Media Summary: Renaldas Zioma and Erland Körner of Unity and Wes McDermott of Allegorithmic explain the principles behind Anton Hand (RUST LTD.) talks about currently available approaches for realizing Shading is becoming increasingly more complex as we create more powerful materials and lighting. Rod Lopez from Unity's demo ...

Unite 2014 Mastering Physically Based - Detailed Analysis & Overview

Renaldas Zioma and Erland Körner of Unity and Wes McDermott of Allegorithmic explain the principles behind Anton Hand (RUST LTD.) talks about currently available approaches for realizing Shading is becoming increasingly more complex as we create more powerful materials and lighting. Rod Lopez from Unity's demo ... Wes McDermott and Sebastien DeGuy of Allegorithmic talk about Substance Painter, an artist-friendly application that can be ... Jesper Mortensen, Kuba Cupisz, Jens Fursund and Michael Balzer cover the global illumination workflow changes in Unity 5. Pierre Paul Giroux covers advanced Mecanim features and techniques and introduces upcoming Unity 5.0 features like State ...

Alex Schwartz and Devin Reimer of Owlchemy Labs discuss the business and technical considerations for building and ... Ryan Hipple of Schell Games shares a number of unconventional Unity tips, from polymorphic array serialization to stealing parts ... Oliver Eberlei (Hammer Labs) explains how editor scripting allows you to create the game editor that your game needs.

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Unite 2014 - Mastering Physically Based Shading
Unite 2014 - Best Practices For Physically Based Content Creation
Unite 2013 - Physically-based Ubershading
Unite 2014 - Substance Painter
Unite 2014 - Advanced Lighting Effects with Global Illumination
Unite 2014 - To Mecanim And Beyond
Unite 2014 - Reducing Risk and Increasing Awesome with Multiplatform Development
Unite 2014 - The Hack Spectrum: Tips, Tricks and Hacks for Unity
Unite 2014 - Editor Scripting from the real world
Hands-On with Unity 5: Physical-Based Shading, Reflection Probes, WebGL and more!
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Unite 2014 - Mastering Physically Based Shading

Unite 2014 - Mastering Physically Based Shading

Renaldas Zioma and Erland Körner of Unity and Wes McDermott of Allegorithmic explain the principles behind

Unite 2014 - Best Practices For Physically Based Content Creation

Unite 2014 - Best Practices For Physically Based Content Creation

Anton Hand (RUST LTD.) talks about currently available approaches for realizing

Sponsored
Unite 2013 - Physically-based Ubershading

Unite 2013 - Physically-based Ubershading

Shading is becoming increasingly more complex as we create more powerful materials and lighting. Rod Lopez from Unity's demo ...

Unite 2014 - Substance Painter

Unite 2014 - Substance Painter

Wes McDermott and Sebastien DeGuy of Allegorithmic talk about Substance Painter, an artist-friendly application that can be ...

Unite 2014 - Advanced Lighting Effects with Global Illumination

Unite 2014 - Advanced Lighting Effects with Global Illumination

Jesper Mortensen, Kuba Cupisz, Jens Fursund and Michael Balzer cover the global illumination workflow changes in Unity 5.

Sponsored
Unite 2014 - To Mecanim And Beyond

Unite 2014 - To Mecanim And Beyond

Pierre Paul Giroux covers advanced Mecanim features and techniques and introduces upcoming Unity 5.0 features like State ...

Unite 2014 - Reducing Risk and Increasing Awesome with Multiplatform Development

Unite 2014 - Reducing Risk and Increasing Awesome with Multiplatform Development

Alex Schwartz and Devin Reimer of Owlchemy Labs discuss the business and technical considerations for building and ...

Unite 2014 - The Hack Spectrum: Tips, Tricks and Hacks for Unity

Unite 2014 - The Hack Spectrum: Tips, Tricks and Hacks for Unity

Ryan Hipple of Schell Games shares a number of unconventional Unity tips, from polymorphic array serialization to stealing parts ...

Unite 2014 - Editor Scripting from the real world

Unite 2014 - Editor Scripting from the real world

Oliver Eberlei (Hammer Labs) explains how editor scripting allows you to create the game editor that your game needs.

Hands-On with Unity 5: Physical-Based Shading, Reflection Probes, WebGL and more!

Hands-On with Unity 5: Physical-Based Shading, Reflection Probes, WebGL and more!

Assembly Summer

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