Explore the evolution of Ubisoft's character pipeline for Far Cry Primal in this 59-minute GDC 2017 talk. Discover how Julien Lalleve and Kieran O'Sullivan transitioned from a 3DS Max maxscript-based pipeline to a cross-software solution using Python and ShaderFX. Learn about the new modeling pipeline, GameX modeling pipeline, DCC agnostic high-level and specific low-level approaches, Wolfskin config, automation hints, solver examples, material control, and slot hierarchy. Gain insights into the challenges faced during development and understand what went wrong in the process. Delve into the intricacies of character customization systems and pipeline optimization for game development.
Overview
Syllabus
Intro
DEFINITIONS
NEW MODELING PIPELINE
GAMEX MODELING PIPELINE
DCC AGNOSTIC HIGH LEVEL
SPECIFIC LOW LEVEL
WOLFSKIN CONFIG
AUTOMATION HINTS
SOLVER EXAMPLE 2
MATERIAL CONTROL
SLOT HIERARCHY
WHAT WENT WRONG
Taught by
GDC