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Official LookDev Studio

Discussion in 'Graphics Experimental Previews' started by UnityJuju, Jul 29, 2021.

  1. UnityJuju

    UnityJuju

    Unity Technologies

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    Welcome to the LookDev Studio discussion thread. You can use this thread to ask questions and share feedback about the LookDev Studio prototype.



    What is LookDev Studio?

    Artists – no matter their expertise – need a place to quickly import, iterate on, and refine their art. In Unity, there has yet to be a simple starting point for importing one asset and manipulating its environment to determine and visualize iteration pathways. Now we want to speed up the process for artists like you to get started in Unity.

    That’s where our LookDev Studio comes in. This feature set now makes it easier to import, visualize, validate, debug, compare, and develop high-quality visuals of your assets in Unity.

    The LookDev Studio is currently a prototype targeted toward artists working in Unity’s High Definition Render Pipeline (HDRP) and Universal Render Pipeline (URP). As it stands, the feature set prioritizes the ability to import and view individual assets and small dioramas under various light conditions.

    We would love to hear what you think about the LookDev Studio prototype so far, and where you see it within the Unity ecosystem. Check out the bottom of this thread to learn more about how you can share valuable feedback that will directly impact the development of this latest product.



    How to get started
    • Please click the links below to download the latest release as a ZIP file through Github.
    • Make sure you’ve installed Unity Editor version 2021.2.2f1 or higher.
    • Extract the entire ZIP file to a location of your choice.
    • In Unity Hub, click Add, then navigate to where you’ve saved the extracted project.
    • Open the project using 2021.2.2f1 (or higher).
      • The project will not work correctly in a version lower than 2021.2.2f1.
    • Please note that the HDRP project in particular is heavy and can require up to 15 minutes to build the library and open.
    • If the project doesn’t open directly in LookDev Studio, go to the top menu and select LookDev Studio > Enable.
    • If you want to download a test Asset to try the import and setup flow yourself, you can download one here.
    For license information and changelog, please see the parent repository.

    Resources

    For more information, please refer to:
    Ways to Import

    There are three different ways you can import your Assets.
    1. The recommended way to add models and textures to the project is to Drag and Drop several models and textures, or complete folders, directly into the Scene view or Assets Tab.
      LDS-Import-001-smaller3.gif

    2. You can also import assets via the Import button.



    3. You can save your model directly into the LookDev/Models folder and they will appear in the asset Models tab.

    What’s new in the 0.2.0 release

    The second release of the LookDev Prototype brings a selection of customization functionality and usability improvements.

    First and foremost, we have the URP version of the project available, complete with sample content and Skybox setups for all of your URP needs!

    0.2.0 also brings new features for both HDRP and URP versions, such as:
    • Lighting prefabs and lighting preset customization, making it easier than ever to create your own preset lighting Scenes with premade or custom lighting prefabs.

    • Animation preview. Drag and drop animations on your model to view them in the LookDev Studio at different speeds. This is only the early beginning to cover your animation LookDev needs, and we’d love to hear your feedback and wishes.

    • Filtering functionality makes it possible to filter based on selected assets, or create custom filters or directories to view only relevant content at any time.

    • LookDev project settings allow you to generate Prefabs or Colliders on model import, select a custom asset directory to view content, open assets in preferred DCC tools, or generate your own automation rules for Texture import.

    • Channel debugging gives a quick and easy shortcut to debug content in both HDRP and URP. Use the dropdown, or the B/N shortcut (M to go back to normal).

    • We also bring a selection of smaller usability features:
      • New tab UI, with added Shader, Lighting, HDRI and Animation tabs.
      • Save Prefabs changes or make Prefab variants directly in LookDev
      • Save and load up to 5 camera positions in the top bar, or use shortcuts: CTRL+1,2,3,4,5, Load: 1, 2, 3, 4, 5
    Quickly switch between Lighting Presets with - / = key shortcuts

    Current state


    LookDev Studio is currently a prototype and doesn’t have an official release date determined yet. As such, we do not recommend using it for your production yet.

    The plan is to collect early feedback to guide its next phase of development and ensure LookDev Studio is tailored to your needs before we complete a full release plan and feature set.

    Known issues

    Since this project is still in its early stages, there are a couple of known issues that we are aware of and will work on for future iterations.

    We’ve listed some of them below along with workarounds for this first release.
    • On first open, it can take a little while for all of the thumbnails in the sidebar to load.
      • After some time, all the thumbnails will load correctly.
    • Mac OS only: The import button in the sidebar can only import one Asset at a time.
      • If you want to import several files at the same time, we recommend dragging and dropping them into the project directly from Explorer.
    • The light rotation goes from 0-1 but cannot go past its min or max values at the moment.
      • Keep an eye on the Light Rotation slider to see if you are close to the min or max values.
    • Maximizing the Scene or Game view and then minimizing will remove the custom UI, leaving only the viewport.
      • Go to LookDev > Return to Unity and LookDev > Enable to reset the UI if this occurs.
    We want to hear from you!

    Once you’ve had a chance to try the LookDev Studio prototype, we encourage you to complete our survey to help inform the development and for a chance to win one of five $50 USD Amazon gift cards.

    Check out our Blog Post for more information about LookDev Studio and sign up here to be kept in the loop with future releases.

    Thank you for your interest, we're looking forward to your feedback!


    The specific lighting setup used for this image is available in the 0.2.0 release (HDRP only). It is called “FiaPortraitLighting” and is available through the Lighting Preset dropdown.

     

    Attached Files:

    Last edited: Aug 12, 2021
  2. ShawnTheMiller

    ShawnTheMiller

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    Hi all, just had a quick run through of the LookDev studio and thought it was a really great start!

    Some first thoughts, please forgive me if I'm missing some of the concepts here or doing something wrong -
    • There doesnt appear to be a link between say a scene prefab and the model loaded in the LookDev scene?
    • How can I acess models/prefabs already loaded into a project? What's the workflow for that?
    • I found myself wanting sliders (fine control) for Orbit camera/Turntable
    • Wasn't fully clear on the usage for Game mode vs Scene in this case, other than less controls.
    • When loading a second character the one in the scene dissapears, I guess I asumed it would just load another.
    • When saveing and realoading the chracter is gone? Maybe I'm not using it as its intended?
    • PLZ let me get animation onto the character in the futue =D
    Thanks for now! Sorry again if some of this is just me being silly and missing something.
     
    NotaNaN, Malbers, makaka-org and 4 others like this.
  3. UnityJuju

    UnityJuju

    Unity Technologies

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    Hey there! Thank you for sharing your thoughts with us! :3
    I've spoken to the team, and here are their answers:
    • The missing link between prefabs and what is added in the scene view in the LookDev Studio prototype is due to a technical limitation of controlling the position of the assets in the scene
    • To access models in the project you can return to Unity by going to menu on top and selecting LookDev Studio > Return to Unity. From there you can find the assets under:
      - Assets > Art
      - Assets > LookDev
      - Packages > LookDev Studio > DefaultAssets
    • Please log your feedback for the sliders into the feedback form and we can add it to our dev lists
    • The Game Mode is primarily used for taking the screenshot using the little camera button. The main focus is on using the Scene view at this stage
    • You should be able to add multiple assets into the scene view when dragging and dropping them from the side asset panel into the scene view. If this does not work for you please include it in your feedback and steps to reproduce.
    • Any assets added to the project should persist when you open the project again. Please attach a screenshot and we might be able to help
    • Great request! Please log that into our feedback form as well and we can look after it! ;)
    Feel free to ask more question and log any feedback you have into our feedback form :D
     
  4. sacb0y

    sacb0y

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    This looks neat, hope it comes to URP. I already kind of have a setup for this myself XD
     
  5. newguy123

    newguy123

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    Fully agree

    Anything and everything Unity does, should be cross platform compatible, and auto adapt between platforms.

    Not only that, it should work on CURRENT LTS as well as TECH versions, but also future versions.

    Not be another Book of the Dead, that's now living only in the graveyard. That doesnt help anybody, except maybe Enterprise customers that has the time, money and manpower to dissect and code something like that themselves. For the rest of us, make things simpler, not harder please.
     
    NotaNaN, fherbst, Edy and 3 others like this.
  6. sacb0y

    sacb0y

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    Yeah the logic should be more similar to the logic on the asset store. At minimum a focus on current LTS versions and where it makes sense a support on both main pipelines.

    The most satisfying assets have no issue with this logic.
     
    NotaNaN, JesOb, Edy and 1 other person like this.
  7. Rich_A

    Rich_A

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    Disappointing to see important features (including DLSS and FSR) being silo'd between URP and HDRP :-/
     
  8. Yonderboy

    Yonderboy

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    This is definitely something that's been lacking in Unity, but its something I would have hoped could be rolled into Unity itself without the need for a separate app.

    Adding environment maps and lights is something that Unity is obviously capable of and would be good to have something like this seamlessly integrated into Unity rather than yet another add on. If this is intended to be competitor for Substance Stager id understand it being separate - but from what I can see its not.
     
  9. alexandre-fiset

    alexandre-fiset

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    Just so you know, LookDev is also a Window in Unity.

    upload_2021-8-5_8-40-42.png

    What we do now is that we have our project and a copy of it with no script for outsourcers to test their assets in. LookDev Studio looks promising for that purpose as it's much easier to setup for people not familiar with the SRPs and the package manager.
     
    UnityJuju likes this.
  10. UnityJuju

    UnityJuju

    Unity Technologies

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    Thank you so much for sharing your feedback with us! :3
    What you are seeing today in this forum post is an effort to understand exactly what you need from a tool/functionality like this. The needs are different depending on the projects you are running.
    Please bring your thoughts and ideas into the feedback form so our team constructively act on it.
     
  11. MadStuntman

    MadStuntman

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    Sorry guys, but I will be pretty straight in my comment and if you are quite emotionally vulnerable, then you better not read.

    "Artists – no matter their expertise – need a place to quickly import, iterate on, and refine their art."
    I know in person a lot of artists and animators and nobody and never complained they have a problems with Unity UI. I don't know why you have decided that artists needs your dedicated simplified UI. Are you thinking they are too creative for learn base Unity UI spending max 1-2 hours for that? Moreover almost all of them have pretty good knowledge of Unity UI aswell as UE4 UI which is more complicated that Unity's one.

    But what they really wants (you just need to talk them directly instead of inventing the next useless feauture which was born in the greatest minds of product managers) are useful filters in the Project and Hierarchy windows and option "Show only related with selected" for models, prefabs, materials, textures and animations. For example, if you have selected specific prefab in your scene, you must have possibility quickly set filter by that option for showing the meshes, materials, textures and animations (in Project windows) that included in selected prefab without using of context menu Open in context and clicking on specific parts to show its in Project window.

    A single feature that is really useful (for me personally) is a quick creating of material of specific type, but you can add this option into Create menu. Instead of Create - Material you can introduce Create - Material - <Material Type> extended menu.
     
    Last edited: Aug 5, 2021
  12. alexandre-fiset

    alexandre-fiset

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    Lets say that you run an outsourcing firm and that you have to deal with clients running Unity with built in, Unity with URP, Unity with HDRP, Unreal, Godot and custom engines, then I believe you would welcome that there's a streamlined way of testing different lighting setups and model imports.

    You could have Lookdev Studio installed and use it for many projects. It is a much simpler approach to authoring 3D art then setting up artists to version control and project-specific tools and etc.
     
  13. MadStuntman

    MadStuntman

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    There are no simple approach at all considering different versions of SRPs (HDRP/URP) for Unity 2018.4, 2019.4, 2020.3, 2021.1, 2021.2b. LookDev Studio can't resolve any problems related to SRP versions zoo. And using of Plastic SCM instead of Git made version control as easy as possible even for artists.

    And finally it isn't resolving the main problem of workflow with any assets which I pointed - there are no useful filters. When materials and textures count will grow you need to scroll window a few dozen of seconds with your max attention before you find required texture or material. And there are no different if you using LookDev Studio or standard Unity UI.
     
    NotaNaN, muttsang and JesOb like this.
  14. cloverme

    cloverme

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    So, as an artist and gamedev, this does not really help my workflow at all. I'm not quite understanding where Unity is getting this design workflow feedback. Same thing with ArtEngine, most people who design their own assets are using Blender on the low end, highend you're using zbrush or cinema4d. I see this is sort of helpful in realigning some textures.

    Sorry, I guess you caught me on a bad day, but you sent me the email, so you're going to hear it.

    • Build this into polybrush (if you ever get that to work correctly as designed in HDRP). You know what artists would like to do inside of Unity... Paint 4K materials from Artstation on any model inside of Unity. We want to paint rust, dust, moss, dirt, mud, etc on models. Don't shill me ArtEngine, no indiedev is using it.
    • Make the Digital Human package actually useable other than the one-off demo that only works in a few select versions of Unity. An even bigger artist tip, how about make it work with character design tools that artists are actually using from the popular character software vendors already out there. The HDRP eye shader is terrible, no one uses it. The HDRP Hair shader? Oh yeah, you don't have an HDRP Hair or HDRP Skin shader... we have to use other shaders by 3rd parties and when you move up in HDRP versions, every shader needs to be updated or replaced. How about that, why don't you start with making HDRP forward compatible like you "promised" you would at Unite 2019.
    • There's no HDRP detail shader for terrain that artists want to use. Even worse, there's no tessellated terrain shader for HDRP yet. Psst is 2021... you promised one by 2019 back in 2017. So if we want to paint grass, flowers, etc, we can't because... there's no HDRP detail shader for terrains.
    • Guess what no 3d software package easily generates on the fly that Unity HDRP materials require... the integrated mask map. Who's brilliant idea for a PBR material standard at unity decided to make a map mask texture that only gets generated by the HDRP material wizard? You know what would actually be useful that artists need, a "generate mask map" button like you have for "fix normal".
    • You know what really irks us the most... the only way to really make use of HDRP from a performant standpoint is to use low poly models with high texture resolutions (4k or better) otherwise what's the point of moving to HDRP. Guess what Unity handles very poorly, multiple material storage and memory handling and it can't handle high poly models as well.

      Here's a really big tip, instead of hiring a 20 person team to make a one-off video demo (heretic, Adam, etc) why don't you work with small team indiegame developers to actually see the tools and what our workflow actually is before going down these roads of making these tools no one is asking for.

      -Make HDRP performant
      -Make Realtime Global Illumination in HDRP a reality (in an LTR)
      -Make a HDRP Skin & Hair shader that works past 1 version of unity
      -Create a way to use High Poly models like they did for UE5
      -Make HDRP terrains tessellated and with an HDRP detail shader
      -Create GPU indirect instancing with high-z occlusion

      -Stop creating one off tools no one needs.
      -Listen to your community of single & small indiegame devs.
     
    SamOld, SergeyKoptev, NotaNaN and 8 others like this.
  15. UnityJuju

    UnityJuju

    Unity Technologies

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    It is great to hear you find artist workflows in Unity already good and we know artists are extremely well equipped with handling complex software.

    Objectively, adding a 3d model with textures to a new project requires a few steps. An example flow looks like this: import the asset into the correct folders to keep things tidy, create a material, import the textures to the correct folder, mark the normal map as normal map, assign the textures to the material, assign the material to the model and this includes a few steps of locking and unlocking the Inspector. It is not hard, but it takes time. And this is before we get into checking if the asset textures behave properly in indoor/outdoor lighting scenarios. These are some of the key elements we are addressing in this prototype.

    What is the workflow that you follow? Is this less of an issue than we have observed?

    This prototype is the first step - we are starting to walk the path and need your help to correct the course early on. This is our forum to speak to the artists so all feedback and ideas will be well received and appreciated!

    You can actually find the feature you requested for material creation in the prototype. You can find it next to the IMPORT button. We have selected some starting presets for materials, but there is vision for expanding that in some shape or form.
    Are the ones in there relevant? What else would you add?

    image.png

    Also, it would be great to hear from the artists you know! You can send the link to this thread so they can contribute with their feedback, so we act on it!
     
  16. I'm no artist, so I can't really comment on the usefulness of this stuff.
    I'm a solo dev and I won't use this thing, ever, unless I am forced to.

    I'm already keeping my assets nice and tidy otherwise I have zero chance to keep myself sane and be able to find the assets I need to operate on. Keeping them tidy and organized inside Unity is basically zero effort.
    Say hello to the proper naming convention, to the tags and advanced search capabilities. I don't need a drop down menu, I'm fine with the t:Texture2D search.

    I also don't like Unity's tendency lately to move everything into a separate, compact window which disrupts the workflow.
    I literally HATE working in UI Builder because it is hard to interact with other parts of Unity while the window is open. Same with this one. Apparently, single monitor users are forgotten and quickly will be left behind.
    Also, you're throwing away one of Unity's strong suit: the customizable user interface.
     
  17. MadStuntman

    MadStuntman

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    Sorry, but you described workflow for skinning of cube or plane or any other 3D primitives. Usually artists creating their FBX models in appropriate software like Maya, ZBrush or Blender with full material mapping, UVs and using internal materials which are were built into FBX as well as textures. All that you need is create the folder MyModelName in your Project window, drag FBX there and select "Use external materials (Legacy)" in the Materials tab of FBX import settings if you need to correct something. Then Materials and Texture folders will be created in MyModelName and there are no reason to find any other correct folder because their location is already correct. About marking textures as normal map. Unity always show tip with "Fix" button if the texture assigned as Normal map wasn't marked as Normal.

    I found this feature and I told about I'd like see this feature in context menu of standard Unity UI as submenu of Create - Material - <Type> instead of swithching to LookDev window :)

    I already posted that link in some Discord servers and I have seen only 2 reactions:
    1) I need install Unity beta and use HDRP for that? Oh noes!
    2) Not interested.
    Exactly same as in the comments of guys above.

    And I'm want recall you again what exactly the people want. Useful filters and context filter by selected item.
    Let imagine I'm artist and want optimize my textures and want to change crunch compression quality to 100% instead of 50% only for normal maps and only in selected folder like there:


    Please tell me how I can select all of the textures marked as normal map in specific folder? Despite the fact they have _n suffix if I type _n and run the search for type Textures then it will return me results starting from the root of Asset folders. But if I have filter where I could select "Textures" -"Normal" and checkbox "Search in currrent folder only" I could complete my task in 5 seconds. Instead I must use Ctrl + mouse click on every normal map and finally I will got rage if I misclicked and reset my selection after I already selected ~100 textures.

    P.S. I have a strange feeling that Unity team live in different dimension than most of developers including coders and artists. You are making a new tool for nobody, your AssetStoreOriginals team still beleive that most of HDRP users uses Unity 2018 and can't upgrade their assets, demo team releasing absolutely useless VFX Character demo (and others) and seems like that the development of amazing Kinematica package has been stopped. I know Unity haven't a lot of money like Epic, but when you compare what sort of tools Unity and Epic provides for their users you want to cry, switch to UE4 and forget Unity as a bad dream. Sad but true.
     
  18. lmgiorni

    lmgiorni

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    Is there a reason why it was decided to make it as a separated tool instead of a part of the LookDev option aviable in Unity a few versions ago?
    I would love to have something similar but in my own project with all the materials, shaders, textures, assets and prefabs that I already have. No drag and drop, no copy assets from one directory to another. Could also be able to maybe add some animations I already have or maybe apply a timeline and get a screenshot of that.

    Not sure if its interesting enough as a separate tool, there are already many other PBR real time visualization tools for artists also in packages like substance that now a day is standard on any pipeline that uses HDRP.

    If the idea is to integrate it later in Unity Editor, maybe I will give it a try.
     
    BOXOPHOBIC and Yonderboy like this.
  19. UnityJuju

    UnityJuju

    Unity Technologies

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    Thank you for your detailed feedback MadStuntman, and for sharing the project with your artist connections. All feedback we receive trough the form will be looked after.
    The search field in the Project Tab allows you to filter assets by type, text and you can chose between searching in All, In Packages, In Assets or in the currently selected folder - "_n" :texture

    search.PNG


    lmgiorni, this LookDev Studio prototype is separate and different from the LookDev tool for the purpose of quicker testing and having this reality check. It is a really early version serving as a vehicle to start this conversation. Having a prototype makes it easier to take structured feedback and make sure we are on a path to making something that fits all workflows.
    Hope you had a chance to log your feedback into the survey form. It would be great if you share more info around what is your setup, what are you missing? Especially features you cannot implement yourself and you wish were there.
     
  20. MadStuntman

    MadStuntman

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    Could I teach Unity developer how the search conditions really works? :) When you searching in the way like you posted in your screenshot you will get in results all of textures that consists "_n" in the whole project, but not in the current folder. Please try to search something in the real project like me :)

     
  21. UnityJuju

    UnityJuju

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    Please select "Textures" under the search criteria. Outlined in green in the image attached.
    Hope that helps. SIg0jyk copy.png
     
    JoNax97 likes this.
  22. MadStuntman

    MadStuntman

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    Wow :) Honestly I didn't met that advice in any tutorials that I have ever seen :) I'm sorry and thank for YOU teached me :)

    P.S. Though the things become much harder if you get asset where normal maps aren't have specific "_n" (or any other) suffix.
     
    Last edited: Aug 7, 2021
    SergeyKoptev likes this.
  23. DEEnvironment

    DEEnvironment

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    good day sir :)

    I currently use _N (capital letter) rather than lowercase for all my assets and texture tools
    will this be ok ?

    DE Environment texture suffix key:
    _D = Albedo
    _N = Normal
    _S = Smoothness
    _AO = Ambient Occlusion
    _M = Metallic
    _R = Roughness
    _G = Gloss
    _H = Height
    _E = Emissive
    _T = Translucency
    _Mask DE = (R) Ambient Occlusion (G) Roughness /Smoothness (B) Metallic /Gloss (A) Not Used
    _Mask TVE = (R) Metallic (G) Ambient Occlusion (B) Translucency/Detail Mask (A) Smoothness
    _Mask Unity = (R) Metallic (G) Ambient Occlusion (B) Height (A) Roughness /Smoothness


    it would be great in any texture tool we can set different custom import settings such as RGB or sRGB (Linear) based on the suffix

    cheers
     
  24. HIBIKI_entertainment

    HIBIKI_entertainment

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    Fantastic to see growing access and support for a newer LookDev approach from 2021 onwards.

    Being able to deploy custom templates with this would be great internally and external communications between different artists.

    I understand a lot of focus here on asset publishing here too which is a nice addition.

    But would we still be able to use this like the traditional LookDev with custom IBL (HDRI) Scriptable objects?
    I noticed in Sam's video that there's the current default IBL presets but no custom options there in the drop down.

    For us, we have clients that we often build their IBL environment packages based on the sources they provide us.
    As this is an important step in LookDev, I understand if it's elsewhere, I just couldn't readily see it.

    Would this also mean that the traditional LookDev under Windows will be phased out in favour of this 2021 version moving forward?

    Many thanks keep it up.
     
  25. UnityJuju

    UnityJuju

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    Hi DEEnvironment! :D
    LookDev Studio would recognize both _n and _N suffixes as normal maps and change the type to Normal in the Import settings. The search in Unity will also return both results regardless of which one you search for.

    Also, thank you for your list of suffixes! It helps to know what suffixes you use and how you would expect them to behave.
    Any other information you can share would be super useful in our feedback form.

    Could you also clarify how you would expect suffixes for RGB and sRGB to work?

    HIBIKI_entertainment, thank you for your kind words in supporting our efforts with this prototype! :D

    The flow for adding custom HDRI and lighting scenes could be better so we have not included it in the main messaging, but you can:
    1. Return to Unity from the menu on top;
    2. Duplicate some of the existing scenes under \PackageSrc\LookDevStudio\Setup\Scenes;
    3. Move them to \Assets\LookDev\Scenes;
    4. Modify the copied scenes with custom HDRI and custom lighting. Keep all lighting under the Lighting GameObject to maintain LookDev Studio functionality;
    5. Switch back into LookDev Studio for access to the new lighting scenes via the dropdown.
    Today, LookDev Studio is just the starting point with many paths branching out and potentially impacting other tools like the LookDev tool. The outcome from your feedback will directly influence the next steps for us, so please log all your remarks on today's prototype and wishes for the future in our feedback form.
     
    Ruchir and HIBIKI_entertainment like this.
  26. Malbers

    Malbers

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    Awesome tool!

    There's a cool feature I love in Max, that maybe it can be added too to the HDRI Enviroment for Look Dev:
    Its call Ground Plane and its amazing:

    Here's how it looks:
     
    Yanus3D and newguy123 like this.
  27. HIBIKI_entertainment

    HIBIKI_entertainment

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    Thank you for the great reply! :D

    This is a great start moving forward. Thank you for the great input and link back to the feedback form.
     
    UnityJuju and danielbtodorov like this.
  28. danielbtodorov

    danielbtodorov

    Unity Technologies

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    Hi Malbers, thank you for the feedback and taking the time to show us in a video format! This is noted now and any other feedback you log into our feedback form will be added to our dev lists.
     
  29. Allan-MacDonald

    Allan-MacDonald

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    If you could include concept artists under the demo you're aiming for, including sculpting terrain, quick fog, prefab brushes, paint curves for rivers etc, all that stuff to speed up concept art. I think you'll have something unique here, and a lot of ppl would pick that up for environment concept work.
     
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  30. danielbtodorov

    danielbtodorov

    Unity Technologies

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    Allan-MacDonald, can you please elaborate on what you would like to have in a concept artist oriented real-time 3D tool? Im not sure the current direction of a visual development tool in Unity covers this, but Id love to discuss the idea and see where the overlaps are.
     
  31. DEEnvironment

    DEEnvironment

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    hello sir
    just following up
    the idea you could explore more is lettings users have a import setting panel and set/save custom import behaviors based on the suffix key ...

    this way the artist could have full control about sRGB color texture or not, plus any other filters applied per the suffix

    cheers
     
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  32. danielbtodorov

    danielbtodorov

    Unity Technologies

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    Just to make sure I note this right:
    You want to be able to set "_AlbedoTransparency" to be sRGB and "_ColorMask" as RGB via interface in LookDev.

    And not:
    Adding "_sRGB" or "_RGB" suffix to the textures should import them with that preference.
     
  33. DEEnvironment

    DEEnvironment

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    correct we could define a suffix and set import default values based on that suffix
    a import manager if you like to call it


    example
    upload_2021-8-13_9-9-43.png

    this would let users define the suffix and what default values would be applied as a artist intended

    a Manager window for this could be better as any suffix may have many import filters applied at once
     
    Last edited: Aug 13, 2021
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  34. DEEnvironment

    DEEnvironment

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    @DanielTodorov
    this looks like a flat plan
    a shader with BiDirectional Parallax would do this even better

    cheers
     
    Malbers likes this.
  35. danielbtodorov

    danielbtodorov

    Unity Technologies

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    DEEnvironment, thanks for that. Such a nice sheet, Ill log that and we will see what solution for LookDev Studio settings we will land on.
     
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  36. cloverme

    cloverme

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    Apr 6, 2018
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    Hi,

    On a semi-related note, but off topic, some of us are struggling with importing AAA looking character models into Unity HDRP. We're wondering if you can show or detail the workflow on how you imported the character above into Unity. What character design tool did you use, what the workflow pipeline was, etc. It doesn't look like the Digital Human package, but a model from another design tool. A bunch of us indiegame devs are struggling with fidelity of models in Unity from popular character design tools.

    https://forum.unity.com/threads/why...-render-aaa-looking-character-models.1168103/
     
  37. Ruchir

    Ruchir

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    Bump
     
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  38. HIBIKI_entertainment

    HIBIKI_entertainment

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    One of the key parts of LookDev is to identify problems and balance your characters, motion colours etcetc.
    We finished our animation pipeline earlier this year and we're still making small tweaks here and there, specifically with regards to motion.


    lighting is very much key part of making a character look good.
    Much like a badly lit portrait in the real world it looks flat similar to everyday lighting.

    for HDRP at least it's very very easy to emulate real-world lighting situations, including studio work.

    Photography and cinematography are amazing places to study how colour, mood and lighting can convey a lot in your scenes and characters and bring out their best.

    There is a lot of Uncharted 4 coverages on many of the production processes, and i can't find the exact video but one on lighting drake, goes into a lot of things you should be thinking about and more specifically, not every lighting situation is epic.



    This is why photography and cinematic lighting techniques like 3 point lighting, split lighting, Rembrandt to name a few, are often used to showcase the very best of your models.

    This is mostly still after or included with LookDev passes mind so you may already have a brilliant character, just focus on studying different lookdev and lighting situations to be able to continue iterating.


    and as for a solo dev, it may be good practice to section out what sort of mindset you can utilise the most for the task at hand.

    "I'm doing look dev today, should I be coder minded or design orientated?"
    it may just help you to study the required content for that focus, as you'll be able to see where potential skill gaps are that you can spend a little more time refining.

    Hope that helps :) or gives food for the thought.
     
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  39. cloverme

    cloverme

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    Eh... not really no. Our models looks great in the character designer tools but imported into Unity (HDRP), they tend to look not so great. To be honest, we've been down the lighting, shadows, SSS, normals, micro normals, layered texturing, 4K textures, probes, 3 point lighting, shadows, contact shadows, etc. Skin looks harsh/faded, eyes look flat or dead / no tear line/missing gloss, hair looks flat or straw like. The thread I started has more details and examples of what I'm talking about.

    Also, I'm not the only artist/dev that has struggled with this, the forums are filled with other developers that can't crack this. Also, let me state that this seems more or less to be something that's Unity HDRP specific, as putting models into Unreal is mostly not a problem.

    We're (other unity developers from other projects) are hoping to getting someone's attention at Unity to show or explain with a tutorial the workflow pipeline for importing AAA-looking characters similar to what Unreal can do.

    The issue is not:
    - Lighting
    - Shadows
    - Normals
    - SSS
    - <4K textures
    - Layers
    - Light probes
    - Raytracing

    Can we make a good looking AAA style character in HDRP? Sure, yes we can. Can we make it look as good or close to either the Digital Human for Unity or MetaHuman for Unreal... no. It's not "just me", there's a lot of talented developers here in the forums that haven't been able to do it.

    If there's magic workflow, great, share it with examples or a tutorial showing the same kind of fidelity or quality as Metahumans in Unreal. What I find though, is that people will just say, "you need better lighting" which is not the case.
     
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  40. HIBIKI_entertainment

    HIBIKI_entertainment

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    I can't share our specific workflow from our HDRP screen cap above, but I will check out your other forum post and see if I can give some observational input.

    Lighting a character, especially realistic humans doesn't have just one pass, and you're right that meta humans give all the back end, lightings textures, Riggs etc all from the get go, which is why it's so easy ( and similarly with character design tools).

    But it's certainly good to vocalise workflow issues you may be having.

    We've been collecting a lot of input from teams and indie Devs on their problems and we'd certainly like to help others in workflow departments too, so this may just be written into our series too.

    Good luck going forward for sure.
     
    cloverme likes this.
  41. cloverme

    cloverme

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    This is why I've been asking Unity to do so. I've been able to achieve decent results, but it's not the same as using Unreal.

    This post is probably the closest anything that anyone has ever shared in the forums to a pipeline workflow. https://forum.unity.com/threads/unity-srp-hd-sss.523877/#post-3440944

    I've been able to achieve decent results, but it's a lot of work per character to get the lighting, correct levels on the lit shader, etc, which is really tough in the workflow pipeline. However, other than the abandoned Digital Human / Heretic example, Unity hasn't taken any time to address using a AAA-style fully rigged (including face mesh) characters into Unity. They have not really created any tools or processes, rather they've left it up to Asset Store devs or 3rd parties, which have done a decent job, but it's still a far cry from MetaHumans in unreal.

    Source tool left / Unity HDRP 10.x right
     
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  42. HIBIKI_entertainment

    HIBIKI_entertainment

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    I absolutely hear you there. I know there are a few others working your source pipeline here as well. last i checked it went open source for the setup and a user was doing an amazing job solo.

    I do absolutely agree with you that the character pipeline in itself is a long one. it makes sense of course, why a lot of efforts go into them and when it doesn't go well it's jarring.

    it is of course part of the dev process but Epic has taken huge steps from their Fortnite earnings to take huge strides
    in an extremely short amount of time.

    i would still rather put a lot of my pipelines through DCCs and engines at different stages but DCCs, Offline Renders and, Realtime Renderers are beginning to blur.

    essentially though, break your source scene up grab the open-source set-up tool

    it's GI, AO, MSAA+, 200mm camera ( or whatever FL), 3+ point lighting and IBL, translate that to unity ( should be really straightforward if you're using physically based, set up your probes
    and save that bad boy out.

    You'll have a really good idea to 1:1 the two and see where things are wrong.
    if it is the shader limits or maybe an HDRP asset setting.

    it's a little bit of work sure.
    but probably not as painstaking as you've been through and it's a really good baseline with where you can go from there.

    once the shaders are to your liking, and it seems that you don't have to heavily customise them further, you can start going through the lookdev sections to ensure your model PBR looks great in all your scene environments or your test environments.

    I do honestly sympathise, but I think your pipeline is coming together well. If you're able to go back and streamline what was hell and see what can go better, faster easier next time, you'll get even better results.
     
  43. impheris

    impheris

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    Dec 30, 2009
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    1,661
    Hi, i tried recently this "tool" and i like it, i think it can be useful. I was playing a little with the character model and modifying the sss settings. Firt time i tried the sss settings from unity and i have to say it is pretty cool (i was looking for something about this recently)
    Anyway i just have one problem and is the hair on the character, i can not get shadows from the hair, i play with the AO setting, the lights settings and nothing works, i just can not have shadows from the hair, you can see my problem in the images (maybe is my potato laptop 1050 gtx XD) Also ignore the low Antialiasing
    Can anyone help me? thanks...
     

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  44. EmmaUnity

    EmmaUnity

    Unity Technologies

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    Hello!
    You’re right, the character in LookDev Studio isn’t from the Digital Human package or related to it. It’s a custom character model (Fia) created and published along with the LookDev Studio.
    There isn’t really an easy workflow we can share. The model and textures have been built by an experienced character artist and exported normally from DCC as an FBX. It is a lot of tweaking and balancing, preparation in DCC, shader work and lighting work that ends up giving a great end result.

    LookDev Studio has been released with three lighting settings and HDRis that work for many types of models. However, characters often require very specific lighting setup customized specifically for them. The screenshot of the Fia character that you are showing in your post has been taken in a custom lighting scenario built specifically for the character.

    We are happy to share that scene with you so you can see the setup used, and maybe reuse materials, shaders or lighting in some of your own work.

    We’ve also shared your feedback with the wider team, as we acknowledge the need for more learning materials and better documentation to more easily create your own high fidelity HDRP characters (as per the other thread).

    In terms of the LookDev Studio, it’s still an early prototype and we’d love to hear about your experience bringing your own content in there, or what other functionality could be helpful for your specific use case.
    How do your characters look in the LookDev Studio, and how could a tool like LookDev help you reach your goal faster?
    Would you want to see more custom lighting setups for different use cases like the one we’ve shared here?
    Any feedback on the prototype is very welcome!

    To view our character artist’s custom Scene, please download it from this link. The share link is valid until October 3rd 2021. Please be aware that the licenses that apply to the default LookDev Studio project also apply here.
     
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  45. EmmaUnity

    EmmaUnity

    Unity Technologies

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    Jan 30, 2020
    Posts:
    15
    Hello, and thank you for trying LookDev Studio!
    We took a look at the images, and the AO and shadows both seem to be working, you can see the dark shadows in the hair, and shadow from the fringe on the character's forehead.

    If you'd like, you can take a look at my previous post where I shared our character artist's custom Scene, maybe that will help you reach the desired result. The three default Scenes in the first LookDev Studio release are quite generalized, and not specifically catered to characters.

    We would be super happy to hear any other feedback you have on the project and its current features!
     
  46. impheris

    impheris

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    Dec 30, 2009
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    I think that is ok because we need to try the objects in different types of lighting, i think that is the point...
    ...And yes i'm downloading those files to see and try thanks for that :)
    Is there a way to create Scenes for LookDev Studio? any tutorial?
    Thanks.
     
  47. EmmaUnity

    EmmaUnity

    Unity Technologies

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    Jan 30, 2020
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    There is no easy way to do it inside the LookDev Studio today, but it's in the works and high on our list!

    What you can do in the meantime is to duplicate one of the Scenes in the Assets > LookDev > Scenes folder in the default Unity mode and make your desired changes there. The LookDev dropdown should read all Scenes in that folder, so you can then select it in the LookDev mode.

    We will have more updates and helpful content coming out in the future, and I will be sure to share any updates in the forum too!
     
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  48. BOXOPHOBIC

    BOXOPHOBIC

    Joined:
    Jul 17, 2015
    Posts:
    508
    Hello,

    I don't really see the point of lookdev to be honest, and here are a few of my points why:
    1. Why isn't this kind of functionality added to the prefab scene instead? Turntable, etc
    2. Why do we have the same inspector and project view but a bit deterrent and rearranged?
    3. Why the camera control is different compared to the default scene navigation behavior? there is no panning, no zooming for instance, or it seems to be bugged maybe
    4. There is the texture allocator, why do I need the devlook to use it? It could be a separate tool for any model import
    5. Not sure if possible, but can we choose a different folder to import the assets?
    6. Why double-clicking a material, creates a new default material? This is not a default unity behavior and things should be kept consistent. Ctrl + D does nothing...
    7. Why isn't this pipeline agnostic?

    I never saw anybody complaining about importing assets in unity, it is one of the straightforward workflows out there.
    What I would do instead is to make the texture allocator pop up on model import (with an option to disable it) and even this is not really needed if the model is properly set beforehand (not sure about normal, mask though).
    Add some camera orbit, turntable, etc to the prefab scene view or create a special look dev prefab scene with a few scripts that enabled the functionality. And voila, all pipelines are supported, the default importing workflow is used so no need to learn some new stuff and switch between different views. This is just my personal opinion, so please take it as such :)

    8. Will I ever use it? No.
     
    Last edited: Sep 28, 2021
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  49. impheris

    impheris

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    @BOXOPHOBIC
    I'm sure if you read the description, most of your questions will be answered.
    1 - Read the description (but your idea is not bad)
    3 - It seems that you have a bug.

    I think this is a tool to make fast previews of objects rendered in unity, in "prototype" phase so you can spect bugs, changes, things not working well, so relax dude.
    ...And why the navigation is different?
    Well... i thing is because they want this to be a stand-alone tool (remember, right now is a prototype)

    ...And why you want to make fast preview of 3d objects rendered on unity?
    Well... clients that have their games on unity and wants to see how it is rendered on unity before downloading the package (and maybe ask for more changes) or maybe your own game that takes a long time to open that complex 3d scene and take too much ram (for for testing the materials)... IDK it looks very useful for me.
     
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  50. Ruchir

    Ruchir

    Joined:
    May 26, 2015
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    I really agree with your points, I also suggested similar functionality in another thread for prefab views or asset view in general (Maybe an integration with material viewer). The way this tool is currently created it would require a proper session to sit down and validate our assets.
    My post:https://forum.unity.com/threads/broken-asset-and-material-previews.1121962/#post-7216717
     
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