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项目Project 02 · 材质 · 灯光 · 镜头Materials · Lighting · Camera

Last Stop

我负责材质、灯光和镜头:让一个还原出来的地铁站,有温度,也有空气。I handled materials, lighting and camera — giving a rebuilt subway station warmth, and air.

类型Type
3D 场景还原3D scene recreation
引擎Engine
Unreal Engine 5Unreal Engine 5
我的工作My role
材质 · 贴花 · 灯光 · 镜头动画Materials · Decals · Lighting · Camera animation
工具Tools
Substance Painter / Designer · UE5 SequencerSubstance Painter / Designer · UE5 Sequencer
01

概述Overview

团队以一张纽约地铁站的照片为目标,在 UE5 里还原机位、构图和空间。我负责让它“看起来对”:材质、表面细节、灯光、雾效和镜头动画。短片在两种氛围之间切换——暗而暖的站台,亮而冷的车厢。

Our team set out to rebuild a photo of a New York subway station in UE5 — camera, composition and space. My job was making it look right: materials, surface detail, lighting, fog and camera animation. The film moves between two moods: a dark, warm platform and a bright, cool train interior.

场景短片Scene film
站台外景
站台外景Platform exterior
车厢内景
车厢内景Train interior
还原后的车站
还原后的车站The station, rebuilt
车厢灯光与表面细节
车厢灯光与表面细节Interior lighting and surface detail
02

参考Reference

左边是目标参考,右边是最终画面;下面是用来定氛围和灯光的辅助参考。

Target reference on the left, final frame on the right; below are the supporting references used for mood and lighting.

主要场景参考
主要场景参考Primary scene reference
最终画面
最终画面Final render
车站细节参考
车站细节参考Station detail
列车与站台参考
列车与站台参考Train and platform
地下车站氛围
地下车站氛围Underground atmosphere
站台灯光参考
站台灯光参考Platform lighting
环境情绪参考
环境情绪参考Environment mood
表面与灯光参考
表面与灯光参考Surface and lighting
03

模型与搭建Modeling & layout

模型和 UV 由团队其他成员完成:管道灯按参考从零建模,地铁车厢在现有资产基础上拆分、修正并重新展 UV,为后面的材质工作打好基础。

Modeling and UVs were done by other team members: the pipe light was modeled from scratch to match the reference, and the subway car was split, cleaned up and re-UV’d from an existing asset — groundwork for the material pass.

管道灯:建模与 UV
管道灯:建模与 UVPipe light: modeling and UVs
地铁车厢:网格整理与 UV
地铁车厢:网格整理与 UVSubway car: mesh cleanup and UVs
Unreal Engine 中的场景组装
Unreal Engine 中的场景组装Scene assembly in Unreal Engine
机位构图与物件摆放
机位构图与物件摆放Camera composition and placement
04

材质Materials

我在 Substance Painter 里以 Fab 上的材质为起点,逐个资产调整磨损、污渍和颜色,让所有东西看起来属于同一个车站。

In Substance Painter I started from Fab materials and adjusted wear, grime and colour asset by asset so everything feels like it belongs to the same station.

Substance Painter 中的材质制作
Substance Painter 中的材质制作Material work in Substance Painter
表面材质研究
表面材质研究Surface material study
材质响应与变化
材质响应与变化Material response and variation

现成材质不够细的地方,我用 Substance Designer 做了一套细节贴图,补上更细的表面层次。

Where the stock materials fell short, I built a set of detail textures in Substance Designer to add a finer layer of surface definition.

Substance Designer 细节贴图
Substance Designer 细节贴图Detail textures in Substance Designer
贴图与表面细节
贴图与表面细节Textures and surface detail

最后用贴花在墙面、车门这些位置叠加局部细节,让表面不再“太干净”。

Finally, decals add local detail on walls, doors and other surfaces so nothing looks too clean.

05

灯光与镜头Lighting & camera

站台用暖光,强调地下空间的封闭感和旧墙面的质感;车厢换成冷白光,显得干净、开阔。两种色温一对比,两个空间各有各的性格。

The platform is lit warm to stress how enclosed the underground space is and to bring out the old walls; the train switches to cool white light so it feels clean and open. The contrast gives each space its own character.

站台灯光参数
站台灯光参数Platform light settings
暖色站台
暖色站台Warm platform
车厢灯光参数
车厢灯光参数Interior light settings
冷色车厢
冷色车厢Cool train interior

我在体积雾里掺了一点蓝,让冷色混进暖光,同时把远景压暗、拉出纵深;再叠一层尘埃粒子,空气就不再是静止的。镜头运动在 Sequencer 里编排,配合列车进站的节奏推进。

I tinted the volumetric fog slightly blue to mix cool tones into the warm light, pushing the background back for depth, and layered dust particles on top so the air doesn’t feel static. Camera moves were choreographed in Sequencer to follow the rhythm of the train pulling in.

尘埃粒子与氛围细节
尘埃粒子与氛围细节Dust particles and atmosphere