RigPorn: Uncharted 2
My friends Judd and Rich gave a talk on some of the Character Tech behind Uncharted 2. Here are the slides.
A Technical Art Blog
My friends Judd and Rich gave a talk on some of the Character Tech behind Uncharted 2. Here are the slides.
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Also check out this: http://area.autodesk.com/gdc/ondemand12
Comment by Oskar Holmstrand — 2010/04/08 @ 5:15 PM
Thanks Oskar and Christopher. Good stuff. 97 facial bones seems a lot.
Comment by hrydek — 2010/04/12 @ 8:31 AM
Hey Chris. Thanks for the slides. How many influences could you have per vertex? If you had the usual 4 it must have been really hard to balance the weights between all those bones. I’m also wondering who sets up all the poses for the faces, is it you or the character artists? For non main characters that is.
Comment by Nils — 2010/04/13 @ 9:23 AM
Just realized you don’t work at Naught Dog :/
Comment by Nils — 2010/04/13 @ 3:19 PM
Hey, I just ran into this… so to answer the questions… 97 bones is a lot, but it still probably wasn’t enough for us… If you think about all the subtle movement that you get in the face and really trying to create a sense of fleshiness over bones, you need a bunch of joints for this.
In terms of setting up the poses, its pretty much a collaborative process between the TD’s, the character artists and the animators, but the majority of it is the TD’s. I basically setup Drake’s face with all the poses, roll that out to the animators & then we do some back and forth. We then use that same base for all the other characters and just make the needed modifications.
Let me know if you have anymore questions.
-Judd
P.S Chris, thanks for posting this!
Comment by Judd — 2010/04/28 @ 8:44 AM