On Tuesday, October 18th, Adobe announced the launch of a new set of tools for users to create “metaverse-enabled immersive experiences.” The new launch adds products to Substance 3D, our portfolio of creator tools. It’s also his 3D version of Adobe’s long-running Creative Cloud suite of video and photo editing tools. Additionally, the company has partnered with his Meta to bring the Substance 3D suite to Facebook’s parent company’s Quest virtual reality platform.
In return, Meta will make Adobe’s tools available to Quest users to build their own 3D content for use on Quest headsets.
Sebastien Deguy, Vice President and Head of 3D and Metaverse at Adobe, explains the additions to the Metaverse-centric suite of creative tools, noting that brand investment in Metaverse and 3D content creation has “exploded” over the past year. said he did. Prepare for the “transition to new media”.
Adobe also said its partnership with Meta for the new Substance 3D suite is part of a “multi-year commitment” between the two brands, and that current and future Adobe Metaverse creativity tools will be included in Meta’s Quest 2. and Quest users. Professional virtual reality headset.
In a statement, Adobe said its Substance 3D suite will be used by game publishers such as Electronic Arts, Microsoft and Ubisoft, as well as leading global developers such as Epic Games and Nvidia, to “prototype and deploy early Metaverse experiences. ‘is already used for
Nvidia, for example, has its own suite of immersive 3D platforms under the label “Omniverse.” The company is also committed to bringing 3D visualization to automotive development platforms and immersive industrial design.
Interestingly, the partnership between Adobe and Meta came amidst questions about Meta’s inability to find a home for the Horizon Worlds metaverse. In a report earlier this week, The Wall Street Journal set a goal for Meta to have 500,000 users on Horizon Worlds by the end of 2022, but that number is only about 200,000, putting Meta’s He said it was less than half the target.
Even more worrying, the report adds, explaining that only about 9% of users return to the virtual space after the first month of signing up for the platform.