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GDC 2016에서 아담 데모 의 짧은 버전을 공개한 바 있는데요. 올 여름엔 Unite 유럽 컨퍼런스에서 풀 버전을 실시간으로 보여드릴 수 있었습니다. 그리고 오늘 아담 데모에 등장한 캐릭터, 환경, GFX 팩과 더불어 실행 가능한 버전을 다운로드하실 수 있게 되었습니다.

아담 실행 가능판

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아담 실행 가능판 다운로드 하기 (용량 : 3 GB ; Windows DX11 전용)

 

본  데모는 1440p 해상도로 GeForce GTX980에서 실행 가능합니다.

실행 품질은 설정이 가능합니다.

영상으로도 플레이가 가능하며 일시정지 상태에서 카메라를 회전해 주변을 둘러볼 수 있습니다. (카메라 범위에는 제한이 있습니다) 또한 라이트 소스도 실시간으로 움직일 수 있습니다.

조작:

  • 마우스 왼쪽 버튼으로 플레이백을 조작합니다.
  • 일시 정지 상태에서 마우스 오른 쪽 버튼으로 카메라를 회전합니다.
  • 우하단의 라이트 아이콘으로 라이팅을 조절합니다. 실내 – 실내의 튜브 라이트 위치를 조절합니다. 실외 – 태양빛의 위치를 조절합니다.

F1 도움말

아담 에셋 패키지

해당 패키지에 포함된 에셋은 특정 프로젝트를 위해 제작된 것이므로 다른 프로젝트에서의 작동성을 보장하지는 않습니다. 아담 패키지는 유니티 버전 5.4.1에서의 동작 테스트를 실시했으며 다른 버전에서의 동작 여부는 확인되지 않았으니 이 부분은 사용자의 재량에 맡깁니다.

아담 캐릭터 팩: 아담, 경비병,

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아담 캐릭터 팩: 아담, 경비병, 루 – 다운로드하기  (용량: 876.5 MB)

본 패키지에는 리그가 재 설정된 버전의 아담, 경비병, 루가 포함되어 있습니다.

원본 영상의 경우 본에 프리베이크된 애니메이션을 캐릭터 별 제네릭 리그에 사용했었습니다. 그러나 이번 패키지에는 캐릭터의 사용성을 높이기 위해 보다 유연한 휴머노이드 리그 사용을 고려했고 실제로도 적용되어 있습니다. 이에 따라 Unity 밖에서만 기능하는 추가 리그들을 제거했고 아담의 어깨 기능을 복제할 수 있는 작은 리깅 툴을 만들었습니다.

또한 경비병과 루의 옷에 적용되어 있는 원본 데모의 CaronteFX 클로스 심을 리그된 버전으로 교체했는데 이 부분은 Unity 물리에 의해 실시간으로 시뮬레이션됩니다.

각 캐릭터에는 예시 및 프리뷰 용으로 영상에서 사용된 애니메이션이 추가되어 있습니다.

아담, 경비병, 루 캐릭터 팩 내용:

  • 캐릭터: 아담, 경비병, 루
  • 포스트 프로세싱 이펙트(베타 버전)
  • 샘플 애니메이션: 아담- 워크 사이클, 경비병 – 대기, 루 – 워크 사이클

 

아담, 경비병, 루 캐릭터 팩은 상업적으로의 사용이 허락되지 않는 특별 최종 사용자 라이선스에 따라 발매됨에 주의해 주시기 바랍니다. 사용자 여러분의 아담 데모에 대한 뜨거운 반응에 감사 드리며 많은 분들이 이 다음은 어떻게 되느냐에 대해 문의해 주셔서 결과물에 대해 매우 자랑스럽게 생각하고 있습니다. 향후 계획에 대해서는 아직 긍정적으로 검토 중에 있습니다.

아담 캐릭터 팩: 세바스티앙

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아담 캐릭터 : 세바스티앙 – 다운로드 하기 (용량: size: 483 MB ; Windows 전용)

세바스티앙에는 수정을 가하지 않았습니다. 아담 데모상에서 사용된 그대로 배포됩니다. 복잡한 리그가 적용되어 있으므로 추가적인 작업 없이 바로 사용하는 데에는 약간의 어려움이 있을 수 있습니다. 이 팩은 우리가 아담 데모를 어떻게 셋업했는지를 온전히 보고싶은 분들을 위한 팩이기 때문입니다.

세바스티앙의 애니메이션을 만들기 위해 신뢰도 높은 물리 시뮬레이션 툴인 CaronteFX를 적극 활용했습니다. CaronteFX는 에셋 스토어에서 사용 가능합니다. 세바스티앙 패키지에는 Caronte Player가 포함되어 있으며 이를 사용해 샘플 애니메이션을 재생할 수 있습니다. 캐릭터의 애니메이션을 수정하고 재 시뮬레이션 하려면 CaronteFX 툴이 필요합니다.

세바스티앙 캐릭터 팩 내용:

  • 캐릭터: 세바스티앙
  • 샘플 애니메이션: 데모 내 세바스티앙의 애니메이션 전체
  • Caronte 플레이어
  • 포스트 프로세싱 이펙트 (베타 버전)

세바스티앙 캐릭터 팩은 특별 최종 사용자 라이선스에 따라 발매되므로 상업적 이용이 금지됨을 알려드립니다.

아담 실내 환경

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아담 실내 환경 팩  – 다운로드 하기 (640 MB, DX11 전용)

실내 환경 팩을 보시면 어떻게 저희가 이 환경을 구현했는지 알 수 있습니다. 대부분의 게임 개발 시나리오에서는 이러한 접근법을 사용하지 않겠지만 영화나 컷씬 또는 트레일러 제작에 적용 가능합니다.

또한 제작에 소요되는 인력의 밸런스를 조절해야 하는 상황이 발생하는데요. 저희 같은 경우 아트 제작 인력의 대부분을 메인 캐릭터와 라이팅과 같은 다른 에셋에 투자하는 쪽을 택했습니다. 목표로 잡았던 데모 상에서의 분위기와 라이팅을 고려해 볼 때 실내 환경이 완벽하지 않은 부분은 넘어갈 수 있을 것으로 판단했기 때문입니다.

이런 방식이 가능했던 이유는 목표로 했던 그림이 기본적으로 셰이딩, 라이팅 및 포스트 프로세싱 기능을 이용해 생성되기 때문입니다. 이 중 일부는 Unity에 탑재되어 있으며 나머지는 본 데모만을 위해 새로 제작한 것입니다.

패키지 내용:

  • 환경 아트 에셋
  • 볼륨 포그
  • 실시간 에어리어 라이트
  • 튜브 라이트
  • 평면 반사
  • 포스트 프로세싱 이펙트 (베타 버전)
  • 커스텀 파티클 셰이더

아담 내부 환경 팩은 기본 에셋 스토어 최종 사용권 계약서가 적용됩니다. 따라서 원하시는 경우 상업적 용도로 사용 가능합니다. 그러나 이 패키지의 목적은 여러분께서 저희가 이 씬을 제작하는데 어떤 접근법을 사용했는가에 대한 참고 예제입니다.

 

아담 라이팅 및 볼류메트릭

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VolumetricLighting – 다운로드 하기 (DX11 전용)

아담 프로젝트에 사용된 커스텀 라이팅과 볼류메트릭을 본인 프로젝트에 사용하고자 하는 분들에게 보다 실용적인 대안으로써 라이팅 팩을 따로 발매합니다.

패키지 내용:

  • 실시간 에어리어 라이트
  • 튜브 라이트
  • 볼륨 포그
  • 샘플 씬

 

아담 실외 환경

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아담 실외 환경 팩 – download (용량: 2.7 GB; DX11 전용)

실외 환경을 제작할 때는 메인데모에서 보여지는 실제 카메라 위치에 중점을 두었습니다.

아담 실외 환경 팩 내용:

본 환경을 제작하기 위해서 예를 들면 식물의 배치나 지형 텍스처의 블렌딩 등에는 저희가 유니티에 자체적으로 제작한 툴이 사용되었습니다. 이러한 툴은 패키지에 포함되어 있지 않은데, 툴 자체가 상용으로 다듬어져 있지 않은 데다 아담 프로젝트에 맞춰져 있기 때문입니다. 대신에 Unity 내의 관련 엔진 개발자들에게 이 내부용 툴을 전달하여 이러한 툴의 사용이 앞으로 어떻게 전개되어야 할 지 논의했습니다.

아담 내부 환경 팩은 기본 에셋 스토어 최종 사용권 계약서가 적용됩니다. 따라서 원하시는 경우 상업적 용도로 사용 가능합니다. 그러나 이 패키지의 목적은 어디까지나 여러분께 저희 작업에 대한 정보 공유를 위한 것이며 프로토타입 제작을 돕기 위함입니다.

아담에 대한 추가 정보

Unity 데모 팀은 Unity 5.4 베타 버전 및 곧 출시 예정인 시네마틱 시퀀서 툴로 아담 데모를 제작했습니다. 데모 제작 과정에 대해 보다 자세한 사항을 알고 싶으신 경우 다른 블로그 포스팅, 기사, 영상을 참조할 수 있는 아담 웹페이지를 확인해 주시기 바랍니다.

“The Blacksmith (블랙 스미스)” 데모도 보실 수 있습니다. (외부 환경, 내부 환경, 캐릭터, 환경 스캐터링, 헤어 쉐이더, 고유 캐릭터 쉐이더, 링클 맵 등). 꽤 시간이 지난 데모임에도 불구하고 여러분에게 도움이 될만한 구현 요소가 많다고 믿습니다. 추가적인 유니티 데모는 데모 페이지 에서 확인할 수 있습니다. 

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  1. Kind of weird that you can’t use unity’s tools to make a demo of unity. Maybe this effort would have been better spent improving the product to the point where you could actually use its features.

  2. Does this have any relation to the mighty Adam Buckner? :-D

  3. 60 fps option next time, thank you.

  4. this is awesome and it really is a good asset thanks

  5. A real jaw dropper! Its really encouraging to see what the engine can do. With or without plugins or lighting rewrites. Unity is an amazing piece of software. Anyone associated with this software can be very proud.

  6. Looks as good as your every other demo.

    However, you’re showcasing what your engine can do, using custom features that aren’t included in the engine by default. Yes, you give the assets used in the demos to developers, but too many times they don’t work at all or after great effort.

    Every update to the engine brings something new; mostly new bugs. After trying out different builds I’ve ended up using 5.3.5f1 because it seems to be the most stable version. I tried 5.4.1f but instantly broke materialEditor component.

    What I want you to do:
    -please, focus on making stable, fully functional editor.
    -Don’t make developers rely on in-house or assetstore plugins, which usually cause conflicts
    -Instead of making new, mostly unusable features, develop and improve ones that are already there
    *Occlusion culling reduces performance instead of improving it
    *Terrain system is VERY outdated.
    -Simple materials
    -No lightmapping for trees
    -Max mesh trees not working (since ages ago)
    -Bad grass and billboard rendering
    *No proper in-editor modeler/prototyping

    Unity has a quite bad reputation for being a “mobile game engine”. If you want to change this, you really should give developers the tools needed.

    Unity is and will remain a good engine, but people at Unity should focus in the important parts.

    Thank you for developing this great engine!

    1. Amen.

      We’ve been blocked for a week because of bugs in 5.5 scene loading (?!?), and these guys are patting each other on the back because their demo looks good. Very frustrating.

  7. Can someone confirm if this assets can be used commercially on another game engine?

    1. This assets cannot be used in UE4.

  8. Why 30 fps cap limit?
    Next time leave a user option please…

  9. Wow! Its too good, Adam made really good video game it seems to have reality in the game. It shows unity and your’s Potential.
    Extended Team Model

  10. Hello! Is there any way to experience this on the Rift?
    Thanks!

  11. So, this demo is really fascinating. Great Job demo team.
    And some comment and question.
    – What is the difference between fantastic and good quality?
    – The loading time are really slow especially in fantastic quality more than 10 mnts, really ??? even witcher 3 doesn’t take more then 2 mnts in my computer :/
    – I think unity really need a proper streaming system especially for texture, i keep getting stuttering then it play stable 30fps after streaming are finished and the last time this kind of problem are happened are when i’m playing arkham knight :|

    Okay so yeah i know the demo team are creating this for showcase purpose, but this kind of demo actually can be used as a benchmark and showing what unity can do.
    i hope for future demo from Unity and the demo team they can also make the demo as a benchmark, especially if the demo are optimised as a realtime demo and benchmark targeting user range from Highend to mid, more ui statistic ie fps, vram usage, memory usage, cpu and gpu usage etc.

  12. What about your sound effects?

  13. Marc-André Jutras

    11월 3, 2016 12:13 오전

    I like how you didn’t use much of Unity lights or stock stuff.

    Maybe Unity should review their stock assets.

    1. By their nature stock assets are not intended for high quality or production releases, there’s a whole asset store of very high quality assets that can be purchased for full development cycles.

  14. Thank you very much for releasing this incredibly fascinating short movie as an executable. Finally!

    One thing I’d like to ask because Adam has great potential to being a good benchmarking program: has FPS been limited to 30?

    If ‘yes’, then could you be so kind and release an updated version with an option to disable both the FPS cap and also V-sync from the launcher?

    An option to enable/disable FPS indicator would be great as well so that people wouldn’t have to use 3rd party programs for measuring it. Thanks!

  15. So the situation is this:
    -We have this awesome demo, that’s really has nothing to do with the engine that’s we’re advertising by it.
    Or
    -IT IS made with unity. But you have to rewrite shaders, lighting, physics, mesh tools – almost everything.
    How many times i’ve encountered the developers saying “oh, Unity is a great engine, take a look at ADAM’ and then it turns out they can’t do a tenth of what they saying this wonder-engine capable of.
    So – what is the point, if your engine is useless out of the box? Oh, i forgot – the asset store..
    This all looks like false advertising. Of course you can do such stuff if you have an army of hi-level programmers, but you sell your stuff to indie devs, who obviously don’t have it.

    1. You are right. Rewriting lighting system, complex shaders it’s a complex task and the assets for demo are only a inspirational demo for a real time project. Unity is made for small projects and casual games.

    2. I agree with you.
      That’s why I am quite disappointed with Unity now, since “The Butterfly Effect”.

      Given that the demography of the users, it’s quite impossible for us to achieve something like a full fledged studio can achieve.

      And when one reach a “full fledged studio” level, most of them usually switched to something else. A lot of case happens this way and I never yet hear a development that switch to Unity from “that engine”.

  16. Please distribute these materials via torrent, Google does not cope)))

    1. Silvia Rasheva

      11월 2, 2016 6:43 오후

      I made a Copy of the file. It’s in the same place. Download should work now.

      I’m sorry for the inconvenience. Will look for better ways to distribute such content in the future.

      1. Thanks.

  17. Download quota exceeded. Hosting via Google Docs, Unity? C’mon ;)

  18. Can’t Download. “Download quota exceeded for this file. so you can’t download it at this time”.

  19. I tried to download the Adam executable, but it said: “Download quota exceeded for this file. so you can’t download it at this time”.

    Please share in another place.

    Thanks

  20. Hi,

    Can you please reupload the executable or allow it to be re-downloaded again please? It’s download quota is presently busted.

    Cheers,

    Paul

  21. I am not in the game development business but have to say that the demo was a fascinating thing to watch. That humanoid is really cool and the entire lighting and sound on the video is impeccable. Nice work and I hope to see some games like the demo in future.!

  22. “We were so humbled by the strong response to our film, and so proud that people were asking for more… that we decided to keep our options open for the future.”

    Hell yes. Please explore those options to their fullest extent. I’d love to see a Unity Games logo make its debut a few years from now.

  23. Awesome Wonderful , You are god ! thanks gorgeous! What a fantastic~ cool~ bravo~

  24. Excellent! But is it just me or did you guys downgrade the graphics a bit? The original trailer looked absolutely phenomenal.

    1. Nope, same graphics, with some fixes even. But I guess the demo is not getting any younger with time ;)

  25. Yeah it’s a shame they only make tools or fx for demos. you can’t use any of this for a AAA project. Unity is good for making crossy roads though lol

    Go look at the asset store page with volumetric lighting. its missing so much and it’s broken. You can’t even use directional lighting.

    They will do the same they did with the blacksmith demo. They left a broken atmospheric scattering which a lot of people said is broken but unity didn’t care not one bit to fix it. they just made it good enough for a short demo. They then wait for someone else to take it fix it and sell it on the asset store. they then make 30% on the sale.

    Also at every unite they hope to make some noise so they will get mentioned in the press as having this and that or coming soon tech. after that they don’t care, they have never had the intention of giving us professional tools. Their main focus is always marketing. thats what got them their success and they know it.

    Its a spaghetti engine with a lot of hype and PR. that’s it. the empty shell continues to be an empty shell.

    Unity engine is just a simple indie engine. its a shell you then need to spend a fortune on tools. The tools are the asset store have proven most of the time to be broken. you will spend more time trying to fix their bugs or talking to authors on the forums then making games.

  26. This is great, but as I mentioned in the Blacksmith blog this demonstrates a major problem with the Unity game engine. In the asset on the store you state the following:

    “To create this environment, we used some tools we wrote ourselves on top of Unity, e.g. for placement of vegetation and blending of terrain textures.”

    This is where Unity engine developers should realize that the engine is lacking things that developers need to make games. And those tools should be considered for future Unity versions so that workflow can be enhanced and simplified.

    1. Agreeing to your answer. This advanced demo must show all the Power of the future convivial Unity Engine.

    2. The very purpose of the Unity Demo Team is to create demos, which were not possible in Unity on the day we start. This way we take the engine out of its comfort zone and teach it new tricks, so that those demos eventually become possible.

      Along the way we work with Unity R&D teams as they create and polish their features and workflows, to make sure they go through the baptism of fire of our production. We stress established features and drive the fixing of bugs too.

      Some of the tools and effects we had developed along the way are universal enough to be shared with and used by the users directly. Others took some shortcuts and were made too project-specific to be useful elsewhere. Whichever was the case, Unity R&D still learns from them as the built-in solution is developed. And then even the demo content can be used as a test bed for that new feature.

      Many studios set out to make the best content possible with Unity as it is today. That’s great and there’s no reason for us to do that too. Our goal is to make Unity slightly better every time we make a demo.

      1. That’s why you need to make games, like focused vertical slice, instead of fancy movies ;)
        it’s a game engine first, and those movie don’t run in optimal game condition. For example there is no input, so does that mean we are stuck with “poor” inputs because unity has no idea about its comfort zone in this area? Make an fast action game please, a platinum style action game where every input rame is important.

      2. I cannot agree more with the need to make games instead of realtime movies. Movies don’t bring any improvement for networking, input, and plenty of other systems that are currently lackluster in Unity.

        Let’s hope Adam was the last time Unity made a movie, and that next time we’ll see a proper fully-functional online game instead

        1. As a small team (9, now 10 people), we need to pick our battles. But I can tell you we’re trying out a different format for our next demo :)

        2. This movie shows the visual potential in Unity. So it worth it. Now we can learn from it.

        3. re: Bob:

          Unity have recently made a fairly strong push in the “LEARN” area to show midlevel programmers how to take the basic Unity Model and to extend and develop it further for your own custom game development. No one is ever going to get top notch assets exactly as they want them from any product, straight out the box. If so, everyone has them and they’re no longer viable for a business development (ie releasing a game).

          If you want More from Unity, they do provide plenty of opportunities to write new code extensions yourself, and even then make these extensions purchasable on the Asset Store (a good example of this wold be Photon networking).

          This demo is a demo, it shows what can be done if you really want to do this and if you hav the willpower and timescale to do this stuff. It’s an example of what can be reached. If you want to reach that example yourself you need to put the work into developing your own assets and interfaces, rather than just complaining it’s not served on a plate for you and 100k other game developers.

          I feel many people fail to realise that producing a AAA game (and if this video was a game, it would be in that ballpark) takes years, rather than weeks and full teams rather than partners.

      3. This is kind of a cop out answer.

        For example, the terrain tools in unity are absolutely terrible. There’s nothing in your demo saying “terrain made with custom tools”, so people will naturally assume that if they buy unity, they’ll be able to use the terrain tools to create terrain as seen in the demo (terrain is probably not the best example in this case because there’s so little of it, but you take my meaning).

        I don’t think that’s something to be proud of. You guys should issue a disclaimer along the lines of “Custom code used to achieve visual fidelity” or something.

      4. Also, if EA issued a demo movie for Call of Duty that included a bunch of stuff that wasn’t in the current game, but might find its way into the next game, people would be apoplectic.

        If you have a goal of making the product better, why don’t you make demos that stress the parts of unity that are the weakest so that you can figure out how to bring them up to speed. THAT would be useful.

        It’s my opinion that making demos like this and making the comments you have shows that the company is focused on acquiring new customers at any cost. Because the existing features aren’t getting any better, it appears to me that the company is trading in the product’s reputation for cash. As a strategy that doesn’t work in the long run, so I bet the owners are trying to make the company attractive to a buyer.

  27. Super Awesome ! Thanks for making flexible humanoid rig ! which does not allow commercial use. But as Independent video game developer, I must be able to do all and Adam is a perfect example where to learn from !