One of the most exciting things about 3D creativity is its versatility, because while many designers now use 3D to create marketing images and product catalogs, it’s also possible to create a fully immersive virtual or augmented reality world that is not. a product of one ‘s imagination. .
Undoubtedly, the creative industries played a fundamental role in the economic recovery. These include, but are not limited to, the visual arts, shows, cultural heritage, arts education sectors, design, advertising and fashion. During the pandemic, these companies and thousands of others discovered that creating in 3D not only gives them creative freedom, but is also faster, cheaper, more scalable and more sustainable.
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Today, after childbirth, we know fortunately that the pandemic will not last forever, but that 3D creativity will last, and there is no doubt that the next one begins with it. creativity generation. The figures show it worth it, except in Latin America this sector produces at least $ 177,000 million every year
Aware of this, Adobe launches through its collection substance 3d, a set of interoperable tools and services that support 3D creativity from start to finish of any project and enable creative people to succeed in this graphic representation. In other words, Rafael Hidalgo y Terán, Senior Consultant for Digital Media Solutions at Adobe, explains: “Substance 3D provides the cutting-edge technology that ancient 3D artists need, and the medium accessible to new enthusiasts, because it is a comprehensive technology for both beginners and more experienced ones.”.
In this, Adobe demonstrates its evolution and highlights how it has adapted to the needs of the economic sectors in the face of the new reality, managing to understand what is setting market trends, as the role of the metaverse in this. type of technology, which allows users real-time coexistence in virtual environments.
“Over the past 9 months we have experienced 4 revolutionary events. These include product launch Adobe 3d substance in June 2021, with which we have consistently outperformed, especially companies and SMEs and realized that 3D is a key part of the digital transformation of design and marketing. Also, we asked ourselves: What is Adobe’s game in the metaverse?Hidalgo y Terán stressed.
The previous concern is based on the evolution of the Adobe Substance 3D collection, which focuses on content, 3D models and staging:
- 3D Substance Painter: It’s an excellent authoring app that enables creative professionals to paint 3D textures on models and meshes in real time.
- Substance 3D Stager: An intuitive rendering and design tool that enables users to create stylized, photorealistic renderings by assembling assets in a 3D scene for creative professionals.
- 3D Substance Designer: Enables industry – standard parametric creation, giving users unparalleled artistic control over content creation, image filters, and dynamic geometry.
- Substance 3D Sampler: Intuitive creation tool for making materials and lighting for 3D, using real – life images.
In addition to the previous tools, the library is provided by Adobe Adobe 3D Substance Assetswhich has numerous basic features for the design of any project.
“Obviously, we are innovating because there is a demand in the market. Today, every industry is aware of the need to venture into 3D technology, since it allows to customize products that enhance the user experience and is very simple to use: the textures are made and search for the necessary elements, download and then compose the scenes. wanting”.
The Senior Advisor for Digital Media Solutions at Adobe says: “As if that were not enough, we now have a Substance 3D Modeler in beta version that allows you to use the viewer and controls. This tool interprets spatial information from the physical world, allowing you to sculpt the model as you would in a real workshop. Take advantage of the natural and dynamic gestures of the flow of art”.
Under this panorama, the importance of the creative industry for economic reactivation is evident: The creative arts industry alone currently employs around 5 million people within the audiovisual space alone and generates approximately $ 5 billion per year. years. However, UNESCO estimates that this could be quadrupled to $ 20 billion a year with 20 million employees. “Therefore, it is vital that the business sector invests in technological tools that help improve internal processes to provide a different end-user experience.”, Which completes Rafael Hidalgo and Terán from Adobe.