Judd Simantov on character rigging and modeling in Naughty Dog's The Last of Us

  Рет қаралды 224,513

Autodesk

Autodesk

Күн бұрын

Пікірлер: 250
@ChristianBChr
@ChristianBChr 10 жыл бұрын
This really helped me further on developing my own rigs! (Animator who wants to learn rigging) After seeing a developer diary/behind the scene of TLOU I noticed a face based on curves during the span of a few seconds. As I had no idea how they actually set up the facials back then, I started developing my own version where the different curve controls were set to SDKs with translations, rotations and blend shapes, depending on the orientation of the curves (Translate, rotate and attributes). It took a couple of days to set it up, and get a hang on the rigging, but man does it give great results! ( I wouldn't ever had imagine it to be so much fun and pretty easy to make! ) I'm still an amateur animator (Currently working on my first game! It's called "A Story About My Uncle" :'D) and I've never been interested in rigging until TLOU. This message might be a bit messy and such. Please forgive me for that. I just wanted to say, as final words- Thank you Naughty Dog for inspiring me. To keep on learning and develop my skills within animation/rigging further than ever before! I'll always be a huge fan and keep a lookout if there's anything more I can learn from your team of amazing TA's and animators! I know there's a very slim chance of anyone from ND actually seeing this. But if someone from the dev team happens to see this- You've inspired me way more than you can possibly imagine. I never thought I could get in to rigging as I couldn't understand the most basic stuff with it before. But now my urge to learn and develop as an animator (and rigger as of now!) is through the roof!
@Balthazar2242
@Balthazar2242 10 жыл бұрын
It's interesting how they were able to make so much with so little. They really did work with the limitations of the hardware really well.
@improvementTime10.3.17
@improvementTime10.3.17 8 жыл бұрын
6:30 JOEL IS ALL JOINTS NO BLENDSHAPES and they achieved alot of great expressions with him
@jsimantov
@jsimantov 11 жыл бұрын
Thanks man! It was good seeing you at GDC!
@DL-ty4cu
@DL-ty4cu 11 жыл бұрын
crazy how far game rigs have come.So psyched.
@SpikeTheSpiker
@SpikeTheSpiker 11 жыл бұрын
Really good talk, loved the inside view and methodologies behind the people at ND. It was nice to see a improvement of tools instead of a total re imagining. Great job, can't wait to play the game!
@JasonParksVirtual
@JasonParksVirtual 11 жыл бұрын
Judd, judd, judd. When will you ever stop? Never, it seems. Great work as per usual. Love how you got the old Muscle System baking helper joints, great to see somebody actually put it to use.
@ETCDfilms
@ETCDfilms 11 жыл бұрын
Amazing! I just heard the British Kermit! :'D
@Wazzenrj
@Wazzenrj 10 жыл бұрын
South African.. but close... i Guess o.O
@ETCDfilms
@ETCDfilms 10 жыл бұрын
Yeah I just realized it even has that little German hint to the accent.
@Dalenaxx3
@Dalenaxx3 10 жыл бұрын
Kermit, that's exactly what I thought the entire time!! :D But no offense to the speaker, he did an awesome job, loved the video!
@farrex0
@farrex0 8 жыл бұрын
I am just finishing a rig, and I had hoped I had seen this video before. The idea of adding muscles just to keep volume is brilliant. I lost so much time painting skin weights and adding corrective blend shapes, just for it to deform correctly. Specially on the shoulder, it seems like it works perfectly.
@link1stheman
@link1stheman 11 жыл бұрын
As someone who grew up on Jak and Daxter, I had no idea what ND would become! What a fantastic experience they created, and the details... just unbelievable!
@gemgem24able
@gemgem24able 11 жыл бұрын
Mudbox was used for texturing/skin painting :) However, the whole sculpting was done with ZBrush, including the sculpting for blend shapes.
@scruffysmustache
@scruffysmustache 11 жыл бұрын
This is amazing!
@SPYmaps
@SPYmaps 11 жыл бұрын
simply AMAZING stuff this!! rigging and npc modeling has progressed so far over the years, and then to think how much i was amazed in 2000 by games like Quake 2 etc. Makes me really think were we will be with games say in 2020, or 2030, whoehoe!! thanks for this great video Autodesk! Leon
@kuji017
@kuji017 11 жыл бұрын
Wow, interesting to see how detailed the models are and how complex the rigs are. The face deforms so nicely too. Really insightful stuff, and TLoU is an excellent game. Cheers! :)
@Ericmor
@Ericmor 5 жыл бұрын
Full realistic character rigs of one of the most impressive game characters from that time. Amazing work. I still fight with processes to make rigging and animation easier and quicker in max... lol, my female characters tights got all twisted wrong in certain angles, and i am trying to solve those problems for more than 12 years.
@artbyaline
@artbyaline 11 жыл бұрын
Ooof. Wish I could get my hands on that rig to animate it. Great job! And I'm sure the animators were happy for all the exposed stuff. Curve, straight, curve, straight, curve, straight...
@jeremyernst
@jeremyernst 11 жыл бұрын
you are truly an inspiration, Judd! Great stuff and I cannot wait to play the game :)
@callebo
@callebo 11 жыл бұрын
awesome. wish we couldve heard the Q&A aswell though
@OmarSacca
@OmarSacca 10 жыл бұрын
Bringing life to the greatest game of the last generation.
@environmentart
@environmentart 11 жыл бұрын
Very interesting. Well done to the Naughty Dog technical wizards.
@ryanflippin1243
@ryanflippin1243 11 жыл бұрын
Best game ever! Way to go Naughty Dawg! The story is amazing! Just finished my third play through, beautiful game.
@mattanimation
@mattanimation 11 жыл бұрын
great problem solving shown in this presentation
@gemgem24able
@gemgem24able 11 жыл бұрын
What we were arguing about was that you said that mocap will make animators lose their job in the future. What I was saying was it wouldn't, because animators are still needed for fine tuning and making it more artistic and to hand-key actions that can't be done with mocap like some stunts in final fantasy advent children. That's all. Glad this ended at last :) (by the way, I changed my name...so don't get confused by it)
@SlowAndSteady2
@SlowAndSteady2 11 жыл бұрын
The surface flows so easily as the joints rotate.
@Litruv
@Litruv 10 жыл бұрын
326 Joints in the rig displayed. 360 joints in the human body. Wow.
@Blag_Cog
@Blag_Cog 10 жыл бұрын
Wow genius level stuff. I am very impressed with the muscle system.
@gemgem24able
@gemgem24able 11 жыл бұрын
Oh, and please read what I have said before... "Mocap helps, but it cannot do EVERYTHING." I said that more in the context of the artistic side. Yeah, good actors can produce good motion. But, just like what they did in The Last of Us, they still edited the motions to fit more with the emotion and to make it look better. And like what I said before, there are impossible stunts that people can't do, thus mocap also can't capture. I hope this clears up your misunderstanding.
@arrownoir
@arrownoir 11 жыл бұрын
I'll watch it later
@aedrah
@aedrah 11 жыл бұрын
really beautiful stuff
@gemgem24able
@gemgem24able 11 жыл бұрын
I can't understand why it received too many negatives either. It's true that the rigging was done in Maya, so I don't know what they did not like in the comment. Based on what I read on their team's posts in ZBrush Central, this is what they did: Characters were sculpted in ZBrush. The blend shapes were also sculpted in ZBrush using another layer. The skin color/texture was done in Mudbox and the rigging was done in Maya.
@tbankable
@tbankable 11 жыл бұрын
might also help move intersecting geometry out of the way of the backpack straps
@Perceivedshift
@Perceivedshift 11 жыл бұрын
Yea, while the PS3 held its own and the game looked absolutely fantastic, it would look stunning running at 1080p with full AA. I expect ND's next game on the PS4 to be running at those quality settings though.
@JasonParksVirtual
@JasonParksVirtual 8 жыл бұрын
Judd's as good as they come.
@098765432qwertyuiop
@098765432qwertyuiop 11 жыл бұрын
props to whoever skinned all these joints
@OmegaMouse
@OmegaMouse 11 жыл бұрын
I don't even know what we're arguing about anymore. Motion capture = awesome. Hand animation = still necessary for fine tuning. End of argument.
@improvementTime10.3.17
@improvementTime10.3.17 8 жыл бұрын
10:42 purpose of Blendshapes and joints
@SlowAndSteady2
@SlowAndSteady2 11 жыл бұрын
Yes. Sculpting, texturing in Mudbox, baked onto Maya models.
@gemgem24able
@gemgem24able 11 жыл бұрын
Yeah, she does have chest bones :) The team really wanted to add subtleties on the cinematics (heck, they even did pupil dilation :D) If you might have noticed, she's not flat-chested, and she and Joel run a lot, so somehow her chests will move in a subtle way.
@gfxfilms2012
@gfxfilms2012 11 жыл бұрын
geez, look how good that looks in the maya viewport.. the textures are amazing! i wonder if the whole game character was created in maya and mudbox for textures and modeling?
@jimmysgameclips
@jimmysgameclips 11 жыл бұрын
It's probably just that they're the points that protrude most and so are best for control points for that area (but that's just my theory)
@PashaDefragzor
@PashaDefragzor 5 жыл бұрын
I wish to have the same result in my 4-th version. Currently working with twice lower poly count
@Perceivedshift
@Perceivedshift 11 жыл бұрын
Modern GPU + CPU combos run circles around CELL, you could easily more than quadruple the quality of effects on a PC. For a little perspective, the CELL has a theoretical maximum of 230.4 GFLOPS. The GTX 780 has a max of 3,977 GFLOPS. Over 17x that of the CELL, and then some when you add in the CPU. But of course, you really can't just look at GFLOPS when comparing performance, but since that is the number people always bring up with CELL, I figured I should compare against that.
@gfxfilms2012
@gfxfilms2012 11 жыл бұрын
Don't know why folks are being so mean spirited, as a maya user and mudbox modeler for films i had to ask as well if the whole project was done with all "Autodesk" software! Maybe they are showing this video because it's never been done and never been done sooo well! This game is simply beautiful and Autodesk has just in recent years started releasing serious games dedicated software.
@Gigantoad
@Gigantoad 11 жыл бұрын
Characters were sculpted with ZBrush. You can see that stuff in ZBrushCentral forum.
@MrViktorpod
@MrViktorpod 11 жыл бұрын
really awesome
@Fomincev
@Fomincev 11 жыл бұрын
if this game is so great as it is referred to. It needs to be ported at least 5 years.
@xRevy
@xRevy 11 жыл бұрын
They said it in the video... But they are using Maya and they used Mudbox for the blendshapes.
@OneofInfinity
@OneofInfinity 10 жыл бұрын
Fascinating, nice video.
@improvementTime10.3.17
@improvementTime10.3.17 8 жыл бұрын
6:09 possible face poses to work off of Also look at Uncharted 4 Nathan's making if for more face poses
@ChewableTrent
@ChewableTrent 11 жыл бұрын
I imagine it would probably take them just a little bit to utilize ps4 to the max in their special way like they do with the ps3 now. i'm not saying their games would be awful at first, they could be the best they've ever made. but they'd be having to learn a whole new piece of machinery. I remember them saying how they were a bit overwhelmed with what all they could do with the ps3 when it came out lol. but yes, i'm definitely pumped for what they'll do next gen
@animecrazy102
@animecrazy102 11 жыл бұрын
This game is so effing intense.
@araklai
@araklai 11 жыл бұрын
He was not expecting a port, he only stated that it is a shame they don't port.
@MrFrainKey
@MrFrainKey 10 жыл бұрын
Ever since I was young, I've really been interested in this type of work. I know how to use 3DSMax, Mudbox, and Zbrush, and would really love to learn how to do this type of artwork. It's the skill I have but the imagination I somewhat lack, and end up feeling like I am stealing the idea of another person. How do you guys do it? Did you go to school? Did you learn on your own? I'm simply a student trying to gain tips, and learn the techniques that will help me get to this potential as well as developing a steady pace for myself that will not frustrate me, or put stress on my workflow, especially since this is something I desperately crave and would like to have a job in.
@nom928
@nom928 7 жыл бұрын
There's no need for originality unless you want to become a concept artist. You say you have the skill, but if you did, you'd already have a job in the video game industry. Instead of trying to be original, you can take advantage of social media and realistically model celebrities or characters owned by companies you'd want to work for. Check out Frank Tzeng whose Heisenberg model blew up on gaming-related news outlets.
@MrFrainKey
@MrFrainKey 7 жыл бұрын
Do you tell people that can sing that they don't have the skill because they're not on the radio?
@nom928
@nom928 7 жыл бұрын
No, because that implies I heard that person sing. In your case, I can't find anything that you've modeled or textured even if I try to Google your username. That says something about either your lack of confidence or the fact that you don't use social media to promote your skill. The latter is senseless if you're trying to promote yourself on a field-related KZbin video. If it's the former, it contradicts your statement that you have the skill to land a job in the industry. I'm not trying to put you down because I too don't yet have a job at a AAA studio. I just think that a lot of people are deluding themselves concerning how much time they must put in to perfect their craft and get hired, especially if they want to work for an elite game studio like Naughty Dog. More difficult still for a feature-film-quality studio like Blur (check out their Gnomon panel). It most certainly won't be a first industry job for you or me unless we're virtuosos.
@MrFrainKey
@MrFrainKey 7 жыл бұрын
I wasn't promoting myself though, and I just recently set up a social media (that isn't public yet) which is difficult to maintain when you have 10 hours a day, 5 days out of the week working hard in college, so bear with me - and no, before you get more psychologically deprecating, I'm not saying this as a sob story or excuse. I just asked a simple question which was how they came up with the imaginative aspect of their work.
@MinistryOfEpicness
@MinistryOfEpicness 11 жыл бұрын
I was more like cannot believe game engine today is capable of handling all of that real-time.
@improvementTime10.3.17
@improvementTime10.3.17 8 жыл бұрын
7:12 the joints in Joel's face
@Noble_Savage
@Noble_Savage 11 жыл бұрын
Damn, I really want to be able to make a rig like this one day :)
@Bourne310
@Bourne310 10 жыл бұрын
I thought wow this is going to be boring, nope I was completely wrong, very interesting!
@Narya99
@Narya99 10 жыл бұрын
The 'lost' of us, love the accent!
@AndrewWeirArt
@AndrewWeirArt 11 жыл бұрын
sure is, industry use it. I was surprised, figured they would have custom software or something. (some do, but maya is used a lot)
@EmilKlingberg
@EmilKlingberg 8 жыл бұрын
how do they rig a face that dense?
@Gu3rrero17
@Gu3rrero17 11 жыл бұрын
i thought he mention mudbox as the tool they used because of the workflow with maya
@kishorepadma
@kishorepadma 11 жыл бұрын
Great Stuff..........!!
@3xchris
@3xchris 11 жыл бұрын
I can't believe this was done on maya
@max.0196
@max.0196 7 жыл бұрын
...nice, nice, unbelievable.
@YamiGenesis
@YamiGenesis 11 жыл бұрын
What did you do different to this video?... Cause this video looks perfect on my phone compared to others..
@Kensoy83
@Kensoy83 11 жыл бұрын
Looking better than most ps4 games.
@Amabar
@Amabar 11 жыл бұрын
lol you beat me to the punch. I was going to say exactly that.
@splinterbyrd
@splinterbyrd 11 жыл бұрын
I can see that mudbox provides a human figure, but does anyone know if there is a program available which shows ther human figure in terms of anatomy and physiology for artists? There are loads from the perspective of medicine and sports therapy, but what Im really looking for is one which i can use to animate a human figrure into any pose, and then strip away to show the musculo-skeletal system. If there isn't one, autodesk would make a fortune developing one for the artist. Any ideas?
@Dav963
@Dav963 11 жыл бұрын
I picture Kermit giving the presentation...my brain is messed up.
@roqueart
@roqueart 11 жыл бұрын
Perfect!
@improvementTime10.3.17
@improvementTime10.3.17 8 жыл бұрын
6:30 Joel is all joints no Blendshapes
@EmileVinesh
@EmileVinesh 10 жыл бұрын
Maybe a weird question, or I haven't payed attention very well, but both Troy and Ashley did the performance capture for Joel and Ellie. Seeing how much the animators can make the models do, how much did the animators look at the performance capture?
@roamingriver5907
@roamingriver5907 10 жыл бұрын
A lot. A whole fucking lot.
@kazioo2
@kazioo2 10 жыл бұрын
ND don't do the performance capture, only the standard motion capture without the face capture.
@OmegaMouse
@OmegaMouse 11 жыл бұрын
And yes, Naughty Dog should get with the new program. As they eventually will when they discover that facial motion capture looks better and is cheaper to produce because it takes a fraction of the time. One step at a time. When it comes to ps4 games and beyond, motion capture will be a given. That's all I'm saying. Sure, there will be artistic adjustments to be made, but it will not require an entirely seperate profession in order to do so.
@MrTynanDraper
@MrTynanDraper 11 жыл бұрын
These rigs look very similar to film and tv character rigs done in Maya. I'm glad for that. . so I won't have to learn as much if I wanted to jump into video games. But what do animators on this game do? Just facial animation. . or just cleaning up motion capture? Do they mo-cap the facial expressions? That would be boring as an animator.. to just be doing clean up.
@Ziggurat1
@Ziggurat1 11 жыл бұрын
I'm not saying that these are hitting the uncanny valley with either looks nor animation, but you can clearly see that the they are approaching it, and it hurts the social part of my brain to try to sympathize with these puppets. Autodesk, please don't take me wrong, approaching the uncanny valley in game play graphics is a feat in it self, but it is just unsettling.
@overdev1993
@overdev1993 11 жыл бұрын
Notch too
@nathanb5579
@nathanb5579 10 жыл бұрын
nice video
@Daumex
@Daumex 11 жыл бұрын
They need to be animated, that's why.
@mutilatedcrow2607
@mutilatedcrow2607 11 жыл бұрын
man, i want to work for naughty dog so badly, what does it take to get in? i would like to be part of the map design (like coloring and detailing the maps)
@gh0st091
@gh0st091 11 жыл бұрын
Actually, Naughty Dog is a Sony-owned studio, so... Sony owns them literally. Sony also owns Sucker Punch, developers of Infamous.
@Kiyamlol
@Kiyamlol 7 жыл бұрын
how did they add a deformer for the eyelashes to move with the eyelid blendshape? since its a seperate material.
@PeterBerisha
@PeterBerisha 11 жыл бұрын
Naughty Dog made Ellie looks so darn cute.
@Grayfox541
@Grayfox541 11 жыл бұрын
Awesome! Anyone knows what program is he using?
@psygnozis
@psygnozis 4 жыл бұрын
7 years later - Maya
@BrickArtsGames
@BrickArtsGames 11 жыл бұрын
using that Maya!
@Intars5d
@Intars5d 7 жыл бұрын
Couldn't all that be done with Softimage Face Robot already back then - all those precise face artistry?
@nilo469
@nilo469 11 жыл бұрын
Imagine their games on the PS4...
@nihatozdemir445
@nihatozdemir445 7 жыл бұрын
ı like twist dispersion plugın,how can ı find it
@EricWilliamsCG
@EricWilliamsCG 11 жыл бұрын
Anyone know where I can find more of these type videos on youtube or even vimeo? This kind of information is kind of hard to come on youtube most rigging vids on here are just standard rigs.
@erikm9768
@erikm9768 9 жыл бұрын
So with wrinkle maps you actually meant corrective blend shapes? or...?
@erikm9768
@erikm9768 9 жыл бұрын
+David Ryatta Thanks. Yeah, but the blendshapes also did some wrinkles here and there so not just volume corrective apparently. I wonder if the wrinkle maps were used for displacement, bump or just diffuse?
@IGarrettI
@IGarrettI 8 жыл бұрын
+blackmagic x Normal maps. Normal map is pretty much the same for the whole face, so fading normal maps wont make any weird errors. I think they sculpt the face expression in Mudbox, then export a nm with blendshapes
@erikm9768
@erikm9768 8 жыл бұрын
+IGarrettI i udnerstand one normal map might be enough but how do you know how to fade them? needs maps for that , too?
@Rodney526
@Rodney526 8 жыл бұрын
+blackmagic x I equally wonder how they fade normal maps. Would be greatly appreciated if someone can illuminate us about that.
@IGarrettI
@IGarrettI 8 жыл бұрын
Kemal Akay bit of googling guys wont hurt. Basically you have multiple normal maps that are driven by the blendshapes. So basically, you move blendshape slider, normal map slides with it
@Z33Garage
@Z33Garage 11 жыл бұрын
Nice! :D
@HELLHamster16
@HELLHamster16 11 жыл бұрын
YES!
@morganil93
@morganil93 8 жыл бұрын
Sorry if I missed it, but what are all the bones at the hips purpose? There is quite a few of them and they are only on the left (from the front view) side of the body. Seen at 13:35.
@MyMittie
@MyMittie 8 жыл бұрын
They are used to attach items and weapons in the game engine. so the item will follow the hip movement correctly and will not clip with the character
@Zachyps3
@Zachyps3 11 жыл бұрын
Nd is usually known as Naughty Gods on the internet.
@chug_life_8780
@chug_life_8780 11 жыл бұрын
gaddamn i need dat realtime Maya shader....
@infiniterealities4D
@infiniterealities4D 11 жыл бұрын
Why in Zombie games or films do they NEVER worry about blood splatter infection?! WHY?!!
@vladi1Z
@vladi1Z 11 жыл бұрын
Great job!!! really!!! Joel is the most badass man ive! and Ellie.... Ellie is perfect...
@julian_teo
@julian_teo 11 жыл бұрын
The animation is a lot more subtle than you're probably thinking. No DoA style boobs with minds of their own here.
@rasamasala
@rasamasala 8 жыл бұрын
yeah..so im learning maya and zbrush. where can i go to learn stuff like this?? we only learn the basics to make assets, but not how to understand it and then to apply it to figure out things like this..
@rasamasala
@rasamasala 8 жыл бұрын
+RandomNameFinder thanks man! i appreciate it!
@erikm9768
@erikm9768 7 жыл бұрын
this is about the hardest you can do in computer graphics, now you are gonna think, wow that sounds fun, no seriously, its hard hard hard and you will not be rewarded until you have years of experience. at least that's how i feel about it.
@OmegaMouse
@OmegaMouse 11 жыл бұрын
I find it cute when people have tools like the CAT or Biped rig system, and still want to create their own custom bone system from scratch. I guess it's an ego thing.
@pksstr
@pksstr 11 жыл бұрын
The game runs on 720p, so even on big TVs it`s not very noticeable
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