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.
Tom Newbury‘s latest tutorial will provide you with advanced techniques for creating a realistic eye in CG. “It has been 5 years since the release of my original eye tutorial. Since then there are new online resources available and my workflow and skills have become more refined.”
In this tutorial, the artist goes over the entire process of creating the eye including modeling, texturing and look development. “I also integrate the eye with a human face where I show you how to re-balance your textures as well as creating the caruncle and meniscus.”
The tutorial is said to feature over 3.5 hours of recorded video with audio where the artist explains his every step of the process.
- Over 3.5 hours of video content, with voice over, across 9 chapters.
- Eye model
- Diffuse Textures
- Maya Lookdev Scene
- Texturing Iris
- Initial Lookdev
- Texture Sclara
- Sclara Final Details
- Eye Integration
- Modeling Caruncle Meniscus
- Final Tweaks
You can get more details here.
Unkempt Flagstones with Mud and Grass Material by Stan Brown is a versatile ground material with many options to change and randomize the Grass, Mud, and Tiles. Custom Alphas can be plugged into the sbsar node, to control the shape of the stone.
Any future updates are included and will be available for download in case they are released.