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.

Reply via email to