Ligjtwave returns ? Seriously ? 2017-03-01 16:44 GMT+01:00 Jonathan Moore <jonathan.moo...@gmail.com>:
> I think disrupters still exist in the marketplace. You just have to look > at the success of Allegorithmic. They've built tools for the major gaming > studios by leveraging the consumer marketplace as their largest profit > centre. Their $20 a month offer has well in excess of 100k subscribers and > this in turn has given them the funds to rapidly develop their product > portfolio. Substance Painter has seriously eaten into Mari's base, and > that's without UDIM capabilities. > > The smart thing about the Substance business model is that it's managed to > permeate into all the 3d sub-sectors - it's integrated in VFX, media, > architectural & design product offerings as well as it's core gaming sector > ones. > > And this may sound crazy, but I wouldn't write Lightwave off either. > They're just about to launch their long awaited rewrite 'Lightwave Next' > offer and there's a legion of ex Lightwave customers in Modo-land looking > for an excuse to jump back in 'all is forgiven' style. If Lightwave deliver > with a rewritten core that takes advantage a parallel processing world and > maintain a price point around the $1k mark they might have something to > build on. > > 10 years ago I don't think that anybody would have predicted that SideFX > would be a leading games pipeline DCC tool in 2017, and would be pursuing a > more generalist non VFX customer with a focus on direct modelling, rigging > and animation. The great thing about this industry is it's constant ability > to challenge convention. > > On 1 March 2017 at 15:13, Matt Lind <speye...@hotmail.com> wrote: > >> Likewise, if you had asked me back in 1997 if Maya would still be around >> and >> the dominant player in 2017, I would have said no, and also,"god I hope >> not" >> (come to think of it, that may have actually happened). Anyway, it's 2017 >> and here we are. >> >> What's more realistic these days is the ol' Indiana Jones swap out the >> gold >> monkey head for a bag of sand trick. Instead of introducing new products >> built from scratch, we're seeing incremental updates that shift an >> existing >> product over to whatever it was supposed to be. It takes more energy and >> time to do that, but it's a safer bet in the business space. There's more >> to new product than the technology - there's also sales concerns. You >> have >> to create a brand, educate the consumer, develop sales channels, etc... >> Even >> if the product is done right, there's no guarantee it will sell as we've >> seen with Softimage, Nichimen, Matador, and other quality products. >> >> What I would like to see more of is improvement in the individual user >> experience to be able to run with a creative idea and be able to bring it >> to >> fruition uninhibited. It seems like that aspect of user workflow has been >> lost. While today's software is vastly improved, more scalable, >> customizable, team oriented, etc...there are so many extra layers just to >> get started that I found it a big turn off to do personal work anymore. >> >> While recently going through some old stuff, I came across my first demo >> reel which I created using Softimage Creative Environment 2.62 in the >> early >> 90s. As I watched it I remembered the effort it took back then and >> started >> to think about how much time it would take to do that same project today. >> While the rendering would absolutely be faster (practically real time), >> the >> manually labor intensive operations such as setting key frames really >> haven't changed. In other words, the project would take about the same >> amount of time. Frankly, while I've had ideas I've wanted to pursue, the >> thought of using current tools became a deterrent as they don't feel >> natural. Today's tools are not inspiring as they require a certain >> controlled mindset just to be able to function in un-intuitive ways, and >> that mindset is in conflict with being creative where ideas just need to >> flow. >> >> I would like to see another Daniel Langlois type where inspiration to >> create >> drives the improvement of the tools, not engineering bravado. >> >> Matt >> >> >> Date: Wed, 1 Mar 2017 14:19:24 +0000 >> From: Andy Nicholas <a...@andynicholas.com> >> Subject: Re: Getting close to a 3 year old EOL annyversary >> >> >the risk vs. reward proposition doesn't seem to be attracting enough new >> >players to the market. >> >> True for the moment, but things don't stand still. Do you think people >> will >> still be using Maya in 20 years time? (god I hope not!) Technology, >> hardware, and client's needs all change faster than we realise. >> >> So I have a more optimistic outlook, I think it's just a matter of time >> before someone somewhere comes up with something new that does it in a >> different way, or maybe just in a better way. >> >> >> ------ >> Softimage Mailing List. >> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com >> with "unsubscribe" in the subject, and reply to confirm. >> > > > ------ > Softimage Mailing List. > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com > with "unsubscribe" in the subject, and reply to confirm. >
------ Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm.