To clarify a bit, Softimage was used for the heavy majority, but not everything:
Z-Brush was used for creating hi-resolution character models which were then later downsized (resolution) for use in the game. Modo was also used for initial character modeling, and texturing as it has better tools for unfolding and manipulating texture UVs interactively such as pinning UVs and interactively resolving the unfold as UVs are manipulated. Once modeling was completed, they were imported into softimage for further work such as using ultimapper for transferring/generating normal maps, assigning our custom shaders, custom properties, vertex color properties, and so forth. Once completed character models would be passed onto tech art for rigging and eventually animation for animating. All rigging and animation took place in Softimage. Prop and environment were modeled in softimage, but occasionally exported to Modo for texture UV adjustment, xNormal for generating normal maps, or Nvidia plugin in photoshop for generating .dds normal maps for use with our custom OpenGL shaders. We had many in-house developed tools and editors for generating the terrain for our worlds and populating the worlds with our assets as well as connecting the game logic with game design to put it all together so work can be previewed, tested, and debugged. What I wrote is just a quick gloss over. If I can find some time, I’ll look into whether I can do a more in-depth ‘how we did it’ article. No promises though. Matt From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Perry Harovas Sent: Friday, June 06, 2014 9:11 PM To: davidsa...@sfr.fr; softimage@listproc.autodesk.com Subject: Re: Shameless plug Matt, your description of the work involved was satisfyingly dizzying! I really do not know of another application that could have done all that with the relative ease which it sounds like many things were done. I am positive you had your problems with SOftimage, it would be impossible not to have had problems with ANY software, but the end results speak for themselves. The movies on the website are fun, and I really like the aesthetic in the game. I also love the old west old British feel of many of the characters and the voices. So many games feel like the voice actors only work on games. These clips really feel like the voice actors are all-around good actors, It certainly helps that the character animation is so good, too. Thanks for taking the time to write up such a detailed description of the making of the game,. I know I am not alone in digging those kinds of details. Congratulations! Perry On Fri, Jun 6, 2014 at 5:03 AM, David Saber <davidsa...@sfr.fr<mailto:davidsa...@sfr.fr>> wrote: Another question : how did the artists react to the use of XSI? Did they love it or were they bitching because they couldn't use Max anymore ( a situation I knew too often)? On 2014-06-05 21:09, Matt Lind wrote: I don't know all the details myself, but when I joined Carbine in 2007 we had a total head count of about 45. Today we're roughly 300. -- Perry Harovas Animation and Visual Effects http://www.TheAfterImage.com<http://www.theafterimage.com/> -25 Years Experience -Member of the Visual Effects Society (VES)