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Play the cut scene:
The Characters of
INTRODUCTION
Abdenour Bachir
Senior Character artist at Crytek
VIDEO
Two part session
Character art
Technical Art/Animation
Character Art Overview
Look Development
Challenges
New pipelines
Practical example
Facial art Pipeline
RYSE: CHALLENGES
New IP
New Team
New Console
movie Quality
First Day release
18 month production
RYSE:
Character art
Look dev
Character art look
developement
New Tech, New Practices
P.B.R.
Real Time cloth simulation
Hair tech
Cloth
P.B.R.
Physically Base Rendering
1. More realistic
P.B.R.
Physically Base Rendering
1. More realistic
2. One material fits all
P.B.R.
Physically Base Rendering
1. More realistic
2. One material fits all
3. Unified Pipeline
HAIR
No constrained workflows
Based on Artist preference
Model specific
Heavily rely on Ornatrix for 3dsmax
Powerful and versatile
Generate High and game mesh with same setup
VIDEO
VIDEO
VIDEO
CLOTH
New system
Powerful and easy
VIDEO
RYSE:
Practical Example
CONCEPT
REFERENCE
LOTS OF REFERENCE
WHITEBOX
BASEMESH
Making the HIGH-REZ
Models are split In parts
Multiple subtool per part
General damage
Surface noise
Getting ready for TEXTURING
Bring Uved basemesh in editor
Set basic materials
TEXTURING THE HIGH-REZ
Textures Authored at 4K
Basic set of 4 Channels (DIFF/GLOSS/SPEC/NORMAL)
Up to a week to complete
TEXTURE BAKING
Time consuming
Hundreds of Parts per character
Each part contains at least 3 channels
(DIFF/SPEC/GLOSS)
Photogrammetric base
RAW NEUTRAL SCAN
UNIFIED MESH ON SCAN
CLEAN UP
CHARACTERISATION
Sample Skin tones
color variation
specific details
Skin weathering
VIDEO
ATLAS MAP
Based on Wrinkle Mask
6 area per channel
Up to 24 areas
+
WRINKLEMAN
=
VIDEO
THANK YOU.
RYSE:
CHARACTER
TECHNOLOGY
RYSE PILLARS
Play the cutscene
No cutscene rigs
Huge scope
15 Story Characters
120mins (C3: 4 Story Chars, 30mins)
Hand-crafted feel
Characters fit, are consistent
Talented artists arent relegated to
cleaning scan data Oct 2012, Durango Kit
Performance matters
Actors cast for voice/body/face
TECH CHALLENGES
Play the cutscene
Universal rigs
New Pipeline
FirstMaya project
Virtual Production
Story-driven game
Lots of hero chars
RYSE: CHARACTER PIPELINE
Modular rigging/encapsulation
Character,
Character Part, Rig Part
Python-generated
Outsourcing!
How to innovate?
Scene description file format
Virtual production data wrangling
MARIUS ON XBOX ONE
~85k Triangles
> 815 Joints
~585 deforming (260 facial)
250 Corrective Facial Blendshapes
Culled by priority and distance
BLEND IN / OUT
CHARACTER PHYSICS
Physicalized Joints [~70]
Hinge, cone, prismatic, plane
Cloth, Leather, Armor, Muscle, Fat
Cloth
Sim mesh drives render mesh
Runtime wrap deformer
Targets
animation [evade]
[Examples] [Editor]
CRYTEK GEOMCACHE PIPELINE
Imports Alembic
No engine-specific markup
Lossy-to-Lossless
AU 15+17+10
AU 12 + AU 6 AU 12
Robotic to genuine: A few millimeters
ACQUISITION
Photogrammetry (AgiSoft)
Record skin sliding and
neck
5 Hour specialized FACS
scan session
FACES
FACS-based rigs
Scan reliant
art can deviate ~20%
260 Joints
SKEL LOD: 260,70,10
~250 driven blendshapes
Keeps rig on model Oct 2012, Durango Kit
~85 firing at any given time
Up to 200,000 vtx deltas/frame computed
FACIAL TECH
8 Skinning Influences
Tangent update
FACIAL TECH
8 Skinning Influences
Tangent update
Levels of detail
260 joints 230 shapes
260 joints (8inf)
70 joints (4inf)
<10 joints
Marius has no LODs
PREPRO VIDEO
FEB BTS
FINAL FACE MRUS
JOINTS