On the Mailing List Matt Lind proudly (and rightfully so, IMHO) presents the new MMO Wildstar.
Production started in 2005 using Softimage XSI v3.5 and launched with Softimage
2013 SP1 - all of it in 32 bit land. Majority of the content created in
Softimage 7.5 which we used for roughly 5 years. Softimage was used for a
heavy majority of the 3D artwork including characters, props, environments
(other than the ground), buildings, dungeons, and everything inside of them.
We didn't use ICE at all (but not for lack of trying, and we tested heavily),
so this is a good example of what the fundamental toolset can do.
(Quoted from here)
Note: the whole post on the Mailing List is well worth reading, I just didn't want to quote it in full here.
Actually.. the more I see of the game, the animation and style.. well... the more I might actually play it. I usually never play games, but this seriously is awesome, and really get me going on to "How on earth?!" "They used the same tool I use for all of this! WOW!" kind of feelings.
Draise wrote:"They used the same tool I use for all of this!
We also use Modo (modeling and UVs) and 3D Coat (for retopo). Also, the very first cinematic was produced by Blur (although they too use Softimage). All the following ones were produced in house.
Hi, I want to congratulate you guys on your work with Wildstar, I have a question, if I may ask, with Softimage EOL are you guys still planning to use it for the Wildstar expansions or you guys are already changing workflows ?