SlideShare a Scribd company logo
1 of 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

More Related Content

What's hot

Advanced Scenegraph Rendering Pipeline
Advanced Scenegraph Rendering PipelineAdvanced Scenegraph Rendering Pipeline
Advanced Scenegraph Rendering PipelineNarann29
 
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
 
A Scalable Real-Time Many-Shadowed-Light Rendering System
A Scalable Real-Time Many-Shadowed-Light Rendering SystemA Scalable Real-Time Many-Shadowed-Light Rendering System
A Scalable Real-Time Many-Shadowed-Light Rendering SystemBo Li
 
유니티의 툰셰이딩을 사용한 3D 애니메이션 표현
유니티의 툰셰이딩을 사용한 3D 애니메이션 표현유니티의 툰셰이딩을 사용한 3D 애니메이션 표현
유니티의 툰셰이딩을 사용한 3D 애니메이션 표현MinGeun Park
 
Scene Graphs & Component Based Game Engines
Scene Graphs & Component Based Game EnginesScene Graphs & Component Based Game Engines
Scene Graphs & Component Based Game EnginesBryan Duggan
 
Penner pre-integrated skin rendering (siggraph 2011 advances in real-time r...
Penner   pre-integrated skin rendering (siggraph 2011 advances in real-time r...Penner   pre-integrated skin rendering (siggraph 2011 advances in real-time r...
Penner pre-integrated skin rendering (siggraph 2011 advances in real-time r...JP Lee
 
SPU Optimizations-part 1
SPU Optimizations-part 1SPU Optimizations-part 1
SPU Optimizations-part 1Naughty Dog
 
Physically Based and Unified Volumetric Rendering in Frostbite
Physically Based and Unified Volumetric Rendering in FrostbitePhysically Based and Unified Volumetric Rendering in Frostbite
Physically Based and Unified Volumetric Rendering in FrostbiteElectronic Arts / DICE
 
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
 
Brdf기반 사전정의 스킨 셰이더
Brdf기반 사전정의 스킨 셰이더Brdf기반 사전정의 스킨 셰이더
Brdf기반 사전정의 스킨 셰이더동석 김
 
The Rendering Pipeline - Challenges & Next Steps
The Rendering Pipeline - Challenges & Next StepsThe Rendering Pipeline - Challenges & Next Steps
The Rendering Pipeline - Challenges & Next StepsJohan Andersson
 
Level Design Challenges & Solutions - Mirror's Edge
Level Design Challenges & Solutions - Mirror's EdgeLevel Design Challenges & Solutions - Mirror's Edge
Level Design Challenges & Solutions - Mirror's EdgeElectronic Arts / DICE
 
Rendering Tech of Space Marine
Rendering Tech of Space MarineRendering Tech of Space Marine
Rendering Tech of Space MarinePope Kim
 
Unreal Summit 2016 Seoul Lighting the Planetary World of Project A1
Unreal Summit 2016 Seoul Lighting the Planetary World of Project A1Unreal Summit 2016 Seoul Lighting the Planetary World of Project A1
Unreal Summit 2016 Seoul Lighting the Planetary World of Project A1Ki Hyunwoo
 
Putting the AI Back Into Air: Navigating the Air Space of Horizon Zero Dawn
Putting the AI Back Into Air: Navigating the Air Space of Horizon Zero DawnPutting the AI Back Into Air: Navigating the Air Space of Horizon Zero Dawn
Putting the AI Back Into Air: Navigating the Air Space of Horizon Zero DawnGuerrilla
 
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
 
Horizon Zero Dawn: A Game Design Post-Mortem
Horizon Zero Dawn: A Game Design Post-MortemHorizon Zero Dawn: A Game Design Post-Mortem
Horizon Zero Dawn: A Game Design Post-MortemGuerrilla
 

What's hot (20)

Advanced Scenegraph Rendering Pipeline
Advanced Scenegraph Rendering PipelineAdvanced Scenegraph Rendering Pipeline
Advanced Scenegraph Rendering Pipeline
 
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
 
A Scalable Real-Time Many-Shadowed-Light Rendering System
A Scalable Real-Time Many-Shadowed-Light Rendering SystemA Scalable Real-Time Many-Shadowed-Light Rendering System
A Scalable Real-Time Many-Shadowed-Light Rendering System
 
유니티의 툰셰이딩을 사용한 3D 애니메이션 표현
유니티의 툰셰이딩을 사용한 3D 애니메이션 표현유니티의 툰셰이딩을 사용한 3D 애니메이션 표현
유니티의 툰셰이딩을 사용한 3D 애니메이션 표현
 
Scene Graphs & Component Based Game Engines
Scene Graphs & Component Based Game EnginesScene Graphs & Component Based Game Engines
Scene Graphs & Component Based Game Engines
 
Penner pre-integrated skin rendering (siggraph 2011 advances in real-time r...
Penner   pre-integrated skin rendering (siggraph 2011 advances in real-time r...Penner   pre-integrated skin rendering (siggraph 2011 advances in real-time r...
Penner pre-integrated skin rendering (siggraph 2011 advances in real-time r...
 
SPU Optimizations-part 1
SPU Optimizations-part 1SPU Optimizations-part 1
SPU Optimizations-part 1
 
Physically Based and Unified Volumetric Rendering in Frostbite
Physically Based and Unified Volumetric Rendering in FrostbitePhysically Based and Unified Volumetric Rendering in Frostbite
Physically Based and Unified Volumetric Rendering in Frostbite
 
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
 
Brdf기반 사전정의 스킨 셰이더
Brdf기반 사전정의 스킨 셰이더Brdf기반 사전정의 스킨 셰이더
Brdf기반 사전정의 스킨 셰이더
 
The Rendering Pipeline - Challenges & Next Steps
The Rendering Pipeline - Challenges & Next StepsThe Rendering Pipeline - Challenges & Next Steps
The Rendering Pipeline - Challenges & Next Steps
 
Shiny PC Graphics in Battlefield 3
Shiny PC Graphics in Battlefield 3Shiny PC Graphics in Battlefield 3
Shiny PC Graphics in Battlefield 3
 
Level Design Challenges & Solutions - Mirror's Edge
Level Design Challenges & Solutions - Mirror's EdgeLevel Design Challenges & Solutions - Mirror's Edge
Level Design Challenges & Solutions - Mirror's Edge
 
Rendering Tech of Space Marine
Rendering Tech of Space MarineRendering Tech of Space Marine
Rendering Tech of Space Marine
 
Frostbite on Mobile
Frostbite on MobileFrostbite on Mobile
Frostbite on Mobile
 
Unreal Summit 2016 Seoul Lighting the Planetary World of Project A1
Unreal Summit 2016 Seoul Lighting the Planetary World of Project A1Unreal Summit 2016 Seoul Lighting the Planetary World of Project A1
Unreal Summit 2016 Seoul Lighting the Planetary World of Project A1
 
Putting the AI Back Into Air: Navigating the Air Space of Horizon Zero Dawn
Putting the AI Back Into Air: Navigating the Air Space of Horizon Zero DawnPutting the AI Back Into Air: Navigating the Air Space of Horizon Zero Dawn
Putting the AI Back Into Air: Navigating the Air Space of Horizon Zero Dawn
 
The Unique Lighting of Mirror's Edge
The Unique Lighting of Mirror's EdgeThe Unique Lighting of Mirror's Edge
The Unique Lighting of Mirror's Edge
 
Crysis Next-Gen Effects (GDC 2008)
Crysis Next-Gen Effects (GDC 2008)Crysis Next-Gen Effects (GDC 2008)
Crysis Next-Gen Effects (GDC 2008)
 
Horizon Zero Dawn: A Game Design Post-Mortem
Horizon Zero Dawn: A Game Design Post-MortemHorizon Zero Dawn: A Game Design Post-Mortem
Horizon Zero Dawn: A Game Design Post-Mortem
 

Similar to 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
 

Similar to Autodesk Mudbox (20)

Chapter 3
Chapter 3Chapter 3
Chapter 3
 
Chapter 3 : IMAGE
Chapter 3 : IMAGEChapter 3 : IMAGE
Chapter 3 : IMAGE
 
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
 

More from Naughty Dog

Naughty Dog Vertex
Naughty Dog VertexNaughty Dog Vertex
Naughty Dog VertexNaughty Dog
 
Art Direction for Uncharted 2: Among Thieves
Art Direction for Uncharted 2: Among ThievesArt Direction for Uncharted 2: Among Thieves
Art Direction for Uncharted 2: Among ThievesNaughty Dog
 
State-Based Scripting in Uncharted 2: Among Thieves
State-Based Scripting in Uncharted 2: Among ThievesState-Based Scripting in Uncharted 2: Among Thieves
State-Based Scripting in Uncharted 2: Among ThievesNaughty Dog
 
SPU Optimizations - Part 2
SPU Optimizations - Part 2SPU Optimizations - Part 2
SPU Optimizations - Part 2Naughty Dog
 
Practical Spherical Harmonics Based PRT Methods
Practical Spherical Harmonics Based PRT MethodsPractical Spherical Harmonics Based PRT Methods
Practical Spherical Harmonics Based PRT MethodsNaughty Dog
 
Adventures In Data Compilation
Adventures In Data CompilationAdventures In Data Compilation
Adventures In Data CompilationNaughty Dog
 

More from Naughty Dog (6)

Naughty Dog Vertex
Naughty Dog VertexNaughty Dog Vertex
Naughty Dog Vertex
 
Art Direction for Uncharted 2: Among Thieves
Art Direction for Uncharted 2: Among ThievesArt Direction for Uncharted 2: Among Thieves
Art Direction for Uncharted 2: Among Thieves
 
State-Based Scripting in Uncharted 2: Among Thieves
State-Based Scripting in Uncharted 2: Among ThievesState-Based Scripting in Uncharted 2: Among Thieves
State-Based Scripting in Uncharted 2: Among Thieves
 
SPU Optimizations - Part 2
SPU Optimizations - Part 2SPU Optimizations - Part 2
SPU Optimizations - Part 2
 
Practical Spherical Harmonics Based PRT Methods
Practical Spherical Harmonics Based PRT MethodsPractical Spherical Harmonics Based PRT Methods
Practical Spherical Harmonics Based PRT Methods
 
Adventures In Data Compilation
Adventures In Data CompilationAdventures In Data Compilation
Adventures In Data Compilation
 

Recently uploaded

Dev Dives: Streamline document processing with UiPath Studio Web
Dev Dives: Streamline document processing with UiPath Studio WebDev Dives: Streamline document processing with UiPath Studio Web
Dev Dives: Streamline document processing with UiPath Studio WebUiPathCommunity
 
New from BookNet Canada for 2024: Loan Stars - Tech Forum 2024
New from BookNet Canada for 2024: Loan Stars - Tech Forum 2024New from BookNet Canada for 2024: Loan Stars - Tech Forum 2024
New from BookNet Canada for 2024: Loan Stars - Tech Forum 2024BookNet Canada
 
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
 
How to write a Business Continuity Plan
How to write a Business Continuity PlanHow to write a Business Continuity Plan
How to write a Business Continuity PlanDatabarracks
 
Unraveling Multimodality with Large Language Models.pdf
Unraveling Multimodality with Large Language Models.pdfUnraveling Multimodality with Large Language Models.pdf
Unraveling Multimodality with Large Language Models.pdfAlex Barbosa Coqueiro
 
What is DBT - The Ultimate Data Build Tool.pdf
What is DBT - The Ultimate Data Build Tool.pdfWhat is DBT - The Ultimate Data Build Tool.pdf
What is DBT - The Ultimate Data Build Tool.pdfMounikaPolabathina
 
How AI, OpenAI, and ChatGPT impact business and software.
How AI, OpenAI, and ChatGPT impact business and software.How AI, OpenAI, and ChatGPT impact business and software.
How AI, OpenAI, and ChatGPT impact business and software.Curtis Poe
 
Rise of the Machines: Known As Drones...
Rise of the Machines: Known As Drones...Rise of the Machines: Known As Drones...
Rise of the Machines: Known As Drones...Rick Flair
 
Transcript: New from BookNet Canada for 2024: Loan Stars - Tech Forum 2024
Transcript: New from BookNet Canada for 2024: Loan Stars - Tech Forum 2024Transcript: New from BookNet Canada for 2024: Loan Stars - Tech Forum 2024
Transcript: New from BookNet Canada for 2024: Loan Stars - Tech Forum 2024BookNet Canada
 
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
 
TeamStation AI System Report LATAM IT Salaries 2024
TeamStation AI System Report LATAM IT Salaries 2024TeamStation AI System Report LATAM IT Salaries 2024
TeamStation AI System Report LATAM IT Salaries 2024Lonnie McRorey
 
Passkey Providers and Enabling Portability: FIDO Paris Seminar.pptx
Passkey Providers and Enabling Portability: FIDO Paris Seminar.pptxPasskey Providers and Enabling Portability: FIDO Paris Seminar.pptx
Passkey Providers and Enabling Portability: FIDO Paris Seminar.pptxLoriGlavin3
 
Moving Beyond Passwords: FIDO Paris Seminar.pdf
Moving Beyond Passwords: FIDO Paris Seminar.pdfMoving Beyond Passwords: FIDO Paris Seminar.pdf
Moving Beyond Passwords: FIDO Paris Seminar.pdfLoriGlavin3
 
A Journey Into the Emotions of Software Developers
A Journey Into the Emotions of Software DevelopersA Journey Into the Emotions of Software Developers
A Journey Into the Emotions of Software DevelopersNicole Novielli
 
Use of FIDO in the Payments and Identity Landscape: FIDO Paris Seminar.pptx
Use of FIDO in the Payments and Identity Landscape: FIDO Paris Seminar.pptxUse of FIDO in the Payments and Identity Landscape: FIDO Paris Seminar.pptx
Use of FIDO in the Payments and Identity Landscape: FIDO Paris Seminar.pptxLoriGlavin3
 
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
 
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
 
TrustArc Webinar - How to Build Consumer Trust Through Data Privacy
TrustArc Webinar - How to Build Consumer Trust Through Data PrivacyTrustArc Webinar - How to Build Consumer Trust Through Data Privacy
TrustArc Webinar - How to Build Consumer Trust Through Data PrivacyTrustArc
 
"ML in Production",Oleksandr Bagan
"ML in Production",Oleksandr Bagan"ML in Production",Oleksandr Bagan
"ML in Production",Oleksandr BaganFwdays
 
Visualising and forecasting stocks using Dash
Visualising and forecasting stocks using DashVisualising and forecasting stocks using Dash
Visualising and forecasting stocks using Dashnarutouzumaki53779
 

Recently uploaded (20)

Dev Dives: Streamline document processing with UiPath Studio Web
Dev Dives: Streamline document processing with UiPath Studio WebDev Dives: Streamline document processing with UiPath Studio Web
Dev Dives: Streamline document processing with UiPath Studio Web
 
New from BookNet Canada for 2024: Loan Stars - Tech Forum 2024
New from BookNet Canada for 2024: Loan Stars - Tech Forum 2024New from BookNet Canada for 2024: Loan Stars - Tech Forum 2024
New from BookNet Canada for 2024: Loan Stars - Tech Forum 2024
 
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
 
How to write a Business Continuity Plan
How to write a Business Continuity PlanHow to write a Business Continuity Plan
How to write a Business Continuity Plan
 
Unraveling Multimodality with Large Language Models.pdf
Unraveling Multimodality with Large Language Models.pdfUnraveling Multimodality with Large Language Models.pdf
Unraveling Multimodality with Large Language Models.pdf
 
What is DBT - The Ultimate Data Build Tool.pdf
What is DBT - The Ultimate Data Build Tool.pdfWhat is DBT - The Ultimate Data Build Tool.pdf
What is DBT - The Ultimate Data Build Tool.pdf
 
How AI, OpenAI, and ChatGPT impact business and software.
How AI, OpenAI, and ChatGPT impact business and software.How AI, OpenAI, and ChatGPT impact business and software.
How AI, OpenAI, and ChatGPT impact business and software.
 
Rise of the Machines: Known As Drones...
Rise of the Machines: Known As Drones...Rise of the Machines: Known As Drones...
Rise of the Machines: Known As Drones...
 
Transcript: New from BookNet Canada for 2024: Loan Stars - Tech Forum 2024
Transcript: New from BookNet Canada for 2024: Loan Stars - Tech Forum 2024Transcript: New from BookNet Canada for 2024: Loan Stars - Tech Forum 2024
Transcript: New from BookNet Canada for 2024: Loan Stars - Tech Forum 2024
 
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
 
TeamStation AI System Report LATAM IT Salaries 2024
TeamStation AI System Report LATAM IT Salaries 2024TeamStation AI System Report LATAM IT Salaries 2024
TeamStation AI System Report LATAM IT Salaries 2024
 
Passkey Providers and Enabling Portability: FIDO Paris Seminar.pptx
Passkey Providers and Enabling Portability: FIDO Paris Seminar.pptxPasskey Providers and Enabling Portability: FIDO Paris Seminar.pptx
Passkey Providers and Enabling Portability: FIDO Paris Seminar.pptx
 
Moving Beyond Passwords: FIDO Paris Seminar.pdf
Moving Beyond Passwords: FIDO Paris Seminar.pdfMoving Beyond Passwords: FIDO Paris Seminar.pdf
Moving Beyond Passwords: FIDO Paris Seminar.pdf
 
A Journey Into the Emotions of Software Developers
A Journey Into the Emotions of Software DevelopersA Journey Into the Emotions of Software Developers
A Journey Into the Emotions of Software Developers
 
Use of FIDO in the Payments and Identity Landscape: FIDO Paris Seminar.pptx
Use of FIDO in the Payments and Identity Landscape: FIDO Paris Seminar.pptxUse of FIDO in the Payments and Identity Landscape: FIDO Paris Seminar.pptx
Use of FIDO in the Payments and Identity Landscape: FIDO Paris Seminar.pptx
 
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
 
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!
 
TrustArc Webinar - How to Build Consumer Trust Through Data Privacy
TrustArc Webinar - How to Build Consumer Trust Through Data PrivacyTrustArc Webinar - How to Build Consumer Trust Through Data Privacy
TrustArc Webinar - How to Build Consumer Trust Through Data Privacy
 
"ML in Production",Oleksandr Bagan
"ML in Production",Oleksandr Bagan"ML in Production",Oleksandr Bagan
"ML in Production",Oleksandr Bagan
 
Visualising and forecasting stocks using Dash
Visualising and forecasting stocks using DashVisualising and forecasting stocks using Dash
Visualising and forecasting stocks using Dash
 

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