SlideShare une entreprise Scribd logo
1  sur  44
GDC 2008
   Autodesk Mudbox:
Integration and Use with Autodesk
   3ds Max and Autodesk Maya
          By Rich Diamant
        Lead Character Artist
                                rich@rd3d.com
           Naughty Dog          http://www.rd3d.com
Overview

•  Modeling Methods and Matching High Resolution Detail
•  Uncharted: Drake’s Fortune Pipeline
•  Postmortem
Matching High Resolution Detail
From a random model




                      Model by Ricardo Ariza
Pre-built Mesh
Equal divisions
Comparison




Arbitrary Mesh            Pre-built Mesh
Throw your crap in and hit render!
Uncharted: Drake’s Fortune Pipeline:
•  Uncharted: Drake’s Fortune’s Goals
   –  Realistic Human Characters
      •    Must emote with wrinkle map technology
      •    Must look good from close up for both cinematics and in game
      •    Must be used for promotional material
      •    Must be efficient and in budget for in game assets
Possible pipelines:

•  Arbitrary Mesh vs Base Mesh
  –  Same base model for every character?
  –  Blend Shapes vs Joints for facial deformation?
Pre E3 2006:
•  Base Mesh
E3 2006
E3 2006 Off Topology
Post E3 2006   Arbitrary Mesh
Post E3 2006 Fitting Topology
Comparison
Where to go from there:
•  Identify new problems and solutions with arbitrary
   meshes
   –  Problems
      •  Keeping models in sync
      •  Blend Shapes?
Solutions:
•  How to keep arbitrary mesh and high mesh in sync
   –  Organization was key
•  Blend Shapes?
•  Created custom tools
History Tool: Shirt with skinCluster and history
History Tool: Shirt with History Node and information stored
History Tool: Shirt with original history reapplied
RD Browser and Shirt retopology vs Base level




               RD File Browser movie
Back to the Goals:
•  Realistic Human Characters
   –    Must emote with wrinkle map technology
   –    Must look good from close up for both cinematics and in game
   –    Must be used for promotional material
   –    Must be efficient and in budget for in game assets
Wrinkle Map off   Wrinkle Map on
Wrinkle Map off   Wrinkle Map on
How we created wrinkle maps:
•  Lowest level from Mudbox was Wrap deformed to the in
   game Arbitrary mesh
   –  When the in game mesh deformed with joints, it moved the
      Mudbox mesh accordingly
•  Sculpted a new pose with new wrinkles
•  Sculpted a new pose with new wrinkles
•  Generated a new normal map from the in game posed
   mesh to the new sculpted pose
•  Defined normal map regions on in game mesh
   –  Custom tool written to define regions and export to game engine
Wrinkle Map Expressions
Back to the Goals:
•  Must look good from close up for both cinematics and in
   game
Back to the Goals:
•  Must be used for promotional material
Back to the Goals:
•  Must be efficient and in budget for in game assets
   –  The Playstation 3 and our engine allowed us to really push the
      envelope in regards to texture budgets and polygon budgets
       •  10 – 15 megs per main character of compressed texture memory
       •  20 – 30 thousand polygons per main character
Postmortem:
•  Happy with our decision to use arbitrary meshes
•  Tools were important
•  Not happy with keeping models in sync

Contenu connexe

Tendances

Multiprocessor Game Loops: Lessons from Uncharted 2: Among Thieves
Multiprocessor Game Loops: Lessons from Uncharted 2: Among ThievesMultiprocessor Game Loops: Lessons from Uncharted 2: Among Thieves
Multiprocessor Game Loops: Lessons from Uncharted 2: Among ThievesNaughty Dog
 
The Technology of Uncharted: Drake’s Fortune
The Technology of Uncharted: Drake’s FortuneThe Technology of Uncharted: Drake’s Fortune
The Technology of Uncharted: Drake’s FortuneNaughty Dog
 
Graphics Gems from CryENGINE 3 (Siggraph 2013)
Graphics Gems from CryENGINE 3 (Siggraph 2013)Graphics Gems from CryENGINE 3 (Siggraph 2013)
Graphics Gems from CryENGINE 3 (Siggraph 2013)Tiago Sousa
 
Practical Spherical Harmonics Based PRT Methods
Practical Spherical Harmonics Based PRT MethodsPractical Spherical Harmonics Based PRT Methods
Practical Spherical Harmonics Based PRT MethodsNaughty Dog
 
Frostbite Rendering Architecture and Real-time Procedural Shading & Texturing...
Frostbite Rendering Architecture and Real-time Procedural Shading & Texturing...Frostbite Rendering Architecture and Real-time Procedural Shading & Texturing...
Frostbite Rendering Architecture and Real-time Procedural Shading & Texturing...Johan Andersson
 
More Performance! Five Rendering Ideas From Battlefield 3 and Need For Speed:...
More Performance! Five Rendering Ideas From Battlefield 3 and Need For Speed:...More Performance! Five Rendering Ideas From Battlefield 3 and Need For Speed:...
More Performance! Five Rendering Ideas From Battlefield 3 and Need For Speed:...Colin Barré-Brisebois
 
Physically Based Lighting in Unreal Engine 4
Physically Based Lighting in Unreal Engine 4Physically Based Lighting in Unreal Engine 4
Physically Based Lighting in Unreal Engine 4Lukas Lang
 
High Dynamic Range color grading and display in Frostbite
High Dynamic Range color grading and display in FrostbiteHigh Dynamic Range color grading and display in Frostbite
High Dynamic Range color grading and display in FrostbiteElectronic Arts / DICE
 
Masked Software Occlusion Culling
Masked Software Occlusion CullingMasked Software Occlusion Culling
Masked Software Occlusion CullingIntel® Software
 
Deferred Rendering in Killzone 2
Deferred Rendering in Killzone 2Deferred Rendering in Killzone 2
Deferred Rendering in Killzone 2Guerrilla
 
Naughty Dog Vertex
Naughty Dog VertexNaughty Dog Vertex
Naughty Dog VertexNaughty Dog
 
Crysis Next-Gen Effects (GDC 2008)
Crysis Next-Gen Effects (GDC 2008)Crysis Next-Gen Effects (GDC 2008)
Crysis Next-Gen Effects (GDC 2008)Tiago Sousa
 
GDC 2014 - Deformable Snow Rendering in Batman: Arkham Origins
GDC 2014 - Deformable Snow Rendering in Batman: Arkham OriginsGDC 2014 - Deformable Snow Rendering in Batman: Arkham Origins
GDC 2014 - Deformable Snow Rendering in Batman: Arkham OriginsColin Barré-Brisebois
 
Triangle Visibility buffer
Triangle Visibility bufferTriangle Visibility buffer
Triangle Visibility bufferWolfgang Engel
 
Screen Space Reflections in The Surge
Screen Space Reflections in The SurgeScreen Space Reflections in The Surge
Screen Space Reflections in The SurgeMichele Giacalone
 
언차티드4 테크아트 파트1 톤맵핑&색보정
언차티드4 테크아트 파트1 톤맵핑&색보정언차티드4 테크아트 파트1 톤맵핑&색보정
언차티드4 테크아트 파트1 톤맵핑&색보정Dae Hyek KIM
 

Tendances (20)

Multiprocessor Game Loops: Lessons from Uncharted 2: Among Thieves
Multiprocessor Game Loops: Lessons from Uncharted 2: Among ThievesMultiprocessor Game Loops: Lessons from Uncharted 2: Among Thieves
Multiprocessor Game Loops: Lessons from Uncharted 2: Among Thieves
 
The Technology of Uncharted: Drake’s Fortune
The Technology of Uncharted: Drake’s FortuneThe Technology of Uncharted: Drake’s Fortune
The Technology of Uncharted: Drake’s Fortune
 
Graphics Gems from CryENGINE 3 (Siggraph 2013)
Graphics Gems from CryENGINE 3 (Siggraph 2013)Graphics Gems from CryENGINE 3 (Siggraph 2013)
Graphics Gems from CryENGINE 3 (Siggraph 2013)
 
Practical Spherical Harmonics Based PRT Methods
Practical Spherical Harmonics Based PRT MethodsPractical Spherical Harmonics Based PRT Methods
Practical Spherical Harmonics Based PRT Methods
 
Frostbite Rendering Architecture and Real-time Procedural Shading & Texturing...
Frostbite Rendering Architecture and Real-time Procedural Shading & Texturing...Frostbite Rendering Architecture and Real-time Procedural Shading & Texturing...
Frostbite Rendering Architecture and Real-time Procedural Shading & Texturing...
 
More Performance! Five Rendering Ideas From Battlefield 3 and Need For Speed:...
More Performance! Five Rendering Ideas From Battlefield 3 and Need For Speed:...More Performance! Five Rendering Ideas From Battlefield 3 and Need For Speed:...
More Performance! Five Rendering Ideas From Battlefield 3 and Need For Speed:...
 
Physically Based Lighting in Unreal Engine 4
Physically Based Lighting in Unreal Engine 4Physically Based Lighting in Unreal Engine 4
Physically Based Lighting in Unreal Engine 4
 
High Dynamic Range color grading and display in Frostbite
High Dynamic Range color grading and display in FrostbiteHigh Dynamic Range color grading and display in Frostbite
High Dynamic Range color grading and display in Frostbite
 
Lighting the City of Glass
Lighting the City of GlassLighting the City of Glass
Lighting the City of Glass
 
Masked Software Occlusion Culling
Masked Software Occlusion CullingMasked Software Occlusion Culling
Masked Software Occlusion Culling
 
DirectX 11 Rendering in Battlefield 3
DirectX 11 Rendering in Battlefield 3DirectX 11 Rendering in Battlefield 3
DirectX 11 Rendering in Battlefield 3
 
Deferred Rendering in Killzone 2
Deferred Rendering in Killzone 2Deferred Rendering in Killzone 2
Deferred Rendering in Killzone 2
 
Naughty Dog Vertex
Naughty Dog VertexNaughty Dog Vertex
Naughty Dog Vertex
 
Crysis Next-Gen Effects (GDC 2008)
Crysis Next-Gen Effects (GDC 2008)Crysis Next-Gen Effects (GDC 2008)
Crysis Next-Gen Effects (GDC 2008)
 
Stochastic Screen-Space Reflections
Stochastic Screen-Space ReflectionsStochastic Screen-Space Reflections
Stochastic Screen-Space Reflections
 
GDC 2014 - Deformable Snow Rendering in Batman: Arkham Origins
GDC 2014 - Deformable Snow Rendering in Batman: Arkham OriginsGDC 2014 - Deformable Snow Rendering in Batman: Arkham Origins
GDC 2014 - Deformable Snow Rendering in Batman: Arkham Origins
 
Triangle Visibility buffer
Triangle Visibility bufferTriangle Visibility buffer
Triangle Visibility buffer
 
Frostbite on Mobile
Frostbite on MobileFrostbite on Mobile
Frostbite on Mobile
 
Screen Space Reflections in The Surge
Screen Space Reflections in The SurgeScreen Space Reflections in The Surge
Screen Space Reflections in The Surge
 
언차티드4 테크아트 파트1 톤맵핑&색보정
언차티드4 테크아트 파트1 톤맵핑&색보정언차티드4 테크아트 파트1 톤맵핑&색보정
언차티드4 테크아트 파트1 톤맵핑&색보정
 

Similaire à Autodesk Mudbox

Chapter 3 : IMAGE
Chapter 3 : IMAGEChapter 3 : IMAGE
Chapter 3 : IMAGEazira96
 
GJU MM Unit 3.pdf
GJU MM Unit 3.pdfGJU MM Unit 3.pdf
GJU MM Unit 3.pdfdiljots78
 
【Unite 2017 Tokyo】Unity5.6での2D新機能解説
【Unite 2017 Tokyo】Unity5.6での2D新機能解説【Unite 2017 Tokyo】Unity5.6での2D新機能解説
【Unite 2017 Tokyo】Unity5.6での2D新機能解説Unity Technologies Japan K.K.
 
Benoit fouletier guillaume martin unity day- modern 2 d techniques-gce2014
Benoit fouletier guillaume martin   unity day- modern 2 d techniques-gce2014Benoit fouletier guillaume martin   unity day- modern 2 d techniques-gce2014
Benoit fouletier guillaume martin unity day- modern 2 d techniques-gce2014Mary Chan
 
[HTML5 BUG] 2,5D RTS Game in HTML5 by Dawid Lijewski
[HTML5 BUG] 2,5D RTS Game in HTML5 by Dawid Lijewski[HTML5 BUG] 2,5D RTS Game in HTML5 by Dawid Lijewski
[HTML5 BUG] 2,5D RTS Game in HTML5 by Dawid LijewskiBeMyApp
 
3Ds Max presentation
3Ds Max presentation3Ds Max presentation
3Ds Max presentationNader Soubra
 
Make your designers love (working with) you
Make your designers love (working with) youMake your designers love (working with) you
Make your designers love (working with) youVinay Shenoy
 
Game development terminologies
Game development terminologiesGame development terminologies
Game development terminologiesAhmed Badr
 
Incarnation - Turning Real World Objects into Perfume World
Incarnation - Turning Real World Objects into Perfume WorldIncarnation - Turning Real World Objects into Perfume World
Incarnation - Turning Real World Objects into Perfume WorldYung-Luen Lan
 
[UniteKorea2013] The Unity Rendering Pipeline
[UniteKorea2013] The Unity Rendering Pipeline[UniteKorea2013] The Unity Rendering Pipeline
[UniteKorea2013] The Unity Rendering PipelineWilliam Hugo Yang
 
Making a game with Molehill: Zombie Tycoon
Making a game with Molehill: Zombie TycoonMaking a game with Molehill: Zombie Tycoon
Making a game with Molehill: Zombie TycoonJean-Philippe Doiron
 
Graphicsand animations devoxx2010 (1)
Graphicsand animations devoxx2010 (1)Graphicsand animations devoxx2010 (1)
Graphicsand animations devoxx2010 (1)Marakana Inc.
 
Project Report1
Project Report1Project Report1
Project Report1Navriti
 
Project report
Project reportProject report
Project reportNavriti
 
Overview of graphics systems
Overview of  graphics systemsOverview of  graphics systems
Overview of graphics systemsJay Nagar
 

Similaire à Autodesk Mudbox (20)

Chapter 3 : IMAGE
Chapter 3 : IMAGEChapter 3 : IMAGE
Chapter 3 : IMAGE
 
Chapter 3
Chapter 3Chapter 3
Chapter 3
 
GJU MM Unit 3.pdf
GJU MM Unit 3.pdfGJU MM Unit 3.pdf
GJU MM Unit 3.pdf
 
【Unite 2017 Tokyo】Unity5.6での2D新機能解説
【Unite 2017 Tokyo】Unity5.6での2D新機能解説【Unite 2017 Tokyo】Unity5.6での2D新機能解説
【Unite 2017 Tokyo】Unity5.6での2D新機能解説
 
Benoit fouletier guillaume martin unity day- modern 2 d techniques-gce2014
Benoit fouletier guillaume martin   unity day- modern 2 d techniques-gce2014Benoit fouletier guillaume martin   unity day- modern 2 d techniques-gce2014
Benoit fouletier guillaume martin unity day- modern 2 d techniques-gce2014
 
[HTML5 BUG] 2,5D RTS Game in HTML5 by Dawid Lijewski
[HTML5 BUG] 2,5D RTS Game in HTML5 by Dawid Lijewski[HTML5 BUG] 2,5D RTS Game in HTML5 by Dawid Lijewski
[HTML5 BUG] 2,5D RTS Game in HTML5 by Dawid Lijewski
 
3Ds Max presentation
3Ds Max presentation3Ds Max presentation
3Ds Max presentation
 
Make your designers love (working with) you
Make your designers love (working with) youMake your designers love (working with) you
Make your designers love (working with) you
 
Game development terminologies
Game development terminologiesGame development terminologies
Game development terminologies
 
XNAPresentation
XNAPresentationXNAPresentation
XNAPresentation
 
Parveen CV
Parveen CVParveen CV
Parveen CV
 
Cocos2d programming
Cocos2d programmingCocos2d programming
Cocos2d programming
 
Incarnation - Turning Real World Objects into Perfume World
Incarnation - Turning Real World Objects into Perfume WorldIncarnation - Turning Real World Objects into Perfume World
Incarnation - Turning Real World Objects into Perfume World
 
[UniteKorea2013] The Unity Rendering Pipeline
[UniteKorea2013] The Unity Rendering Pipeline[UniteKorea2013] The Unity Rendering Pipeline
[UniteKorea2013] The Unity Rendering Pipeline
 
Making a game with Molehill: Zombie Tycoon
Making a game with Molehill: Zombie TycoonMaking a game with Molehill: Zombie Tycoon
Making a game with Molehill: Zombie Tycoon
 
Graphicsand animations devoxx2010 (1)
Graphicsand animations devoxx2010 (1)Graphicsand animations devoxx2010 (1)
Graphicsand animations devoxx2010 (1)
 
Project Report1
Project Report1Project Report1
Project Report1
 
Project report
Project reportProject report
Project report
 
Overview of graphics systems
Overview of  graphics systemsOverview of  graphics systems
Overview of graphics systems
 
Deferred shading
Deferred shadingDeferred shading
Deferred shading
 

Dernier

Advanced Test Driven-Development @ php[tek] 2024
Advanced Test Driven-Development @ php[tek] 2024Advanced Test Driven-Development @ php[tek] 2024
Advanced Test Driven-Development @ php[tek] 2024Scott Keck-Warren
 
Nell’iperspazio con Rocket: il Framework Web di Rust!
Nell’iperspazio con Rocket: il Framework Web di Rust!Nell’iperspazio con Rocket: il Framework Web di Rust!
Nell’iperspazio con Rocket: il Framework Web di Rust!Commit University
 
Anypoint Exchange: It’s Not Just a Repo!
Anypoint Exchange: It’s Not Just a Repo!Anypoint Exchange: It’s Not Just a Repo!
Anypoint Exchange: It’s Not Just a Repo!Manik S Magar
 
"LLMs for Python Engineers: Advanced Data Analysis and Semantic Kernel",Oleks...
"LLMs for Python Engineers: Advanced Data Analysis and Semantic Kernel",Oleks..."LLMs for Python Engineers: Advanced Data Analysis and Semantic Kernel",Oleks...
"LLMs for Python Engineers: Advanced Data Analysis and Semantic Kernel",Oleks...Fwdays
 
"ML in Production",Oleksandr Bagan
"ML in Production",Oleksandr Bagan"ML in Production",Oleksandr Bagan
"ML in Production",Oleksandr BaganFwdays
 
Leverage Zilliz Serverless - Up to 50X Saving for Your Vector Storage Cost
Leverage Zilliz Serverless - Up to 50X Saving for Your Vector Storage CostLeverage Zilliz Serverless - Up to 50X Saving for Your Vector Storage Cost
Leverage Zilliz Serverless - Up to 50X Saving for Your Vector Storage CostZilliz
 
What's New in Teams Calling, Meetings and Devices March 2024
What's New in Teams Calling, Meetings and Devices March 2024What's New in Teams Calling, Meetings and Devices March 2024
What's New in Teams Calling, Meetings and Devices March 2024Stephanie Beckett
 
Human Factors of XR: Using Human Factors to Design XR Systems
Human Factors of XR: Using Human Factors to Design XR SystemsHuman Factors of XR: Using Human Factors to Design XR Systems
Human Factors of XR: Using Human Factors to Design XR SystemsMark Billinghurst
 
Story boards and shot lists for my a level piece
Story boards and shot lists for my a level pieceStory boards and shot lists for my a level piece
Story boards and shot lists for my a level piececharlottematthew16
 
Streamlining Python Development: A Guide to a Modern Project Setup
Streamlining Python Development: A Guide to a Modern Project SetupStreamlining Python Development: A Guide to a Modern Project Setup
Streamlining Python Development: A Guide to a Modern Project SetupFlorian Wilhelm
 
Search Engine Optimization SEO PDF for 2024.pdf
Search Engine Optimization SEO PDF for 2024.pdfSearch Engine Optimization SEO PDF for 2024.pdf
Search Engine Optimization SEO PDF for 2024.pdfRankYa
 
CloudStudio User manual (basic edition):
CloudStudio User manual (basic edition):CloudStudio User manual (basic edition):
CloudStudio User manual (basic edition):comworks
 
DevoxxFR 2024 Reproducible Builds with Apache Maven
DevoxxFR 2024 Reproducible Builds with Apache MavenDevoxxFR 2024 Reproducible Builds with Apache Maven
DevoxxFR 2024 Reproducible Builds with Apache MavenHervé Boutemy
 
Unleash Your Potential - Namagunga Girls Coding Club
Unleash Your Potential - Namagunga Girls Coding ClubUnleash Your Potential - Namagunga Girls Coding Club
Unleash Your Potential - Namagunga Girls Coding ClubKalema Edgar
 
DSPy a system for AI to Write Prompts and Do Fine Tuning
DSPy a system for AI to Write Prompts and Do Fine TuningDSPy a system for AI to Write Prompts and Do Fine Tuning
DSPy a system for AI to Write Prompts and Do Fine TuningLars Bell
 
Commit 2024 - Secret Management made easy
Commit 2024 - Secret Management made easyCommit 2024 - Secret Management made easy
Commit 2024 - Secret Management made easyAlfredo García Lavilla
 
SIP trunking in Janus @ Kamailio World 2024
SIP trunking in Janus @ Kamailio World 2024SIP trunking in Janus @ Kamailio World 2024
SIP trunking in Janus @ Kamailio World 2024Lorenzo Miniero
 
Artificial intelligence in cctv survelliance.pptx
Artificial intelligence in cctv survelliance.pptxArtificial intelligence in cctv survelliance.pptx
Artificial intelligence in cctv survelliance.pptxhariprasad279825
 
WordPress Websites for Engineers: Elevate Your Brand
WordPress Websites for Engineers: Elevate Your BrandWordPress Websites for Engineers: Elevate Your Brand
WordPress Websites for Engineers: Elevate Your Brandgvaughan
 
Take control of your SAP testing with UiPath Test Suite
Take control of your SAP testing with UiPath Test SuiteTake control of your SAP testing with UiPath Test Suite
Take control of your SAP testing with UiPath Test SuiteDianaGray10
 

Dernier (20)

Advanced Test Driven-Development @ php[tek] 2024
Advanced Test Driven-Development @ php[tek] 2024Advanced Test Driven-Development @ php[tek] 2024
Advanced Test Driven-Development @ php[tek] 2024
 
Nell’iperspazio con Rocket: il Framework Web di Rust!
Nell’iperspazio con Rocket: il Framework Web di Rust!Nell’iperspazio con Rocket: il Framework Web di Rust!
Nell’iperspazio con Rocket: il Framework Web di Rust!
 
Anypoint Exchange: It’s Not Just a Repo!
Anypoint Exchange: It’s Not Just a Repo!Anypoint Exchange: It’s Not Just a Repo!
Anypoint Exchange: It’s Not Just a Repo!
 
"LLMs for Python Engineers: Advanced Data Analysis and Semantic Kernel",Oleks...
"LLMs for Python Engineers: Advanced Data Analysis and Semantic Kernel",Oleks..."LLMs for Python Engineers: Advanced Data Analysis and Semantic Kernel",Oleks...
"LLMs for Python Engineers: Advanced Data Analysis and Semantic Kernel",Oleks...
 
"ML in Production",Oleksandr Bagan
"ML in Production",Oleksandr Bagan"ML in Production",Oleksandr Bagan
"ML in Production",Oleksandr Bagan
 
Leverage Zilliz Serverless - Up to 50X Saving for Your Vector Storage Cost
Leverage Zilliz Serverless - Up to 50X Saving for Your Vector Storage CostLeverage Zilliz Serverless - Up to 50X Saving for Your Vector Storage Cost
Leverage Zilliz Serverless - Up to 50X Saving for Your Vector Storage Cost
 
What's New in Teams Calling, Meetings and Devices March 2024
What's New in Teams Calling, Meetings and Devices March 2024What's New in Teams Calling, Meetings and Devices March 2024
What's New in Teams Calling, Meetings and Devices March 2024
 
Human Factors of XR: Using Human Factors to Design XR Systems
Human Factors of XR: Using Human Factors to Design XR SystemsHuman Factors of XR: Using Human Factors to Design XR Systems
Human Factors of XR: Using Human Factors to Design XR Systems
 
Story boards and shot lists for my a level piece
Story boards and shot lists for my a level pieceStory boards and shot lists for my a level piece
Story boards and shot lists for my a level piece
 
Streamlining Python Development: A Guide to a Modern Project Setup
Streamlining Python Development: A Guide to a Modern Project SetupStreamlining Python Development: A Guide to a Modern Project Setup
Streamlining Python Development: A Guide to a Modern Project Setup
 
Search Engine Optimization SEO PDF for 2024.pdf
Search Engine Optimization SEO PDF for 2024.pdfSearch Engine Optimization SEO PDF for 2024.pdf
Search Engine Optimization SEO PDF for 2024.pdf
 
CloudStudio User manual (basic edition):
CloudStudio User manual (basic edition):CloudStudio User manual (basic edition):
CloudStudio User manual (basic edition):
 
DevoxxFR 2024 Reproducible Builds with Apache Maven
DevoxxFR 2024 Reproducible Builds with Apache MavenDevoxxFR 2024 Reproducible Builds with Apache Maven
DevoxxFR 2024 Reproducible Builds with Apache Maven
 
Unleash Your Potential - Namagunga Girls Coding Club
Unleash Your Potential - Namagunga Girls Coding ClubUnleash Your Potential - Namagunga Girls Coding Club
Unleash Your Potential - Namagunga Girls Coding Club
 
DSPy a system for AI to Write Prompts and Do Fine Tuning
DSPy a system for AI to Write Prompts and Do Fine TuningDSPy a system for AI to Write Prompts and Do Fine Tuning
DSPy a system for AI to Write Prompts and Do Fine Tuning
 
Commit 2024 - Secret Management made easy
Commit 2024 - Secret Management made easyCommit 2024 - Secret Management made easy
Commit 2024 - Secret Management made easy
 
SIP trunking in Janus @ Kamailio World 2024
SIP trunking in Janus @ Kamailio World 2024SIP trunking in Janus @ Kamailio World 2024
SIP trunking in Janus @ Kamailio World 2024
 
Artificial intelligence in cctv survelliance.pptx
Artificial intelligence in cctv survelliance.pptxArtificial intelligence in cctv survelliance.pptx
Artificial intelligence in cctv survelliance.pptx
 
WordPress Websites for Engineers: Elevate Your Brand
WordPress Websites for Engineers: Elevate Your BrandWordPress Websites for Engineers: Elevate Your Brand
WordPress Websites for Engineers: Elevate Your Brand
 
Take control of your SAP testing with UiPath Test Suite
Take control of your SAP testing with UiPath Test SuiteTake control of your SAP testing with UiPath Test Suite
Take control of your SAP testing with UiPath Test Suite
 

Autodesk Mudbox

  • 1. GDC 2008 Autodesk Mudbox: Integration and Use with Autodesk 3ds Max and Autodesk Maya By Rich Diamant Lead Character Artist rich@rd3d.com Naughty Dog http://www.rd3d.com
  • 2. Overview •  Modeling Methods and Matching High Resolution Detail •  Uncharted: Drake’s Fortune Pipeline •  Postmortem
  • 4. From a random model Model by Ricardo Ariza
  • 7. Comparison Arbitrary Mesh Pre-built Mesh
  • 8. Throw your crap in and hit render!
  • 9. Uncharted: Drake’s Fortune Pipeline: •  Uncharted: Drake’s Fortune’s Goals –  Realistic Human Characters •  Must emote with wrinkle map technology •  Must look good from close up for both cinematics and in game •  Must be used for promotional material •  Must be efficient and in budget for in game assets
  • 10. Possible pipelines: •  Arbitrary Mesh vs Base Mesh –  Same base model for every character? –  Blend Shapes vs Joints for facial deformation?
  • 11. Pre E3 2006: •  Base Mesh
  • 13. E3 2006 Off Topology
  • 14. Post E3 2006 Arbitrary Mesh
  • 15. Post E3 2006 Fitting Topology
  • 17. Where to go from there: •  Identify new problems and solutions with arbitrary meshes –  Problems •  Keeping models in sync •  Blend Shapes?
  • 18. Solutions: •  How to keep arbitrary mesh and high mesh in sync –  Organization was key •  Blend Shapes? •  Created custom tools
  • 19. History Tool: Shirt with skinCluster and history
  • 20. History Tool: Shirt with History Node and information stored
  • 21. History Tool: Shirt with original history reapplied
  • 22. RD Browser and Shirt retopology vs Base level RD File Browser movie
  • 23. Back to the Goals: •  Realistic Human Characters –  Must emote with wrinkle map technology –  Must look good from close up for both cinematics and in game –  Must be used for promotional material –  Must be efficient and in budget for in game assets
  • 24. Wrinkle Map off Wrinkle Map on
  • 25. Wrinkle Map off Wrinkle Map on
  • 26. How we created wrinkle maps: •  Lowest level from Mudbox was Wrap deformed to the in game Arbitrary mesh –  When the in game mesh deformed with joints, it moved the Mudbox mesh accordingly
  • 27.
  • 28. •  Sculpted a new pose with new wrinkles
  • 29. •  Sculpted a new pose with new wrinkles
  • 30.
  • 31. •  Generated a new normal map from the in game posed mesh to the new sculpted pose
  • 32. •  Defined normal map regions on in game mesh –  Custom tool written to define regions and export to game engine
  • 34. Back to the Goals: •  Must look good from close up for both cinematics and in game
  • 35.
  • 36. Back to the Goals: •  Must be used for promotional material
  • 37.
  • 38.
  • 39.
  • 40.
  • 41.
  • 42.
  • 43. Back to the Goals: •  Must be efficient and in budget for in game assets –  The Playstation 3 and our engine allowed us to really push the envelope in regards to texture budgets and polygon budgets •  10 – 15 megs per main character of compressed texture memory •  20 – 30 thousand polygons per main character
  • 44. Postmortem: •  Happy with our decision to use arbitrary meshes •  Tools were important •  Not happy with keeping models in sync