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The program that solved the modeling problem for good and got assassinated by Autodesk as a result.
1. Same interface for decades, already has 99% of tools you need, with an intuitive UI that any non-tech person can easily master.
2. Autodesk bought it, added extremely well Maya keybinds and yet nobody bothered to check the box.
3. When everything else failed, they just pulled the plug.
>>
And in the end, nobody cared about your shitty, outdated ancient software.
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>>1018339
I know and it was probably deserved. Everyone single version of it since release has a shitty DRM that requires installing a proprietary server, and even if you have that, every server is locked to bomb after 10 years and that's hardcoded.

It's literally impossible to find a working version of 4.0, 5.0 that were used in MGS3,4, DMC2,3,4. But since the software was perfected at 4.0 almost nothing have been changed in the later versions that can be cracked.
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>>1018340
And it's really amazing how much they got right since the very first release in the 80s. Every single UI element, keybind, mode, feed into each other, the defaults and shortcuts are created on the fly, as you are making stuff. I would really recommend trying it.
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>>1018340
You will never have access to the actually useful tools and plugins the programmers wrote for the production pipeline of those games

Stop putting software on a pedestal
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>>1018342
>plugins the programmers wrote for the production pipeline of those games
They didn't though? That was the whole point of Softimage. I am not saying a software will magically make you a better artist but as a tool is criminally underrated. The entire CG industry used it extensively for both Movies (Men In Black, Jurassic Park, etc) and Games.
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The tool that forged the next generation of Guilty Gear
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>>1018348
More like the tool that forged the next generation of every major Japanese franchise. Sega used it exclusively for Virtua Fighter, Konami used it, Capcom used it, the entire 6/7 gen library is built on it.
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>>1018336
what can it do that blender can't???
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>>1018352
It can do everything that blender/maya/etc can but with interactions that are actually easy to learn and make sense intuitively. The only thing it can't do is the stuff which was added after it was discontinued by autodesk, which is mostly bleeding edge render stuff, and even then you can probably perform 90% of the work in Softimage and then export it to Maya for render phase.
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>>1018336
https://youtu.be/SkgatzeLrlk?t=686
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>>1018340
I thought it worked in virtualbox
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>>1018362
Softimage 3D does work in virtual box which is good news. Softimage XSI 1.0, 1.5 also work because they use the same licensing scheme as SI|3D. However XSI 3.0, 4.0, 5.0 is THE version where everything clicked. However, everything clicked so well that they didn't change anything even in the final release which works perfectly fine even on windows 10/11
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>>1018336
outdated doesn't have to mean dead, just go to rutracker and get both 7.5 and 2015.
not sure about the older versions, but those are the two I use and they're perfect, I use them to force myself to make old school models with no pbr materials at all.
very use to use.

>>1018339
>>1018342
here's your (you)

>>1018352
modern blender can do a lot more, honestly.
but softimage is just nice to use.
my biggest problem with blender is inconsistency and speed, back in the 2.6 and 2.79 days people used to get turned off from the interface because it looked hostile but that was never its real problem, it had options scattered in menus that didn't really fit it, like mark seam in edge menu instead of uv, had many functions locked behind keyboard shortcut with no buttons anywhere on the menu, some didn't even have buttons and you had to use the search function, it felt like it was made for programmers more than artists.
so even if you look past the hostile interface problem it's still very unintuitive.
modern blender is much better, but also has its own problems, the gui is pretty but it's still not fast and has some quirks that slows down workflow and makes it miserable every time an update gets released, v4 for example put modifiers in sub menus which are slower to use and breaks muscle memory, i never recovered from it.
most blender users just tell you to use favorites, ok that's an option but it was undeniably better before.
people make fun of it but Maya and 3ds max having 3 different ways to do the same thing really helps you get in the flow once you get used to it, blender doesn't.
another problem is the ngon solver, i can argue that blender is still bad in this even today, other software are simply better, it really can't work with ngons that well.
Softimage and literally any other 3d software is much better in that regard.
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>>1018670
Do you how to fix that weird freeze that occurs during the initial boot?
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>>1018690
never been able to fix that, unfortunately.
pretty sure it's the drm server though, doesn't work well with win10.
maya and 3ds max 2013 both suffer from the same problem, i just launch them and get my files and folders ready until they finish loading
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>>1018336
Ico and Shadow of the Colossus were made with Soft image. That's all I know. Is there any way to get your hands on this software today? Fumito Ueda was singing its praises too back in the day.
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>>1018693
>Ico and Shadow of the Colossus were made with Soft image
RE4, DMC2/3, MGS4, probably the majority of PS2 and early PS3 library was made with it.
https://archive.org/details/autodesk-softimage-7.5
https://archive.org/details/limetorrents.pro-autodesk.-softimage.-v-2015.-win-64-iso
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>softimage + lightwave 3d
*sips*
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Is it actually competitive today or is it s nostalgia meme?
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>>1018837
>competitive today
depends on what you mean by that considering old games look better than today's games in many cases
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>>1018841
Not talking about render engines and shading models here
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>>1018845
Modeling? Softimage or Lightwave 3D beats most of the modern tools by a long shot.
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>>1018837
>>1018845
pic related
the older the software, the better it is. especially in an area like 3d where the bottleneck regarding what could be done was more on the hardware side rather than software.
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3ds max 2009 is the GOAT and will never be surpassed
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>>1018340
i got version 5 cracked for 32bit (got box and disks and sad i left it by my window as it got sun bleached) but 5 had GIGA PLYGON CORE and that made a huge difference on a shitty laptop (1.5ghz cpu and 1gb ram)- it ran better than 3ds max and blender ran like porridge. then 6 added GATOR and better syflex. i wish i horded the 64bit crack keys but i dismissed progress i guess. hope to find them one day- got autodesk 2014 crack anyway. it still didn't have thickness modifier... got pow pc since and blender 2.79 got g.e for fun and 4+ for better better rendering with xsi colour themes THICKNESS modifier, sim stuff but xsi had great ridged bodies but crap host soft/cloth bodies- great toon/ink renderer and high volume particles. it had its restrictions and plugin dependants.
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>>1018336
>solved the modeling problem
And just what was that, exactly
>IDS HAWWWD
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>>1018354
>but with interactions that are actually easy to learn and make sense intuitively
To you
Using a 2D space to manipulate 3D objects with 2D tools like the mouse is already an issue



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