Experience the next step in our digital-human journey – from our award-winning Demo team.
Enemies showcases the power and capabilities of the Unity platform for creating high-end, visually compelling content – making it possible for any creative team to fully realize its vision. Our real-time 3D (RT3D) technology is constantly evolving to meet the ever-growing expectations creators have for visual quality and realism.
Enemies expands on the work done for The Heretic, which featured Unity’s first realistic digital human. Improvements include:
- A better 4D pipeline
- Skin Attachment system on the GPU to allow for high-density meshes (e.g., peach fuzz)
- More realistic eyes with caustics on the iris
- A new skin shader
- Tension tech for blood flow simulation and wrinkle maps, eliminating the need for a facial rig for fine details
All High Definition Render Pipeline (HDRP) features have been improved and some new systems were introduced, including Adaptive Probe volumes and Screen Space Global Illumination (SSGI). Real-time ray traced reflections, ray traced ambient occlusion, and native support for NVIDIA’s Deep Learning Super Sampling (DLSS) allow the demo to run at 4K with image quality comparable to native resolution.
For the protagonist’s highly realistic locks, the Demo team and Unity’s R&D team collaborated on an all-new Hair solution for authoring, importing, simulating, and rendering strand-based hair. It works with any authoring tools that output data in the Alembic format. In Enemies, the team used Maya XGen, and is validating the pipeline with Weta Barbershop.
The demo will be featured at the Unity booth at the Game Developers Conference (GDC) on March 23-25, available for attendees to check out as a standalone or running in the Unity Edit