This document summarizes Rich Diamant's presentation on using Autodesk Mudbox for modeling characters in Autodesk 3ds Max and Maya. It discusses modeling methods for matching high resolution detail to arbitrary meshes. It also describes the character modeling pipeline used for Uncharted: Drake's Fortune, including the goals of realistic characters that emote well and look good close up for both cinematics and games. Key parts of the pipeline included using arbitrary meshes with blend shapes, creating wrinkle maps in Mudbox, and ensuring models met budget and quality goals for the PlayStation 3.
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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
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?
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
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
34. Back to the Goals:
• Must look good from close up for both cinematics and in
game
36. Back to the Goals:
• Must be used for promotional material
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