展示

458
00:12:59,120 --> 00:13:00,480
比一具谁更强

459
00:13:00,480 --> 00:13:02,220
提供了更多可以检查的东西

460
00:13:02,220 --> 00:13:03,420
行星相撞

461
00:13:03,420 --> 00:13:04,200
漩涡和巨浪

462
00:13:04,200 --> 00:13:06,120
用同一组题目生成网页场景

463
00:13:06,120 --> 00:13:07,120
镜头并排以后

464
00:13:07,120 --> 00:13:09,060
构图和运动差异会很明显

465
00:13:09,060 --> 00:13:11,420
这个结果对应的是这一组具体测试

466
00:13:11,420 --> 00:13:12,580
同一个提示

467
00:13:12,580 --> 00:13:13,340
分别做游戏

468
00:13:13,340 --> 00:13:14,660
画面和动作摆在一起

469
00:13:14,660 --> 00:13:16,260
视觉表现可以先看出来

470
00:13:16,260 --> 00:13:17,540
稳定性和操作手感

471
00:13:17,540 --> 00:13:18,600
还需要继续试玩

472
00:13:18,600 --> 00:13:19,700
不同维度

473
00:13:19,700 --> 00:13:21,100
要分开比较

474
00:13:21,100 --> 00:13:22,040
而这里比较的是

475
00:13:22,040 --> 00:13:24,200
Extra自己的MAX和Medium档

476
00:13:24,200 --> 00:13:25,600
作者公布了不同的用时

477
00:13:25,600 --> 00:13:26,560
与额度消耗

478
00:13:26,560 --> 00:13:27,640
看效果之外

479
00:13:27,640 --> 00:13:29,040
再把时间放进去

480
00:13:29,040 --> 00:13:31,280
才好选适合自己任务的档位

481
00:13:31,280 --> 00:13:32,980
而机器人控制测试里

482
00:13:32,980 --> 00:13:34,220
作者报告基础任务

483
00:13:34,220 --> 00:13:35,060
有明显提升

484
00:13:35,060 --> 00:13:36,720
换到更难的精细任务

485
00:13:36,720 --> 00:13:38,400
两边成功次数又一样

486
00:13:38,400 --> 00:13:39,600
把条件一起看

487
00:13:39,600 --> 00:13:41,060
数字才不会把人带偏

488
00:13:41,060 --> 00:13:42,120
最后这一组

489
00:13:42,120 --> 00:13:44,640
看看他怎么把工具和步骤接起来

490
00:13:44,640 --> 00:13:46,200
还有人重做了自己

491
00:13:46,200 --> 00:13:47,520
40多年前用过的电脑

492
00:13:47,520 --> 00:13:48,740
键盘 磁带机

493
00:13:48,740 --> 00:13:51,100
游戏和Basic都放进一个应用

494
00:13:51,100 --> 00:13:52,080
怀旧这件事

495
00:13:52,080 --> 00:13:54,920
突然从回忆变成了能点开的东西

496
00:13:54,920 --> 00:13:55,980
在这段产品演示里

497
00:13:55,980 --> 00:13:58,420
三维世界能继续调整布局和物体

498
00:13:58,420 --> 00:13:59,200
想法进来

499
00:13:59,200 --> 00:14:00,340
场景跟着改变

500
00:14:00,340 --> 00:14:02,180
几何和编辑能力保留下来

501
00:14:02,180 --> 00:14:03,600
后续修改才有地方落手

502
00:14:03,600 --> 00:14:05,100
上次是办公室

503
00:14:05,100 --> 00:14:07,240
这次直接给他加上飞行设定

504
00:14:07,240 --> 00:14:08,560
作者把Astra

505
00:14:08,560 --> 00:14:10,680
Blender和渲染工作流接到一起

506
00:14:10,680 --> 00:14:12,500
一个熟悉场景换个设想

507
00:14:12,500 --> 00:14:13,960
马上就有了新的镜头

508
00:14:13,960 --> 00:14:15,260
在这段录片里

509
00:14:15,260 --> 00:14:17,120
模型连续操作管理界面

510
00:14:17,120 --> 00:14:18,900
完成指定的技能删除任务

511
00:14:18,900 --> 00:14:20,480
作者说明全程没有加速

512
00:14:20,480 --> 00:14:21,540
我们就跟着光标看

513
00:14:21,540 --> 00:14:22,540
步骤是不是连贯

514
00:14:22,540 --> 00:14:23,780
结果有没有完成

515
00:14:23,780 --> 00:14:25,260
他在网页钢琴上

516
00:14:25,260 --> 00:14:26,840
同时用鼠标和键盘弹奏

517
00:14:26,840 --> 00:14:28,560
看输入怎么落到琴键上

518
00:14:28,560 --> 00:14:30,260
操作速度就有了直观参照

519
00:14:30,260 --> 00:14:31,280
留一小段原声

520
00:14:31,280 --> 00:14:33,400
这次用耳朵也能听见动作

521
00:14:33,400 --> 00:14:37,300
这段演示里

522
00:14:37,300 --> 00:14:38,620
模型做完Unreal游戏

523
00:14:38,620 --> 00:14:40,220
又开始自己操作试玩

524
00:14:40,220 --> 00:14:40,960
先生成

525
00:14:40,960 --> 00:14:42,780
再进入运行中的画面检查

526
00:14:42,780 --> 00:14:43,660
这条工作链

527
00:14:43,660 --> 00:14:45,340
终于能被我们直接看见

528
00:14:45,340 --> 00:14:46,620
最终好不好玩

529
00:14:46,620 --> 00:14:48,000
仍然要交给玩家

530
00:14:48,000 --> 00:14:49,520
最后这个有点套娃

531
00:14:49,520 --> 00:14:51,660
模拟里的角色打开一台模拟电脑

532
00:14:51,660 --> 00:14:52,960
又搭起了一层小世界

533
00:14:52,960 --> 00:14:54,620
过程和结果连起来看

534
00:14:54,620 --> 00:14:56,660
角色 工具和新场景

535
00:14:56,660 --> 00:14:57,800
真的被接到了一起

536
00:14:57,800 --> 00:14:59,340
88个案例看完

537
00:14:59,340 --> 00:15:01,520
最值得带走的是这些具体做法

538
00:15:01,520 --> 00:15:03,580
拆模型 搭空间 接交互

539
00:15:03,580 --> 00:15:05,120
再让工具自己运行起来

540
00:15:05,120 --> 00:15:06,240
有的用了现成资产

541
00:15:06,240 --> 00:15:07,700
有的反复改了很多轮

542
00:15:07,700 --> 00:15:08,940
找到一个你真想做的

543
00:15:08,940 --> 00:15:09,580
先试起来

544
00:15:09,580 --> 00:15:10,860
最想看哪一个详细拆解

545
00:15:10,860 --> 00:15:11,860
评论里留下编号
