WEBVTT

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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

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再把镜头拉远

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动作游戏的空间感

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就这样一点点建立起来

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Roblox里的动漫格斗

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把角色 场地和机飞反馈组合起来

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几个熟悉的元素

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放进同一场对战

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看点马上就明确了

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到底谁能留到最后

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这个射击原型

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把场景 美术和武器演示做了出来

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作者也指出

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移动和物理还有不足

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看完一轮走位与开火

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比只看漂亮枪模

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更接近实际体验

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俯视射击换了个观察位置

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敌人 弹道和场景

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都在眼前展开

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画面一热闹

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信息还能不能看清楚

00:07:21.360 --> 00:07:23.340
就是这类游戏很实在的考验

00:07:23.340 --> 00:07:26.100
飞龙带着镜头掠过水面和遗迹

00:07:26.100 --> 00:07:27.660
射击目标也跟着出现

00:07:27.660 --> 00:07:29.620
作者说这是一次玩笑式的提问

00:07:29.620 --> 00:07:30.780
结果把怀旧题材

00:07:30.780 --> 00:07:32.740
做成了一段真能操作的演示

00:07:32.740 --> 00:07:34.740
这款三维格斗更简单

00:07:34.740 --> 00:07:36.280
两个角色一个场地

00:07:36.280 --> 00:07:37.940
直接交代拳脚往来

00:07:37.940 --> 00:07:38.820
内容说得小

00:07:38.820 --> 00:07:40.280
反而容易看清基本动作

00:07:40.280 --> 00:07:41.860
和命中反馈有没有完成

00:07:41.860 --> 00:07:44.220
这个服饰游戏让玩家操控龙

00:07:44.220 --> 00:07:45.760
对着城堡和敌人进攻

00:07:45.760 --> 00:07:48.100
作者明确用了现成的美术素材

00:07:48.100 --> 00:07:49.980
把素材变成有规则的玩法

00:07:49.980 --> 00:07:51.220
也是一项具体工作

00:07:51.220 --> 00:07:53.140
这位作者的评价很坦率

00:07:53.140 --> 00:07:54.120
画面好多了

00:07:54.120 --> 00:07:55.000
但还不好玩

00:07:55.000 --> 00:07:55.960
这句值得留下

00:07:55.960 --> 00:07:57.200
让游戏能运行以后

00:07:57.200 --> 00:07:59.200
节奏 目标和挑战怎么设计

00:07:59.200 --> 00:08:00.000
仍然要继续

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。

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。

00:08:13.600 --> 00:08:15.580
这座体素风格的废土场景

00:08:15.580 --> 00:08:17.960
有建筑 人物和可探索区域

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

00:08:20.840 --> 00:08:22.140
画面方向先统一

00:08:22.140 --> 00:08:24.200
后面的资产才更容易站到一起

00:08:24.200 --> 00:08:27.260
色谷街头被做成了能进入的游戏场景

00:08:27.260 --> 00:08:29.540
路口 楼群和人物摆在一起

00:08:29.540 --> 00:08:31.180
熟悉地点提供了很强的参照

00:08:31.180 --> 00:08:32.440
哪里像 哪里还差

00:08:32.440 --> 00:08:33.480
观众一眼就会长

00:08:33.480 --> 00:08:36.480
太空游戏把探索范围放到了不同星球

00:08:36.480 --> 00:08:38.580
角色 地表和界面跟着切换

00:08:38.580 --> 00:08:40.480
作者说能前往20颗星球

00:08:40.480 --> 00:08:41.560
这种规模的设想

00:08:41.560 --> 00:08:43.760
也开始能先做个原型出来看看

00:08:43.760 --> 00:08:45.840
这个叫Void Explorer

00:08:45.840 --> 00:08:47.020
作者的项目说明里

00:08:47.020 --> 00:08:48.340
有2000多个恒星系

00:08:48.340 --> 00:08:49.440
1万多颗行星

00:08:49.440 --> 00:08:50.060
看这一段

00:08:50.060 --> 00:08:51.400
从太空飞进冰月

00:08:51.400 --> 00:08:52.820
再掠过冰原和峡谷

00:08:52.820 --> 00:08:53.980
远处看见的光点

00:08:53.980 --> 00:08:55.500
真的能变成下一个目的地

00:08:55.500 --> 00:08:56.820
探索感一下就出来了

00:08:56.820 --> 00:08:57.980
这段演示

00:08:57.980 --> 00:08:59.140
把地铁站做成了

00:08:59.140 --> 00:09:00.300
可以探索的三维空间

00:09:00.300 --> 00:09:02.740
站台 通道和灯光都有连续关系

00:09:02.740 --> 00:09:03.580
封闭空间里

00:09:03.580 --> 00:09:04.280
转一个弯

00:09:04.280 --> 00:09:05.320
还能不能接上

00:09:05.320 --> 00:09:06.520
特别容易看出来

00:09:06.520 --> 00:09:07.720
把这次测试

00:09:07.720 --> 00:09:10.400
把船 风浪和航行界面放到了一起

00:09:10.400 --> 00:09:12.040
镜头随着环境变化

00:09:12.040 --> 00:09:13.660
空间的压迫感也出来了

00:09:13.660 --> 00:09:14.380
作者还说

00:09:14.380 --> 00:09:17.120
展示用的视频也是同一次工作里做的

00:09:17.120 --> 00:09:19.420
有人让模型先研究自己的创作风格

00:09:19.420 --> 00:09:20.480
再做一款游戏

00:09:20.480 --> 00:09:22.540
结果连音乐选择都有了个性

00:09:22.540 --> 00:09:23.780
这个题目很有意思

00:09:23.780 --> 00:09:25.320
要求已经从做的出来

00:09:25.320 --> 00:09:26.720
走到了做的像谁

00:09:26.720 --> 00:09:28.920
而这一段把大量角色和场景

00:09:28.920 --> 00:09:29.980
塞进了数屏画面

00:09:29.980 --> 00:09:31.160
先看整体运动

00:09:31.160 --> 00:09:32.460
再看局部层次

00:09:32.460 --> 00:09:33.320
规模感一出来

00:09:33.320 --> 00:09:34.960
模型怎么组织这么多元素

00:09:34.960 --> 00:09:36.880
就成了值得继续观察的点

00:09:36.880 --> 00:09:38.400
这款动作游戏里

00:09:38.400 --> 00:09:40.660
走路和挥刀都会带起水面的变化

00:09:40.660 --> 00:09:43.240
作者后来又把水改成三维渲染层

00:09:43.240 --> 00:09:44.520
两板放在一起看

00:09:44.520 --> 00:09:46.240
同一套玩法里的视觉细节

00:09:46.240 --> 00:09:47.620
还能继续往前推

00:09:47.620 --> 00:09:48.640
游戏之外

00:09:48.640 --> 00:09:50.200
网页也开始变得有手感

00:09:50.200 --> 00:09:51.860
这盘饺子会眨眼

00:09:51.860 --> 00:09:53.040
还能被筷子夹起来

00:09:53.040 --> 00:09:54.880
作者提供了现成的饺子模型

00:09:54.880 --> 00:09:56.720
再让它完成网页与交互

00:09:56.720 --> 00:09:57.840
食欲和好奇心

00:09:57.840 --> 00:09:59.740
这下都被安排得明明白白

00:09:59.740 --> 00:10:02.420
果冻在三维网页里晃动和回弹

00:10:02.420 --> 00:10:03.700
视觉上就有了触感

00:10:03.700 --> 00:10:05.420
这样的交互很适合看细节

00:10:05.420 --> 00:10:06.560
按下去松开

00:10:06.560 --> 00:10:07.460
再恢复形状

00:10:07.460 --> 00:10:08.900
完整过程要连的自然

00:10:08.900 --> 00:10:10.200
个人作品集里

00:10:10.200 --> 00:10:11.300
有三维角色

00:10:11.300 --> 00:10:13.100
也有标出演讲地点的地球

00:10:13.100 --> 00:10:14.760
信息和互动接在一起

00:10:14.760 --> 00:10:16.620
访问者能顺着兴趣多看一部

00:10:16.620 --> 00:10:18.760
比一排链接更容易留下印象

00:10:18.760 --> 00:10:20.060
另一份作品集

00:10:20.060 --> 00:10:21.480
干脆装进了掌机界面

00:10:21.480 --> 00:10:24.080
按钮 屏幕和个人内容互相呼应

00:10:24.080 --> 00:10:25.600
选一个明确的交互主题

00:10:25.600 --> 00:10:27.620
整个页面就有了统一的性格

00:10:27.620 --> 00:10:29.400
把这一组网页展示的是

00:10:29.400 --> 00:10:31.620
排版 色彩和动态效果的组合

00:10:31.620 --> 00:10:32.680
先看内容顺序

00:10:32.680 --> 00:10:34.280
再看滚动时怎么变化

00:10:34.280 --> 00:10:36.000
漂亮页面能不能好用

00:10:36.000 --> 00:10:37.240
细节要一起检查

00:10:37.240 --> 00:10:38.800
这段界面演示

00:10:38.800 --> 00:10:41.460
把卡片 文字和留白安排得很克制

00:10:41.460 --> 00:10:42.360
元素没有多少

00:10:42.360 --> 00:10:44.260
位置和层级却都在起作用

00:10:44.260 --> 00:10:45.080
越小的界面

00:10:45.080 --> 00:10:46.880
越能看出排版有没有想清楚

00:10:46.880 --> 00:10:49.920
酒店页面用大幅空间照片带出氛围

00:10:49.920 --> 00:10:51.220
再把内容逐步展开

00:10:51.220 --> 00:10:52.120
作者也补充说

00:10:52.120 --> 00:10:53.440
这更接近一个落地也

00:10:53.440 --> 00:10:54.320
作为设计起点

00:10:54.320 --> 00:10:55.320
方向已经很明确

00:10:55.320 --> 00:10:57.420
产品模型换上灯光和机位

00:10:57.420 --> 00:10:58.940
就有了广告镜头的味道

00:10:58.940 --> 00:11:00.140
这里作者特别澄清

00:11:00.140 --> 00:11:02.000
模型与贴图来自人工制作

00:11:02.000 --> 00:11:03.920
模型负责场景和镜头安排

00:11:03.920 --> 00:11:04.800
贡献分清楚

00:11:04.800 --> 00:11:06.180
才能知道工具用在哪

00:11:06.180 --> 00:11:07.620
最朴素的考题来了

00:11:07.620 --> 00:11:08.340
一根香蕉

00:11:08.340 --> 00:11:08.820
弧度

00:11:08.820 --> 00:11:10.320
切面和轮廓的收放

00:11:10.320 --> 00:11:11.560
都能拿来检查模型

00:11:11.560 --> 00:11:12.720
日常物体太熟悉

00:11:12.720 --> 00:11:13.680
稍微做偏一点

00:11:13.680 --> 00:11:14.720
眼睛就会发现

00:11:14.720 --> 00:11:15.900
这段三维特效

00:11:15.900 --> 00:11:17.700
是在手机上完成的操作演示

00:11:17.700 --> 00:11:18.460
小屏幕里

00:11:18.460 --> 00:11:19.260
也有旋转

00:11:19.260 --> 00:11:20.760
光效和空间层次

00:11:20.760 --> 00:11:21.920
随手冒出的想法

00:11:21.920 --> 00:11:22.760
终于有地方

00:11:22.760 --> 00:11:23.780
马上试一下了

00:11:23.780 --> 00:11:25.160
接着换几种材料

00:11:25.160 --> 00:11:25.700
画布

00:11:25.700 --> 00:11:26.260
音符

00:11:26.260 --> 00:11:27.220
还有整条视频

00:11:27.220 --> 00:11:28.140
把这个案例

00:11:28.140 --> 00:11:29.760
让模型直接操作Canva

00:11:29.760 --> 00:11:31.100
把照片画成人像

00:11:31.100 --> 00:11:32.760
看图层和画布里的变化

00:11:32.760 --> 00:11:33.840
工具操作本身

00:11:33.840 --> 00:11:35.000
也是工作的一部分

00:11:35.000 --> 00:11:35.760
最后像不像

00:11:35.760 --> 00:11:37.840
原照片就摆在旁边

00:11:37.840 --> 00:11:38.580
而另一位作者

00:11:38.580 --> 00:11:40.160
也做了Canva人像测试

00:11:40.160 --> 00:11:41.840
两张结果的质量并不一样

00:11:41.840 --> 00:11:43.920
他公开说用了87分钟

00:11:43.920 --> 00:11:45.120
这个细节提醒我们

00:11:45.120 --> 00:11:46.440
漂亮成品背后

00:11:46.440 --> 00:11:48.540
时间成本也得算进去

00:11:48.540 --> 00:11:49.900
蒙娜丽莎这道题

00:11:49.900 --> 00:11:50.960
重点看五官

00:11:50.960 --> 00:11:52.640
明暗和背景怎么组织

00:11:52.640 --> 00:11:53.520
熟悉的名画

00:11:53.520 --> 00:11:54.700
提供了清楚的参照

00:11:54.700 --> 00:11:55.820
能画到什么程度

00:11:55.820 --> 00:11:57.820
把局部放大就更容易判断

00:11:57.820 --> 00:12:00.080
在经典的提胡奇自行车测试

00:12:00.080 --> 00:12:02.060
这次有了完整的动画呈现

00:12:02.060 --> 00:12:04.400
角色 车轮和背景一起动起来

00:12:04.400 --> 00:12:05.540
题目虽然有点好笑

00:12:05.540 --> 00:12:07.800
却很适合检查结构和运动关系

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

00:12:11.300 --> 00:12:14.980
我们看的是文字 版式和切换怎么配合

00:12:14.980 --> 00:12:15.820
视频制作里

00:12:15.820 --> 00:12:18.580
这些时间上的安排同样是一种能力

00:12:18.580 --> 00:12:20.220
还有一整条量子科普动画

00:12:20.220 --> 00:12:22.360
公式 结构和字幕一起推进

00:12:22.360 --> 00:12:24.160
这里展示的是内容制作流程

00:12:24.160 --> 00:12:25.940
科学结论和解释是否准确

00:12:25.940 --> 00:12:27.520
仍然需要逐条核对

00:12:27.520 --> 00:12:28.600
他音乐测试

00:12:28.600 --> 00:12:30.400
给的是巴赫风格四声部写作

00:12:30.400 --> 00:12:32.680
作者重点检查声部进行与何声

00:12:32.680 --> 00:12:33.380
听一小段

00:12:33.380 --> 00:12:34.460
感受几条旋律

00:12:34.460 --> 00:12:35.520
怎么一起向前走

00:12:35.520 --> 00:12:36.320
专业评分

00:12:36.320 --> 00:12:37.640
还是要对着谱子看

00:12:37.640 --> 00:12:42.380
单独看很惊艳

00:12:42.380 --> 00:12:43.560
放在同一道题里

00:12:43.560 --> 00:12:44.520
还能看出什么

00:12:44.520 --> 00:12:45.860
同一张红心A

00:12:45.860 --> 00:12:46.760
让几个模型

00:12:46.760 --> 00:12:47.520
坏一只眼睛

00:12:47.520 --> 00:12:48.820
这里比较的是轮廓

00:12:48.820 --> 00:12:50.160
细节和完成度

00:12:50.160 --> 00:12:51.180
任务越具体

00:12:51.180 --> 00:12:53.020
画面上的差别就越容易说清楚

00:12:53.020 --> 00:12:54.380
同样的建筑参照

00:12:54.380 --> 00:12:55.620
各自做空间重建

00:12:55.620 --> 00:12:56.580
先看主要轮廓

00:12:56.580 --> 00:12:58.060
再看层级和局部结构

00:12:58.060 --> 00:12:59.120
这样的并排展示

00:12:59.120 --> 00:13:00.480
比一具谁更强

00:13:00.480 --> 00:13:02.220
提供了更多可以检查的东西

00:13:02.220 --> 00:13:03.420
行星相撞

00:13:03.420 --> 00:13:04.200
漩涡和巨浪

00:13:04.200 --> 00:13:06.120
用同一组题目生成网页场景

00:13:06.120 --> 00:13:07.120
镜头并排以后

00:13:07.120 --> 00:13:09.060
构图和运动差异会很明显

00:13:09.060 --> 00:13:11.420
这个结果对应的是这一组具体测试

00:13:11.420 --> 00:13:12.580
同一个提示

00:13:12.580 --> 00:13:13.340
分别做游戏

00:13:13.340 --> 00:13:14.660
画面和动作摆在一起

00:13:14.660 --> 00:13:16.260
视觉表现可以先看出来

00:13:16.260 --> 00:13:17.540
稳定性和操作手感

00:13:17.540 --> 00:13:18.600
还需要继续试玩

00:13:18.600 --> 00:13:19.700
不同维度

00:13:19.700 --> 00:13:21.100
要分开比较

00:13:21.100 --> 00:13:22.040
而这里比较的是

00:13:22.040 --> 00:13:24.200
Extra自己的MAX和Medium档

00:13:24.200 --> 00:13:25.600
作者公布了不同的用时

00:13:25.600 --> 00:13:26.560
与额度消耗

00:13:26.560 --> 00:13:27.640
看效果之外

00:13:27.640 --> 00:13:29.040
再把时间放进去

00:13:29.040 --> 00:13:31.280
才好选适合自己任务的档位

00:13:31.280 --> 00:13:32.980
而机器人控制测试里

00:13:32.980 --> 00:13:34.220
作者报告基础任务

00:13:34.220 --> 00:13:35.060
有明显提升

00:13:35.060 --> 00:13:36.720
换到更难的精细任务

00:13:36.720 --> 00:13:38.400
两边成功次数又一样

00:13:38.400 --> 00:13:39.600
把条件一起看

00:13:39.600 --> 00:13:41.060
数字才不会把人带偏

00:13:41.060 --> 00:13:42.120
最后这一组

00:13:42.120 --> 00:13:44.640
看看他怎么把工具和步骤接起来

00:13:44.640 --> 00:13:46.200
还有人重做了自己

00:13:46.200 --> 00:13:47.520
40多年前用过的电脑

00:13:47.520 --> 00:13:48.740
键盘 磁带机

00:13:48.740 --> 00:13:51.100
游戏和Basic都放进一个应用

00:13:51.100 --> 00:13:52.080
怀旧这件事

00:13:52.080 --> 00:13:54.920
突然从回忆变成了能点开的东西

00:13:54.920 --> 00:13:55.980
在这段产品演示里

00:13:55.980 --> 00:13:58.420
三维世界能继续调整布局和物体

00:13:58.420 --> 00:13:59.200
想法进来

00:13:59.200 --> 00:14:00.340
场景跟着改变

00:14:00.340 --> 00:14:02.180
几何和编辑能力保留下来

00:14:02.180 --> 00:14:03.600
后续修改才有地方落手

00:14:03.600 --> 00:14:05.100
上次是办公室

00:14:05.100 --> 00:14:07.240
这次直接给他加上飞行设定

00:14:07.240 --> 00:14:08.560
作者把Astra

00:14:08.560 --> 00:14:10.680
Blender和渲染工作流接到一起

00:14:10.680 --> 00:14:12.500
一个熟悉场景换个设想

00:14:12.500 --> 00:14:13.960
马上就有了新的镜头

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在这段录片里

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模型连续操作管理界面

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完成指定的技能删除任务

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作者说明全程没有加速

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我们就跟着光标看

00:14:21.540 --> 00:14:22.540
步骤是不是连贯

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结果有没有完成

00:14:23.780 --> 00:14:25.260
他在网页钢琴上

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同时用鼠标和键盘弹奏

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看输入怎么落到琴键上

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操作速度就有了直观参照

00:14:30.260 --> 00:14:31.280
留一小段原声

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这次用耳朵也能听见动作

00:14:33.400 --> 00:14:37.300
这段演示里

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模型做完Unreal游戏

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又开始自己操作试玩

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先生成

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再进入运行中的画面检查

00:14:42.780 --> 00:14:43.660
这条工作链

00:14:43.660 --> 00:14:45.340
终于能被我们直接看见

00:14:45.340 --> 00:14:46.620
最终好不好玩

00:14:46.620 --> 00:14:48.000
仍然要交给玩家

00:14:48.000 --> 00:14:49.520
最后这个有点套娃

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模拟里的角色打开一台模拟电脑

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又搭起了一层小世界

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过程和结果连起来看

00:14:54.620 --> 00:14:56.660
角色 工具和新场景

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真的被接到了一起

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88个案例看完

00:14:59.340 --> 00:15:01.520
最值得带走的是这些具体做法

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拆模型 搭空间 接交互

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再让工具自己运行起来

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有的用了现成资产

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有的反复改了很多轮

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找到一个你真想做的

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先试起来

00:15:09.580 --> 00:15:10.860
最想看哪一个详细拆解

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评论里留下编号
