Здравствуйте. Помогите пожалуйста разобраться с регулярками.
Я пытаюсь составить две регулярки для субтитров. Первая должна выдергивать таймкод начала предложения, а вторая конец предложения. Замечу, что именно предложение, не строку.
Вот первая, вроде она работает, может у вас будут по ней корректировки.
(?<=\W).*(?=\ --> \d+:\d+:\d+,\d+\s+\b[A-Z].*?\b)
Вторая регулярка для окончания предложения.
(?<=\ -->\ ).*(?=\D+\.|\$)
И вот она странно работает, к примеру в самом первом предложении не выделяется конечный таймкод.
Вот сам пример на котором тестирую.
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Hi, I'm Jack Shepard
and I'm a 3D artist for video games.
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Throughout my career,
I've done more than nine AAA projects,
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including "Metro Exodus,"
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"Call of Duty: WWII"
and "Overkill's The Walking Dead."
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I work as Supervising Environment
and Prop Artist at elite3D,
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a video game outsourcing company.
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From a young age, video games
were very present in my life,
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I really enjoyed drawing
and writing my own stories.
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I'm passionate about
all the hidden stories
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behind the textures
of the props and assets,
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the objects used to decorate
the game's scenes or world.
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Everything has a story,
even if it's an inanimate object.
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In this course,
you'll find out
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what creating props and other video game
objects consists of.
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Plus, how to make them
professional quality.
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As a project, we'll model a prop
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that could be in any video game.
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To do this, I'll share
sources of inspiration with you
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that marked the beginning of my career.
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After, we'll learn the phases
or the pipeline to follow
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for developing our asset.
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We'll find out how to configure
our software and scripts
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to save time working.
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We'll also look at
the importance of having good references
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before we start modeling.
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With this knowledge, we'll get typing
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to start modeling our asset.
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First we'll do the block out
to figure out the prop's dimensions
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and get an idea of the pieces
that we'll need
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to estimate how long this will take us.
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Then, the high poly phase,
first with the Sub-D elements,
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with containment and support loops
in the more complex pieces.
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Later, with Zbrush, we'll look at
how to weld high poly pieces
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and finally, we'll give our asset
details with floaters and screws.
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Then, the low phase
to reduce the poly of our high poly
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followed by UV mapping
and bakes to project detail.
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We'll work with the substance painter
to texturize,
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we'll create our base materials
to give them history and realism.
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With our finished asset,
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we'll see the steps to integrate it
into our game motor.
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Lastly, we'll illuminate
our asset in Marmoset
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and we'll retouch it in Photoshop
before posting it on social media.
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After the course,
you'll have a complete model
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with realistic textures
to use in video games.
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For this course,
you should have a basic knowledge
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of hard surface or poly modeling.
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Plus, familiarity with
3ds Max would be very helpful,
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however, if you know a different one,
you can follow the course's content.
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You'll need a computer with 3ds Max
or similar for modeling
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and Photoshop CS6 or higher
for final retouches on the object.
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Create assets from scratch
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and do modeling projects
on a professional level.