Post about forgotten / deprecated software itt.and comment on others XSI3delightHeadus UV LayoutLysThe Bakery Relightgod damn my list is good, but so stuck in 2011-2013. I never got out of that phase until very recently when I switched to blender -_-
>>663181>god damn my list is good, but so stuck in 2011-2013. I never got out of that phase until very recently when I switched to blender -_-
>>663181Back in the day as a kid I had gotten interested in doing 3d stuff for fun. Most of the time we didn't have the internet except when I went to the library, so I'd do shit like make games with Gamemaker to pass the time after I grabbed the programs during our library visits. I ended up wanting to do some 3d animations and stuff because you know, every 12-13 year old does that in their free time. Didn't know jack shit about 3d programs or anything, so I ended up downloading pic related in like 2006 or 2007. Some freeware software called 3d Canvas.I didn't know jack shit about what I was doing, and pretty much had to power through with just the unhelpful help file/readme. I had a lot of fun making animations though after I eventually figured it out. Stupid stuff using things made from a bunch of primitives slapped together to make something resembling whatever I had in mind. I had no clue about vertex editing or anything like that. I wish I had them saved somewhere though. I had no idea how to export so they were all just in-program.Eventually took a 3d class in high school, learning 3ds Max. Didn't have the money for it, so I just took what I learned and tried to transfer it to Blender at home, back when it was like 2.49 or something with that ugly ass pastel UI. Goooood times.
You now remember MapZone.
POV RAY. In a nutshell POV RAY is, or was, a ray tracer that you set up in script. There was no 3D viewport in which one could orbit around their model and make changes in edit mode. Your scene was built entirely with script. Kind of like programming Direct X. I AM NOT A ROBOT!!!
blenderBlender users sold it as the second coming of christ, but it was still the same turd but more polished. Eventually, people forgot about it and moved on to real software while blender users kept shitting on what they call (((the industry))) because they knew they could never be part of it because of their refusal to learn anything else than Ton (((Rosenthal)))'s virtual donut machine.
Art Of Illusion, I made quite some game art with this back in the day.*sips*
If you remember using Bryce 3D, you are a 3D OG
>>663406Same goes for Caligari Truespace
>>663406bryce and poser all day long
>>663406Is this the peak of 3D DCC UI?
classic dead software:inifi-Dbrycelightwave3d movie makerblendertruespaceanim8orblender
>>663427Blender 2.8 rocks all day long!I AM NOT A ROBOT!!!
>Cinema 4D R7>Terragen 1Good times, didn't understood anything about UVs at the time, so everything was on cube projection.
Don't get why people are saying Blender. Sure, it's not the best software, but fuck me it's the furthest from forgotten / deprecated due to how goddamn rabid the userbase is.
>>663312Man I wish I had gotten into that instead of Visual Basic.
>>663456Blender is maintained, so it doesn't belong in this thread, but it advances at a snail's pace. It doesn't keep with modern software, so, practically speaking, it's almost as if it were abandoned.
>>663427It would be more funny if you included Blender the third time
>>663181Time to dust off and check out my old workstations then.
I was so happy when I found cracked versions of SOFTIMAGE 3D and Maya 2.5.2 back in the late 1990. I even installed NT 4 because they ran like crap on Windows 98 or so. Not that I ever did something noteworthy but the feeling of playing around with High End software on my home PC was amazing back then
>>663509Installed in mid '98 on a dual PII box and still going. My former employer "donated" this particular version.
>>663509Maya 1.0 on the same dual PII NT workstation. Coming from Alias, I never liked the first versions of Maya on Intel machines. Poor performance and stability. Using it on IRIX was a far smoother experience.
>>6635163.7I had 3.9 and then found 4.0, the last version.Still better than Blender now LOL
>>6635143D Studio Max R1.2, showing a Metareyes-generated mesh, your bread-and-butter 3D workhorse at the time. Unrivaled in its plugin ecosystem at the time(late '96 / early '97).
>>663509Release 2.5, another workhorse that was used absolutely everywhere, especially for game-related stuff.
>>663509Coming from the Amiga days, I did not work with C4D until late 1999 as apart of a job. Nobody took it seriously back then, but this tool surprised quite some people.
>>663509Intermission: Autodesk 3D Studio(R1) was the first proper 3D tool I used on a PC, back in 1990 on a 80386.
>>663509It's early 1995 and LW finally makes the jump to non-Amiga systems. LW 4.0 is fast(especially on Alpha-based systems) and easy to learn, but more of the same that we already got from earlier versions.I used 3, 4 and 5 on some TV productions.
>>663525I think I liked Max 3.1 the best, great plugins but still far from the bloatware we have today. Max 4.2 was an unstable mess for me (but maybe it was my crappy machine back then)
>>663532Users were a bit disappointed about how NewTek(in 80s 3D workstation tradition) kept Modeler and Layout separated, but we usually worked around that. Later versions introduced the Hub to synchronize the two separate modules.
>>663509Version 5.5 finally introduced non-modal panels and a usable OGL preview. New plugins came out nearly weekly. The renderer got a considerable speed boost.
>>663536I totally remember this LW version and the demo scene. I never had LW on my AMIGA because I never had the Video Toaster
>>663536The version 5 line of LW was another workhorse and I used it through many projects for TV, games and print...everything with tight deadlines.
>>663509Version 6 / 6.5 introduced the Hub for synchronization, a new multi-window layout, a new 128-bit precision renderer, global illumination, particles, dynamics, motion mixer, spreadsheet and a ton of other good stuff.
>>663540what do you think of todays Lightwave ? It think it could be an alternative again to the Autodesk bloatware
>>663509The version 9 line, the last before the CORE disaster. LW had gone nodal in version 8 and this version further improved on that. 9.2 saw the introduction of unified shading/samples, ending on 9.6 with a ton of good plugins and generally good performance and stability. Until the all new 10, this was my go-to for TV projects with tight budgets and short deadlines.
>>663509Now onto some secondary and/or "auxiliary" tools.Okino PolyTrans and NuGraf, the premium solution for moving your model/scene/cache data around back in the late 90s/early 00s. Displays, reads and converts virtually everything(at least back then).
>>663509Nobody wants to admit it, but many studios used poser to quickly create some base models for use in other 3D tools.
>>663509Organica, a low-cost metaball modeler for smaller projects.
>>663509Painter3D, a low-cost solution for 3D painting. Couldn't hold a candle to the expensive 3D painting tools on SGI, but good enough to add some small details and dirt to your model.
>>663509Canoma, image-based modeling and baking. Came in handy during some compositing / matte painting work.
>>663509Avid Elastic Reality, a high quality warping and morphing software that found widespread use in the industry. In-your-face morphing did go a bit out of fashion in the late 90s, but it was still useful to hide transitions or to correct alignment errors. I created a complicated multi-stage morph(with moving camera/plates) for a Ford commercial with this tool.
>>663509DarkTree, spiritual successor to the popular Essence on Amiga, was big for creating complicated custom shaders and texures. Most major 3D packages had plugins to directly load the shader files as surfaces. It was also used a lot for baking procedural textures into bitmap textures. Genetica and - today - Substance Designer could be viewed as its successors.
>>663509Yes, Bryce. May seem plebian, but it was useful for creating height maps or to export terrain models into other 3D software.
>>663509Every 3D guy needs some basic compositing tools and (plugin-stuffed) AE did the trick. This ancient project from 2000 even has its DV footage connected and still in place.
>>663509Aura, essentially a rebranded TVPaint, was bundled with versions of Lightwave in the 90s and early 00s and used for compositing, painting, motion graphics, cleanup and roto work.
>>663509Another ancient terrain generator, originally from the Amiga. Supports DEM files and was useful for height map generation or exporting terrain models.
>>663509A low-end 3D package that was surprisingly popular with Macintosh users. This (signed) version was given to me at a trade show, but I never did anything with it.
>>663509I wanted to show Mirai here, but my dongle is defective and I can't even start the program anymore. Instead...Nendo...Mirai's little brother that works on similar principles.Mirai had its roots in the old S-Geometry software from Symbolics. They look and feel in fact very much alike.Another descendant of this design is Wings 3D.
>>663509Painter 2.0 and onward, the first non-Amiga/non-Mac painting tool that felt useful to me. Used to run this originally on a NT 3.1 workstation with a nice big Wacom tablet.
>>663509Can't have a workstation without plain old Photoshop. It was nice to finally have layers in 3.0. Plugin devs really went wild after this version.
>>663509Should've posted this earlier, but I don't have my old versions installed anymore. Excelling at character modeling and animation, version 3 and 4 saved my skin a few times on a deadline.
>>663509A comfy little painting tool without bloat from the early 00s. Used it to paint textures and backgrounds.
>>663509Honorable mention for helping me a few times when doing compositing work with flashy/gaudy effects.The first version was extensively used on shows like Voyager and Stargate SG-1.
>>663509I came across this cute tool before it got translated a decade later. I also wanted to include Shade, which is a capable package and relatively unknown in the west, but I have no version of it installed atm.
>>663509Too hilarious not to include. Basically funware and a glorified Liquify filter, I managed to use it in two commercial projects.
>>663541The new PB renderer is good, but unlike the old one it's a memory hog and getting grain free renders out of it takes some experimentation.I'm also advocating for a unification of Layout and Modeler since the mid 90s but NewTek simply doesn't care anymore. They are too busy selling broadcast equipment like the TriCaster. Kinda sad, but LW isn't their focus anymore.
>>663573That is one COMFY image friend. Nice model.
Man it's like looking at history, thanks for these
>>663462I honestly wish I had learned an actual coding language instead. It probably would have set me up to learn other coding languages too.I mean, during that time I also picked up a book on how to make websites with html from our visits to the library. So as a kid (11-12) I'd make my own webpages since we didn't have the internet. I was super into cheat codes back then, so I made a cheat website using a bunch of those old cheat code books. It looked like some basic html garbage, but I was super proud of it. Years and years later, I'm working as a professional graphic designer, I do 3d on the side and get a fair bit of income from it, and I've even done a few websites.I didn't think anything would come of any of it back then. I was just bored kid with a computer, and had nothing better to do.