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Session Name:

Uncharted 2 Character Pipeline: An In-depth Look at the Creation of U2's Characters


Some of the topics covered will include how we used our propriety modeling and UV tools to deal with output a variety of meshes in an efficient manner. How we use Maya referencing to allow us to maintain one skeleton for all the different outfits. Our facial rigging setup and how we are able to use one skeleton for both male and female characters.

The process of sculpting our character, building our arbitrary meshes and sampling the hi-resolution detail down to this new mesh. Dealing with seams created by UV border. As well as all the other interesting challenges and solutions we encountered and solved during production.

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  • GDC 2010
  • Richard Diamant
  • Naughty Dog Inc.
  • Judd Simantov
  • Naughty Dog Inc
  • free content
  • Visual Arts
  • Visual Arts