Evolve: Character Pipeline Advances for Next-gen Titles
Speakers: Christopher Evans, Hanno Hagedorn
Track: Visual Arts
Experience Level: Advanced
Description: Aside from increasing the resolution of assets, character technology hasn't changed much in recent years. With the advent of new hardware, many techniques once limited to the resource-intensive, off-line realms of academic research and Hollywood films can now be computed at runtime. These days, even older technologies often considered too expensive can be utilized, borrowed from, or brute-forced at runtime. The presenters cover many topics, from asset creation and shader technology, to rigging and deformation, offering examples and discussing how these features work with one another to fit into a next-gen character pipeline.
Idea Takeaway: Character modelers will be exposed tried and true techniques, as well as new approaches dealing with topology, UV layout, corrective shapes, and unlimited variation. Character technical artists can check out character pipeline ideas, new rigging and deformation techniques, and new runtime skinning solutions.
Intended Audience: This course is intended for technically inclined character modelers, and character technical artists interested in advancing their character pipelines, or those curious to see what approaches others are taking to tackle the same problems they face on a daily basis.