I have the utmost respect for each of these developers. I must say I think they’re mostly incorrect in their assessments of why the Dreamcast failed. The Dreamcast’s ultimate failure had so little to do with the way Sega handled the Dreamcast. Sega and their third party affiliates such as Namco and Capcom put out so many games of such stellar quality, that the Dreamcast won over a generation of gamers who had previously been diehard Nintendo or Sony fans. They even won me over, who had been a diehard Sega fan since the SMS days, but was so disillusioned by the Saturn’s handling that I had initially decided to sit the Dreamcast out. At that time, the Dreamcast launch was widely considered to be the strongest console launch in US history. In my opinion, the three issues leading to the fall of the Dreamcast were (in inverse order):1)piracy, 2)Sega’s great deficit of finances and cachet following the Saturn debacle, and 3)Sony’s masterful marketing of the PlayStation 2. Piracy’s effect on Dreamcast sales is a hotly debated topic, but I’ll say that the turn of the millennium, most college and post-college guys I knew pirated every bit of music or software they could. Regarding the Saturn debacle, the infighting between SOA and SOJ is well known, as are the number of hubristic decisions Mr. Nakayama made which left Sega in huge financial deficit. They were also directly responsible for erasing a lot of the respect and good will Sega had chiseled out worldwide during the Mega Drive/Genesis era. With the Dreamcast, Sega was digging itself out of a hole. They had seemingly done it as well, and would have surely continued along that path, had it not been for the PS2. There is no doubt in my mind that the overwhelming reason the Dreamcast failed was because of the PS2.
Great stuff Fran!
What the hell are you saying? I can't make sense of it.
Foundry, the leading developer of software for the media and entertainment and digital design industries, launched Modo 13.0, the first in a series of three installments of the highly anticipated Modo 13 Series.
Building on its status as the industry’s leading 3D modeling tool, the Modo 13 Series strengthens Modo’s robust animation, modeling and rendering capabilities with sizeable feature additions to boost artist creativity and allow for richer content creation and sharing.
Modo 13 introduces native GPU rendering with its first iteration of AMD Radeon™ ProRender alongside AMD’s popular denoising features. This hardware-agnostic, physically-based rendering engine leverages open industry standards to utilize a variety of GPU and CPU hardware.
Shane Griffith, Senior Product Manager, Foundry, comments:
“We are dedicated to empowering all types of digital artists in their quest to deliver creative results, faster. The Modo 13 Series will further these abilities within design creation workflows, visualization, and animation with a number of improvements focused on enhancing the creative flow.”
Andrej Zdravkovic, Corporate Vice President of Software, AMD, comments:
“As an expert in the field of graphics processing, AMD partners with leading software innovators to push the boundaries of world-class visualization. Engineering teams from both AMD and Foundry work side-by-side to develop and continuously refine the integration of hardware and software applications. With this close collaboration, we’re able to accelerate the creative process and power ground-breaking rendering solutions.”
With Modo 13, character artists can now non-destructively control layers of animation or easily override existing actions, while masking with the new Animation Layer system allows for individual aspects of an animation to be isolated and uniquely defined.
Other key features for Modo 13.0 include:
- Modo Bridge: This feature now supports Unity and adds the same functionality that was present in the Unreal Bridge through a shared interface to streamline interaction with real-time scene creation.
- MeshFusion adds Kit Fusing: Artists now have the ability to define only a portion of a mesh to be used for creating boolean operations.
- Arrays: A powerful new extension to Modo’s procedural system that allows for advanced storage, manipulation, and output of data in a variety of forms, further enabling what technical artists can engineer in Modo.
For more information, visit Modo’s latest release page.
Ornament Brushes/Alphas Vol.1 by Jonas Ronnegard is an Ornament alpha/brush set for ZBrush, Substance Painter, Quixel DDO, NDO and more. There are 55 brushes and height/alpha maps, all 2048×2048 16bit in Tiff, Jpeg, PSD, Photoshop ABR brushes, as well as ZBrush Brushes.