I'm curious about what program was used back in the day to make this kind of cgi https://www.youtube.com/watch?v=tW4CyZnucIE
You can ask one of the "character designers" from that game looks like some of them are still in the industry.Since tekken was originally released for the System 11 arcade console, which was essentially a Playstation in an arcade cabinet. They probably used Softimage 3D, which is what PSX developers were most fond of in the mid 90's. But they could have used 3D Studio 2 or 3 (3DS Max's ancestors) or any available 3D modeling software pre-1995.Softimage tutorial:https://www.youtube.com/watch?v=B5_JCX6glMA
>>686422imagine doing any kind of graphical related work in an 800 * 600 screen.
>>686409I remember with the playstation Yaroze dev kit they shilled Softimage pretty hard.
>>686551SI 3D only worked with fixed resolution in IRIX or NT4 but I think it was 1024x768 min. You also needed a certified OpenGL card with certified driver like Permedia FireGL
>>686551with a mouse
>>686409Alias for modeling, Softimage|3D for animation.For high profile work we would then pass scenes on to Renderman, but stuff like this here is done with the standard scanline renderer. Most Alias/SI setups were pretty plugin-heavy, with the offerings by Phoenix Tools and Arete being a must have. To be clear, I'm not affiliated with Namco. This simply was the way to tackle things in the mid 90s.>>6865511200x1024, that was what my workstation pushed in 1996.
>>687508in 8-bit color
>>687696SGIs had, with few exceptions, truecolor framebuffers. Amigas had their share of 24-bit graphics cards, heck even for PCs you had the option to buy something like a Targa framebuffer card that enabled 24-bit modes in Autodesk software like 3D Studio or Animator. Macs were also already high/truecolor capable at the time.
>>687707don't waste your time explaining to zoomer retards
>>687792how's that explaining, lol. he's sharing interesting info from an era many of us didn't experience.