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The platform game Klonoa 2: Lunatea’s Veil from Namco was created using Softimage 3.0, on a HP Visualization Workstation with an 18 GB hard disk and 640 MB of RAM
SOFTIMAGE | 3D 3.9.2 and SOFTIMAGE | XSI 1.5
From the “making of Pico” by Avant Co Japan
Via the wayback machine and Google translate:
Since we were using SI at the time at that time, we started production at SI.
I tried things using shaders written by the company programmer · Things that used SpeedRender etc, but because it is unlikely that the required quality can be reached in the expression that can be done with shader, I will do Global Illumination I decided to try it. Although GI can be done with SI, I will use XSI for the first time because it seems that the setting using XSI seems to be finely set.
At this point there is not even even touching XSI (it is before the PV of m – flo ), it is difficult to conclude with XSI suddenly, so I will use it together with SI.
We will proceed with “schedule” that we will complete all the basic scenes such as modeling, animation and weight adjustment at SI and attach texture only at XSI.
So when we finished modeling we preliminarily converted to XSI and tried to render using global illumination. It seems that it is very difficult and time-consuming to adjust, but I have decided to proceed with the method SI → XSIm live-action shooting to final combination. Well then. To be continued …
— Hiroyuki Kashima
Softimage|XSI Advanced 3.5 screenshot: Symmetrize
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