Hello friends! im from Spain (im new in the forum) i have some questions, anybody knows what Software 3D studio Max, Softimage or Maya use Kojima Productions ( metal gear solid 4)? or what software in Gran Turismo? or Residnet evil? for the new Next-Gen games in HD?
Thaks for all friend!!
Have a nice day
Software in the Next-Gen Games
Off the top of my head Halo, Halo 2, Quake 3.
As of now all the major 3D programs have the right tools to be used to create game art. The main reason different games use different programs today has to do with history – which program the company decided to standardize on – rather than any inherent benefit for making games.
So it’s history that makes Japanese companies tend to use SoftImage or XSI, and it’s a different history that makes Korean and US companies use MAX. You could wave a magic wand, and swap the packages around, and the games each company produced would pretty much look the same as they do now.
I’ve seen some stuff for older MGS done in Max, but as shrimp_chip wrote - .jp tends to use xsi 
I think Kojima’s team switched to XSI for MGS3. I’ve heard Bungee uses Max, but I have a hard time believing it. When Bungee was in Chicago they used PowerAnimator/Maya. About a year after Bungee was bought I went to a meeting with several producers and T.O.s at MS Games and they were shocked that my team used Max, they wanted to know why we weren’t using Maya. I wouldn’t say once package is as good as another for game development either. Without getting into specifics, I think the packages that have traditionally had a strangle hold on the game development market have some huge deficiencies as far as being game development tools is concerned.
Teams that produce the most technically innovative games visually have never been Max houses, rather Maya. Sure, plenty of high production value and high selling games were visually put together in Max. This isn’t so much a reflection of the software as it is the team though. Technically oriented teams prefer Maya over Max, period. This flies in the face of the sterotype of Max for games, Maya for film/visual effects, but this is a fallacy, as beta versions of Maya were being used for game development even before 1.0 was released in 1998, and even today, few Maya development houses churn out crap.
They are using Endorphin for MGS4. Endorphin has a free little Learning Edition, and I must say, it’s fun just to set it up, and have the rag-doll go flying XD. Here’s the link:
You can set the rag-doll’s (people) to have certain emotions, even. Say, for example, you had him fall down a flight of stairs. You could set it’s emotion to a protective-like one, and it would cover it’s neck up as it’s falling! Anyway, enough reading this, check out the site. Have fun with it. 
As if a 3D modeling software package would have to do anything with the techniques used inside a 3D engine…
…But the capabilities of your 3D software and its compatibility with your engine dictate your production workflow.
Yeah, but the game actually uses only 1% of the packages capabilities and this 1% can be achieved by any of those programs. It just depends on the artists ability to create awesome models with it. The programmers don’t care which software was used to create it. The only point where they do is when they write an export plugin for the desired software, so they will prefer a package, that has an easy to understand and good programming interface… (this is the part where the compatibilty is created)
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