Here’s a cool 1-minute tour from Detroit’s Gunner agency:
We teamed up with Google, to reimagine how imagery could be unified across their hardware. Creating core design principles based on simplicity and abstraction, we developed a visual language that allowed us to depict their many devices and states, explain app features, and guide users’ interactions.
Users can use the input tools to draw the shape of a tree and it will produce a tree. Draw a straight line and it will produce a bare trunk. Draw a bulb at the top and the software will fill it in with leaves producing a full tree.
GauGAN is also multimodal. If two users create the same sketch with the same settings, random numbers built into the project ensure that software creates different results.
Each episode in the series is one minute long and appears to focus on a different subject, from an egg catching a carton bus, to a stick of dynamite visiting a psychologist who also happens to be a pair of scissors. The sound effects and voices add to the humor. Though you’d need to know Spanish to understand the exact words, Zaramella’s scenes are universally comprehensible: a toothpaste man protests a blushing toothbrush bride’s vows, while a roll of toilet paper demands access to an occupied bathroom.
Allegorithmic’s Substance family of tools are used in the vast majority of AAA games, including Call of Duty, Assassin’s Creed, and Forza. They’re increasingly being used for visual effects and animation in entertainment, including in award-winning, popular movies like Blade Runner 2049, Pacific Rim Uprising, and Tomb Raider. And they’re being adopted in the fields of design, product visualization, retail and marketing. [artwork gallery]
I’m curious to see how this goes. We introduced 3D painting to Photoshop some 12 (!!) years ago, but in retrospect we (or at least I) were naive about the sheer amount of investment & complexity it would entail. Will this acquisition finally help lower complexity & barriers to entry? We shall see.
I once argued that “Photoshop 3D is not (just) about 3D,” but rather about building a general way to import, render, and manipulate non-native content. So little of that dream has come to pass… But hey, it’s a new day, and in the end we shall all be dead. 🙂