For me as a worldbuilder / single-dev that will have to deal with a lot of content placement soon, this could really help to fill some empty spaces and speeding up the production. I really hope that this is not some "for the rich kids" sort of thing and at least allows some indie-devs to get their hands wet with it as well till a vertical-slice or small Patreon may give enough breath to give something back on the long run. I really like it.
Been following the progress with anticipation. I hope it'll be as good as I think it will be. I for one cant wait to get my hands on it! Good luck on the keynote, and take care :)
Well if this doesn't work out for you guys you can start a keynote production studio. Cause not only is your software amazing but so is your editing and presentation skills. So much talent here ,much respect to you guys.
Thank you so much @oediHamijoK. This means a lot to our team and believe us we don't take that responsibility lightly. We are hard at work improving, simplifying and broadening accessibility of everything you've seen and a lot more. Everyone deserves a better creative future and we'll get you there.
I've always wondered what the next evolution of content generation would be. We were getting to the point where so much detail needed to be put into things that there weren't enough man-hours in a day to do it all. I personally thought the next evolutionary step was going to be node based procedural, and I still think it might when it comes to things like texture and model generation, but this is just truly amazing technology
I suspect than in many large game studios the problem is often even knowing that a given asset exists (probably created for a past game, but generic enough to be reusable). The AI-driven categorizing and searching looks like it could help a lot with this.
I'm working on big projects with a lot of assets and while what you say is exactly true, this kind asset manager doesn't really helps. Having "tags" on assets to find them more easily is nice but now you have to remember the tags. It's easier for me to get a dedicated window on a dedicated large screen with all assets displayed as thumbnail an scroll to pick the asset I want because of how it looks.
Looks really cool! is the catalog independent of your game project? it would be great to have a huge catalog of all your assets from every project and only pick what you really need. in UE4 you have to load in everything, and it fills your project with stuff you don't end up using, and trying to remove it tends to break things..
Cool! But someone has to do all these assets :) So it is not 8 minutes of work total ;) How AI getting to know about new assets? How all randomized compositions were created?
Yes, it's a bit misleading. Even their website shows screenshots of AAA scenes with title "Want to make Art like this?" while the quality of those scenes has nothing to do with their asset manager but with the quality of the assets/lighting. No doubt that this tool could improve productivity but not improve the art.
Those interiors looks great lke every IKEA promotional shot looks great. Looks great. Full stop. Looks great without any seed of PERSONALITY :( When everyone will be able of building anything, everything will look the same. And that's it: lots of beautiful environments that looks like they were built by the same undefined artist, not by YOU as an ARTIST. That's "undistinguishable" stuff. There is nothing about YOU as a creator in it. In other words, is anything but ART. I created worlds in the past as a Q3 engine mapper, my worlds are full of continuity issues and realism bugs and that's why those are great! I suggest you to inntroduce a somewhat parameter "insanity" in your artificial intelligence if you really want to make it human for the humans. Next stop of the road map? Just one line command: "Do somenthing beautiful" and a big red button to click, comfortably. And a big red question topic related: Who would need an Artist when everyone will be able to click a button is enough to create something that LOOKS like a beautiful, undistinguishable between billions of possible AI created worlds?
The "AI" is not making art, it's a toolbox, like photoshop tools. It doesn't create the meshes, it doens't create the shaders, it doesn't create the lighting, etc.
That's just an example to show the abilities, for sure :) The more real world would be 'select soda cans' in some grocery store scene with tens of them and then 'randomize assets' or 'remove'
If only you had a few meshes inside a folder then yes. But if you have hundreds of assets inside multiple folders, then good luck finding them faster than this (also with speech it is even faster), it can't be compared to this. You don't even need to have the content browser open with this, it saves screen space in the editor.
@@OnigoroshiZero Unreal already as a filter function and search bar for the content browser. As someone working in the gaming industry, I have multiple screens and the content browser on is own vertical screen so this is the less interesting feature for me while procedural placement is way more interesting.
Is there support for the development of complex physics? I think it is one of the most serious problems in the industry because it requires very skilled people and a lot of development time.
In the Asset Management part, you talk about expensive and over budget assets. Does it mean that Promethean searches for assets on the internet that can be bought?
The budgets we are referring to here are actually real time rendering performance budgets that artists today have to spend too much time managing. And we do seeks to alleviate that. As for the second part of your question we can neither confirm nor deny anything, but please do stay tuned for our Keynote 2.0: The Sequel to find out a lot more on the subject 🤓
so it's basicly an AI search on a giant asset library, you made it tough work to know what it actually was it's like listening to Peter Molyneux..... if you still lack meshing skills i guess you are stuck to objects that already exist, i mean this is prob great for interior designers and such
@@TheBlackbirdii well theres godot if ur pc sucks, but truth is theyre doing it only for unreal cause they can. Its no they dont "love" unity, but that unreal is very open to this kind of things.
@@tobymdev i gave just suggestion and point to potential customers and i have a good pc but i favor unity over unreal because how to deal with animation and 3d models is much easier than unreal also it's support more platforms than unreal ... each engine has it's advantages and i feel more comfortable with unity than unreal
The presentation itself is great. However, the repetitive use of the overly melancholic sounding, repetitive piano riff which accompanies a lot of the commentary is beyond awful. It makes those parts sound like a terrible 90's daytime informercial. Please never do that again - Those kind of commentaries do not need accompanying music, especially such bad music. It detracts from what the presentation wants to say and show. The music accompanying the main demos (intro, building, highlights and 'one more thing'), which don't have commentary, is perfectly fine.
For me as a worldbuilder / single-dev that will have to deal with a lot of content placement soon, this could really help to fill some empty spaces and speeding up the production.
I really hope that this is not some "for the rich kids" sort of thing and at least allows some indie-devs to get their hands wet with it as well till a vertical-slice or small Patreon may give enough breath to give something back on the long run. I really like it.
I hope they read this.
I am frozen with excitement, my cigar is out and my tea is cold. Absolutely amazing!
Been following the progress with anticipation.
I hope it'll be as good as I think it will be.
I for one cant wait to get my hands on it!
Good luck on the keynote, and take care :)
any idea what it costs? thanks
Well if this doesn't work out for you guys you can start a keynote production studio. Cause not only is your software amazing but so is your editing and presentation skills. So much talent here ,much respect to you guys.
Thank you so much for the kind words! We are very determined however to make the creative tools work for everyone!🤓
Excellent work - really like the artist-centric approach. Well designed.
This is mind-blowing.
Nice work Andrew and Gang! Very Impressive! :)
We're counting on you for the future!
Thank you so much @oediHamijoK. This means a lot to our team and believe us we don't take that responsibility lightly. We are hard at work improving, simplifying and broadening accessibility of everything you've seen and a lot more. Everyone deserves a better creative future and we'll get you there.
@@promethean_ai Your kind words are greatly appreciated 🥲🍾♥️
This will change lives! thank you guys
This dude looks like Lomachenko Twin brother, and I love AI to empower creators, so you got a new sub buddy! :D
Nice logo ;) Another extremely talented Belarusian doing his thing.
Amazing great work. Keep it up, guys.
Thanks Promethean AI team for amazing gamedev future!
I was feeling the future at the moment, just hope it'll as powerful as I expect.
I've always wondered what the next evolution of content generation would be. We were getting to the point where so much detail needed to be put into things that there weren't enough man-hours in a day to do it all. I personally thought the next evolutionary step was going to be node based procedural, and I still think it might when it comes to things like texture and model generation, but this is just truly amazing technology
Very excited for this!
So badass! Keep it up, guys!!!
absolutely impressive work! wow!
Thrilled and looking forward 🙌🏻🙌🏻🙌🏻
Looking forward to it!
looking forward for the Promethean AI Keynote to day
Dude, yes!
Can’t wait 😊
Андрей, ждем!
WONDERFUL
Super dope!
I suspect than in many large game studios the problem is often even knowing that a given asset exists (probably created for a past game, but generic enough to be reusable). The AI-driven categorizing and searching looks like it could help a lot with this.
I'm working on big projects with a lot of assets and while what you say is exactly true, this kind asset manager doesn't really helps.
Having "tags" on assets to find them more easily is nice but now you have to remember the tags. It's easier for me to get a dedicated window on a dedicated large screen with all assets displayed as thumbnail an scroll to pick the asset I want because of how it looks.
Looks really cool! is the catalog independent of your game project? it would be great to have a huge catalog of all your assets from every project and only pick what you really need. in UE4 you have to load in everything, and it fills your project with stuff you don't end up using, and trying to remove it tends to break things..
Cool! But someone has to do all these assets :) So it is not 8 minutes of work total ;) How AI getting to know about new assets? How all randomized compositions were created?
Yes, it's a bit misleading. Even their website shows screenshots of AAA scenes with title "Want to make Art like this?" while the quality of those scenes has nothing to do with their asset manager but with the quality of the assets/lighting. No doubt that this tool could improve productivity but not improve the art.
need more videos and demo
that‘s so cool!
good job!
bravo!
It will be an interesting video.
39:24 - nice steve jobs impression.
Шикоз, Awesome
Very nice!
how do i use it like i wen into ue5 and tried it but nothing happend it says no editer found
Those interiors looks great lke every IKEA promotional shot looks great. Looks great. Full stop. Looks great without any seed of PERSONALITY :( When everyone will be able of building anything, everything will look the same. And that's it: lots of beautiful environments that looks like they were built by the same undefined artist, not by YOU as an ARTIST. That's "undistinguishable" stuff. There is nothing about YOU as a creator in it. In other words, is anything but ART. I created worlds in the past as a Q3 engine mapper, my worlds are full of continuity issues and realism bugs and that's why those are great! I suggest you to inntroduce a somewhat parameter "insanity" in your artificial intelligence if you really want to make it human for the humans.
Next stop of the road map? Just one line command: "Do somenthing beautiful" and a big red button to click, comfortably. And a big red question topic related:
Who would need an Artist when everyone will be able to click a button is enough to create something that LOOKS like a beautiful, undistinguishable between billions of possible AI created worlds?
The "AI" is not making art, it's a toolbox, like photoshop tools. It doesn't create the meshes, it doens't create the shaders, it doesn't create the lighting, etc.
cкажите пожалуйста я скачал программу куда заходить?и как с ней работать? чтобы работать с ней не могу разобраться
How typing "select the soda can on the guitar amplifier" could be faster than simply mouse clicking this mesh?
That's just an example to show the abilities, for sure :)
The more real world would be 'select soda cans' in some grocery store scene with tens of them and then 'randomize assets' or 'remove'
Add speech to text and it's much, much faster when you have something affecting hand coordination or motion. Or, simply, no mouse.
@@AlexZotikov Yes you're right. Multiple item selection would be faster.
If only you had a few meshes inside a folder then yes. But if you have hundreds of assets inside multiple folders, then good luck finding them faster than this (also with speech it is even faster), it can't be compared to this. You don't even need to have the content browser open with this, it saves screen space in the editor.
@@OnigoroshiZero Unreal already as a filter function and search bar for the content browser.
As someone working in the gaming industry, I have multiple screens and the content browser on is own vertical screen so this is the less interesting feature for me while procedural placement is way more interesting.
Is there support for the development of complex physics? I think it is one of the most serious problems in the industry because it requires very skilled people and a lot of development time.
Voice Controlled?
In the Asset Management part, you talk about expensive and over budget assets. Does it mean that Promethean searches for assets on the internet that can be bought?
The budgets we are referring to here are actually real time rendering performance budgets that artists today have to spend too much time managing. And we do seeks to alleviate that.
As for the second part of your question we can neither confirm nor deny anything, but please do stay tuned for our Keynote 2.0: The Sequel to find out a lot more on the subject 🤓
18:00 do we have better software for designing a house?
so it's basicly an AI search on a giant asset library, you made it tough work to know what it actually was it's like listening to Peter Molyneux..... if you still lack meshing skills i guess you are stuck to objects that already exist, i mean this is prob great for interior designers and such
what is the song at 33:52?
any news ?
Where to download?
Omg
Is that the main antagonist from Far Cry 5?
yes
Please, add subtitles. I had a hard time understanding the Spanish man.
yeah, he speaks a little too fast and pauses too much
compatible only with unreal ? no love for unity ?
unity can eat the dirt
@@tobymdev not every one can work with unreal so this stupid fanboying you can keep it to yourself
@@TheBlackbirdii well theres godot if ur pc sucks, but truth is theyre doing it only for unreal cause they can. Its no they dont "love" unity, but that unreal is very open to this kind of things.
@@tobymdev i gave just suggestion and point to potential customers and i have a good pc but i favor unity over unreal because how to deal with animation and 3d models is much easier than unreal also it's support more platforms than unreal ... each engine has it's advantages and i feel more comfortable with unity than unreal
한국어 자막좀 ㅠㅠ
Збс , мне нра
asmr
@42.23 Wtf
WAIT A MINUTE NO UNITY SUPORT ?
Ну такео. В демках все выглядит как чудо, а как капнешь поглубже понимаешь что руками быстрее сделать:)
The previous demonstrations on the youtube channel were more impressive and shorter.
The presentation itself is great. However, the repetitive use of the overly melancholic sounding, repetitive piano riff which accompanies a lot of the commentary is beyond awful. It makes those parts sound like a terrible 90's daytime informercial. Please never do that again - Those kind of commentaries do not need accompanying music, especially such bad music. It detracts from what the presentation wants to say and show.
The music accompanying the main demos (intro, building, highlights and 'one more thing'), which don't have commentary, is perfectly fine.
looks too far fetched
Thank you! :)