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Anyone know what sort of software was used to make old pre-rendered

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Anyone know what sort of software was used to make old pre-rendered backgrounds, if any? Is there a modern counterpart for their creation?

I always thought some of these set pieces were perhaps the most memorable art of their era, even though for the most part they were simply paintings with an invisible grid laid on behind them for movement.
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>>3409016
Probably Lightwave or Max, and then photoshop.
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Maya or something
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>>3409016
>if any
They were self-formed form the sheer power of 32 bits
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>>3409016
They used Softimage.

https://web.archive.org/web/20021015000229/www.softimage.com/Corporate/Press/Facts/16years.htm
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>>3409016
120 artists and programmers using PowerAnimator and Softimage on silicon graphics workstations.

https://www.youtube.com/watch?v=t6iZyHpW69M
https://www.youtube.com/watch?v=uP9-sG6cEEg
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>>3409101
the second video talks about it at 9 min.
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>>3409078
>>3409101
That's pretty cool, actually. I was always curious if they had just used some sort of in-house 3D image renderer or if there was a professional tool available for them.
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>>3409101
Those helicopters going over shinra HQ seems like rare cut footage. dont think I've seen that
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>>3409016
"This isn't just a reactor!!"
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>>3409174
That parts in the game, it's from near the end of the second disc when diamond weapon is attacking Midgar, just before it kills Rufus.

https://www.youtube.com/watch?v=LflA5ty6Byk
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>>3409396
Thanks. Bad memory.
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>>3409016
>Is there a modern counterpart for their creation?
a 3D editor, like 3ds, or blender, and a (usually raytracing based) renderer
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>>3409016
>is there a modern counterpart to their creation?
You mean modern games with prerendered backgrounds? Yes, that's still a thing, though it's pretty rare:
https://www.youtube.com/watch?v=bRylpn1sqxk
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>>3409541

>prerendered good quality 2d backgrounds

I would play the shit out of this game
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>>3409691
the player character shadows don't match up with the environment shadows. When the player enters environment shadows, the character shadows are applied on top. There is no verticality in movement, even though the character is going over objects that should have an obvious change in elevation. I suspect there is no occlusion, as the demo recorder is making sure the character never goes to places where they would be partially covered.
At this point these visuals are the bottom end of background image + overlay, there is very little "tech" demoed there
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>>3409101
Neat.
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>>3409424
Same here. I forgot.
Thread posts: 18
Thread images: 1


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