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Facebook’s Oculus Medium gets acquired by Adobe

Facebook sells Oculus Medium to Adobe Image

Oculus medium has been sold over to Adobe is what comes as recent news and surprises all of us netizens. Adobe has bought the Virtual Reality creative tool in a bid to build up its VR strategy and plans to develop the app further.

Oculus Medium is a digital sculpting software and a 3 Dimensional virtual reality (VR), which was first released on Dec. 5, 2016. It is basically a sculpting tool that lets you create, design, and paint digital sculptures. It functions using 6DoF motion controllers and also uses virtual reality headsets. The software is known to be working with Oculus Rift only.

The Facebook-owned software Medium was being utilized by game developers, indie VR developers, VFX artists, makers, feature film concept artists, and many more people from different segments of the entertainment and gaming industry. Oculus has been telling Medium users that nothing changes for them after Adobe’s buyout.

Adobe is planning to use Medium to make a portfolio of Virtual Reality, 3 D, Photoshop dimension, After Effects, Substance, and Aero. Thus, Adobe has decided on having a comprehensive plan for using the VR app to offer immersive services. The 2.3.3 Oculus version requires 2.72 GB of space with 16 GB of memory, and Intel Core i5 7400 happens to be the recommended processor.

Oculus has invested in a big lot of money into its Medium division over all those years (the app being first launched in Dec. 2016). It is evident that the sale was not going satisfactory or great by any means for the Oculus Medium team that they decided to sell the software off to Adobe. Earlier, Facebook closed down its Oculus Story Studio, and then it quietly laid off its employees too.

The details of the business have not been made public, so there is not even single speculation on whether Facebook’s Oculus Medium got the better off the deal, or was it Adobe that actually got to have its say. Adobe is likely to integrate the app with first-party apps and make it a better software.

It is quite known in the gaming and film making industry that VR and VFX are two great big deals. Movies become great movies with the awesome combining of animation and VFX, and virtual reality has been a revolution in the creation of 3D. With the use of these technologies, even a beginner could turn into a professional artist.

Characters could be easily and quickly created, environments could be designed, and various pieces of art could be expressed. It is like using digital clay to create and get creative in virtual reality. The software is dedicated to sculpting, creating art, and cultivating creative experiences within VR for enthusiasts like 3 D artists, VR artists, VFX artists, and VR creative technologists.

From professions like that of an illustrator to AR creative technologist to digital artists and digital designers, today the scope of career in VR, AR and VFX has become huge and immensely popular among the youth who wish to take up a career in it, or at the very least pursue their creative hobbies using technology.

Thanks to new tools and technologies like VR, UX designers have never found it easier to work with 2D and 3D content and get fascinated with concept art. Oculus has been a great tool for 3 D animators and digital designers, where there is a multitude of roles for concept art enthusiasts.

The current software got a major update in the year 2018. It supports Rift, Rift S, and also works with Oculus Touch. The tool is available in a range of languages like Chinese (China, Hong Kong, and Taiwan), English, Finnish, French, German, Italian, Japanese, Polish, Portuguese, Dutch, Danish, Russian, Spanish, Korean, Norwegian, Turkish and Swedish.

At the moment, the VR content strategy of Oculus is quite evident. Our hypothesis is supported by its purchase of Beat Saber maker Beat Games, and now the sale of Oculus Medium after the team became expensive for Oculus to continue with. The deal talks about some solid stuff about Facebook’s current strategy.

This is actually pragmatic planning by the company, which is backed by its planning to strengthen its distant future since it would be buying some more gaming studios and investing in the gaming segment of the industry.

Image Source: The Statesman

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