At the Game Developers Conference in 2016, Unity’s Swedish demo team showcased the graphical quality achievable with Unity 5.4 by showing the first installment of Adam. According to Chris Harvey, “it blew people away, not only because it was visually fantastic, but the story was super intriguing with a massive cliffhanger.”
Adam, which went on to win several awards, including a Webby, tells the story of a human whose brain has been erased and imprisoned in a robotic shell. When the hero is expelled from a walled city with a crowd of his fellow prisoners, the newborn cyborg realizes he is exiled in a post-apocalyptic world.
Adam, Part 1
https://www.youtube.com/watch?v=GXI0l3yqBrA&t=13s
Adam, Part 2
Replies
anyway, interesting style on display in this one. the youtube compression does not do it any favours tho.
1, Shader Forge - https://www.assetstore.unity3d.com/en/#!/content/14147
2, Play Maker - https://www.assetstore.unity3d.com/en/#!/content/368
These assets also come with a special camera post effect necessary for proper exposure control, and this camera effect is *not* part of the default engine files afaik.
So I guess ... yes and no
true, they did release the sources for their first adam demo and surely it's going to happen for this one too but i was rather hoping that they'd incorporate useful features from that into their standard distribution. i would expect the actual adam demo content to be very specifically targeted for this cinematic stuff and not at all geared towards game use.
i am looking at doing something for the marketplace of ... that other engine and there after a few tech demos and game releases they now do have rather standardized and pretty good shaders which you can either reuse or build upon. at any rate your assets will fit certain expectations as to what kind of complexity is considered ok, which types of texture channels are to be used and so on.
with unity so far it seems you'd have to do it all yourselves and very likely will end up creating something that does not fit with anyone's requirements out of the box. i'm sure i'm not the only one getting the occasional invitation from them to join their community/marketplace but i find it a bit of a head scratcher how to approach this.
The only missing link is the camera post process effect which, if I understand @tweedie 's post correctly, shouldn't take long to make it to the main distribution. Personally I've simply been shipping a copy of it (taken directly from the Adam files) with my assets and it went through the review process of the Unity store without problems.
Well from what I remember reading about the first Adam demo, a lot of the fancy stuff (animation, physics sim, and so on) was handled through other applications with Unity basically used as a mere renderer. So I would suspect that they probably did similar custom work for materials, but indeed none of that is part of the default/current engine.
That said I am personally always impressed by how clean and snappy Unity is when it comes to working with basic PBR stuff - UE4 might have more fancy tools and features, but personally I am all for environments favoring iteration speed over bells and whistles Whoever is in charge of the Unity roadmap is doing something very right !
Personally I like the very lightweight default projects of unity - but I totally see that it might be super usefull to have a better default package with all the fancy stuff setup, best at good defaults. On the other hand its not too hard to import and setup stuff by yourself, and in the long run its probably better to know how to do it. But its hard to argue - the default unreal scene just loooks way more jucy out of the box.
At least this makes me a little bit interested to get back to Unity, if this "Standard Skin Shader" is becoming official:
https://www.artstation.com/artwork/R02BD
https://youtu.be/tSDsi2ItktY?t=53
but i love the work of Ian...
https://www.artstation.com/artwork/5wKqg
https://www.artstation.com/artwork/nXQDO
At this stage, Unity is better off doing more stylized characters with better animation and emoting.
As an aside, Neil Blomkamp did speak on lower quality (visually) being OK with him in a gamesindustry.biz article.
And the direction/cinematography in the new ones is far worse as well.
Look at this image: Top is Adam 1, bottom is Adam 3.
One is a well composed, visually interesting, evocative shot, and the other one looks like a random screenshot from a 10 year old MMO.
You'll also be getting this:
https://www.activision.com/cdn/research/s2017_pbs_multilayered_slides_final.pdf
and various other stuff, it's really coming along