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組裝模組化環境

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A modular environment is a 3D space made up of reusable assets that seamlessly snap together in numerous configurations to create variations of a larger complex object. For example, Studio's Modern City template is a modular environment that utilizes reusable walls, windows, and doors from both a modular building kit and materials pack to create building variations that comprise an entire downtown area.

Assembling modular environments is useful because it means you don't need to manually create each individual asset in your experience. Instead, you only need to create a few assets that you can reuse and customize to create variety throughout the scene. Not only does this process significantly speed up how quickly you can build large environments, but it can also help each distinct object feel cohesive within your experience.

範例模組化建築套件
Studio 的現代城市範本

Using the same modular building kit pieces that built Studio's Modern City template, this guide walks you through the importance of consistent pivot point locations in order for modular assets to align and snap together, shows you how to combine modular assets to create a realistic building, and demonstrates how to customize modular assets to create variety within your environment.

一致的樞紐點位置的重要性

Every object in Studio moves and rotates according to the location of its pivot point. By default, parts and meshes start with a pivot point location in the center of the object, so when you move them, they move from the center of the object outwards. The default pivot point location is useful for having symmetrical scaling and rotation, but it becomes problematic when you want to snap together objects of varying shapes in a predictable and uniform way.

For example, the following two parts both have a size value of [10, 10, 1] and keep their default pivot point locations. If you move the yellow part in increments of 5 studs on the X axis, it moves from its center to its edge, and is easily able to align and snap to either side of the blue part.

However, if you rotate the yellow part and continue to move it in increments of 5 studs on the X axis, it cannot align and snap to either side of the blue part. This is because the width of the yellow part is now one stud, so when it moves 5 studs from its center, it moves 0.5 studs from the center + 4.5 studs on the world grid, resulting in 0.5 studs of overlap on either side of the blue part.

If you want to align them again, you could change the stud increment movement value or manually adjust the position until they're aligned, but this process quickly becomes tedious and unsustainable, especially when you need to apply it for many objects of differing sizes, unique pivot point locations, or complex geometry, such as meshes you create in third-party modeling tools.

This is why having a consistent pivot location for modular assets is of vital importance so they can connect together at predetermined, incremental distances relative to one another when you enable grid snapping. For example, each mesh in the Modern City sample modular building kit has a minimum length of 7.5 studs and a maximum length that's divisible by 7.5 studs so every mesh can seamlessly align and connect without overlap even when you rotate them.

Modular assets can consist of a nearly infinite variety of different shapes, sizes, and silhouettes and embody various purposes such as walls, corners, or decorative additions, so where that consistent pivot should be is different for each modular building kit. For the Modern City sample modular building kit, every mesh has a consistent pivot location either at the forward-most, lower corner, or in a location that allows them to snap to a logical position on the building, such as balconies, cornices, and awnings.

For information on how to configure pivot locations for parts and models you create within Studio, see Pivot Tools. For information on how to configure pivot locations for meshes you create in third-party modeling tools, see the pivot point documentation for Blender or Maya.

配置對齊行為

Studio 的默认设置允许您自由移动和旋转对象到任意的 stud 或度数。但是,由於模組化建築套件依賴於資產以整數增量組合在一起,您必須根據每個模組化建築套件的要求更改這些默认设置。例如,現代城市範例模組化建築套件要求每個網格在 7.5 stud 和 45 度增量中旋轉且碰撞關閉。這確保了當您在 3D 環境中移動和旋轉網格時,它們可以連接並保持彼此的清晰對齊,隨著建築的增長。

To configure Studio settings for ideal snapping behavior for the sample modular building kit, look in the toolbar and:

  1. Disable 碰撞.
  2. Enable 旋轉 對齊並設置為 45
  3. Enable 移動 對齊並設置為 7.5

組合模組資產

當您開始將模組資產組裝成一個更大的複雜物體時,選擇一個核心物體來引用整個過程中的位置坐標會很有幫助。這確保每個附加物體在移動到不同的位置之前快速對齊到正確的樞紐點位置。

To snap modular assets together to create a building using the sample modular building kit:

  1. Select one of the bottom modular meshes. This example uses a door.

  2. In the viewport, position this mesh in a location within your experience where you want to create a building.

  3. In the 屬性 窗口中,複製 位置 坐標。

  4. In the viewport, select a single mesh you want to connect to your first mesh.

  5. In the 屬性 窗口中,粘貼第一個網格的 位置 坐標。第二個網格顯示在第一個網格的上方。

  6. In the toolbar, select the 移動 工具,然後將第二個網格移動到第一個網格的側面,按照 7.5 的增量對其進行對齊。

  7. 對您想構成建築的每個網格重複此過程,持續粘貼第一個網格的位置信息,以確保建築中每個網格的起始樞紐位置保持相同。

自定義模組資產

為了確保每個物體看起來和感覺上與其他物體獨特,自定義模組資產以創建視覺多樣性是重要的。在接下來的各部分中,探索範例模組化建築套件的自定義策略,例如使用替代材料為牆壁和修邊進行設置,嘗試這些裝飾的不同色調,消除在大表面上平鋪材料的重複,以及用裝飾道具裝飾物品,您可以對任何模組化建築套件採用類似的方法,來創建模組化環境。

使用自訂材料

每個模組化建築套件中的網格都使用範例 材質包 中的 自定義材料,您可以用它來改變建築牆壁的外觀和物理特性。例如,根據預設,所有牆壁都會使用 PaintedBrick 自定義材料,但您可以將其變更為各種形式的替代磚、混凝土和灰泥,然後為材料設置不同的色調顏色,以給每棟建築一種獨特的外觀。

To use alternative custom materials for wall meshes:

  1. In the viewport, hold down AltShift (Shift) then click on any mesh of your building with a brick material.

  2. In the 屬性 窗口中,點擊 MaterialVariant 下拉菜單。所有替代自定義材料顯示。

  3. Select an alternative material variant. All active wall meshes update their material in the viewport.

  4. (可選) 若要進一步自訂新自定義材料,請選擇新的色調顏色。

    1. In the 屬性 窗口中,點擊 BrickColorColor。六角形顏色圖或顏色彈出顯示。

    2. Select a new color. All active wall meshes update their tint color in the viewport.

使用 SurfaceAppearance 對象

每個帶有修邊的網格都包括一個 SurfaceAppearance 對象,它使用自定義紋理使每棟建築的裝飾更具真實感。為了使您在體驗中的每棟建築感覺獨特,您可以將任何 SurfaceAppearance 對象替換為 工作區 中的另一個,這些材料包括混凝土、灰泥和木材,然後為修邊設置不同的色調顏色以增添變化。

To swap SurfaceAppearance objects for trim meshes:

  1. In the viewport, select a mesh with a trim.

  2. In the Explorer window, expand the parent model, then the child mesh until the SurfaceAppearance object is visible.

  3. Delete the SurfaceAppearance object. The mesh's visual appearance updates in the viewport.

  4. In the SurfaceAppearance folder, copy an alternative SurfaceAppearance object you want to use for the trim.

  5. Navigate back to the trim model, then paste the new SurfaceAppearance object into the child mesh. The mesh's visual appearance updates in the viewport.

  6. Repeat this process for each trim mesh on your building.

  7. (可選) 若要進一步自訂新的 SurfaceAppearance 對象,請選擇新的色調顏色。

    1. 在視窗中,按住 AltShift (Shift),然後點擊您建築中任何帶有修邊的網格。

    2. 屬性 窗口中,單擊 BrickColorColor。六角形圖或顏色彈出顯示。

    3. 選擇新顏色。所有活躍的修邊網格在視窗中更新其色調顏色。

減少可見重複

當你建造使用平鋪材料(如磚和混凝土)的較大物體時,平鋪圖案可以迅速顯示出可見的重複。為了幫助減少這些材料的可見平鋪,您可以創建一個污垢貼圖或紋理,然後將其添加為您牆壁網格的子對象,覆蓋在牆壁的活性材料之上。這種自定義策略的好處是為您的建築增添了額外的現實感,迅速提高了 3D 環境的質量。 有關如何應用和自定義紋理的更多資訊,請參見 紋理和貼圖

沒有污垢紋理覆蓋的牆壁
有污垢紋理覆蓋的牆壁

添加裝飾道具

作為使物體在其更大的模組環境中感覺獨特的最後一步,您可以通過添加裝飾道具為每個物體賦予大量的特徵。例如,範例模組化建築套件包含消防梯、窗口陽台、空調單位和植物等資產,您可以使用這些資產來裝飾每棟建築,使其感覺有人居住。即使僅僅包括幾個裝飾道具也可以為您的場景添加大量故事性。

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