SlideShare a Scribd company logo
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

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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
  • 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