Graphics

Introducing the new Adobe Substance 3D plug-in for Unity

Whether you want to create an immersive world, establish your portfolio, or bring fresh ideas to life, optimized material workflows can help you accomplish your goals quickly. That’s why we’ve teamed up with Adobe to present the new Adobe Substance 3D plug-in on the Unity Asset Store. With the Adobe Substance 3D plug-in, artists can save time typically spent switching between tools. This works by leveraging exposed parameters on a Substance material (.SBSAR file) right in Unity, to achieve a wide variety of looks for stronger overall visuals. Substance parameters enable real-time texture updates in-Editor and at runtime. Such parametric materials can be created either through Substance 3D Designer, which supports both Unity Standard and Standard (specular) shaders, or online via Substance 3D Assets and Community Assets libraries.

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Updated for 2021 LTS: The definitive guide to lighting in the High Definition Render Pipeline

The definitive guide to lighting in the High Definition Render Pipeline (HDRP) is now updated with tips for taking on the latest capabilities in Unity 2021 LTS. Learn how to create high-end lighting with production-ready HDRP features – from Light Anchors to Lens Flares, and beyond. This e-book was initially created and published late last year to demonstrate the power of physically based lighting in HDRP for generating high-end lighting effects across PC and console games. We’ve received positive feedback from our users, and have since updated the guide to include key features in Unity 2021 LTS. This way, it can remain a foundational, advanced-level resource for technical artists, lighting artists, and developers working in Unity.

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Apocalypse Studios defines a new approach to narrative in Deadhaus Sonata

“It’s easy to use and way faster than Perforce, by significant margins,” adds Dyack. “Pulling a build down takes two to three minutes, at most – before, it was taking much longer.” Migrating their game data from Perforce to Plastic took Apocalypse less than a day, and they were supported throughout the process by the Plastic team. Once they were up and running, Rogozinski, who had implemented Perforce previously, was shocked to see how much more efficient work became with Plastic – and not just because of how smoothly it handles large binaries: “I was very resistant to task branching at first. I didn’t want people working off-branch for a week or two, because you never know what’s going to happen when you merge it all back.” “I was totally wrong!” admits Rogozinski. “It’s working super well and the integrations are super easy, super fast. Plastic’s merge tools rival Perforce’s, easily.” Plastic SCM encourages a flexible “task-based branching” workflow that allows teams to work separately in sub-branches and conveniently merge changes without worrying about data loss or wasted work. With everything off of main, developers can pick and choose what they want to work with in the sub-branches, and stay off of the main branch for days at a time if necessary. “You never have to be afraid of breaking something,” reveals Pacheco. “You can bring the main branch into yours before you push it live, so you never have to worry about pushing content that breaks the build at five o’clock on a Friday.” “It’s a totally different methodology, and we really like it,” affirms Rogozinski.

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