I was replying about who was the design partner, not who used it after
the it was released.

On 28 May 2015 at 12:03, Nicolas Esposito <[email protected]> wrote:
> Ehm...
>
> MGS4 meets Assassin's Creed
>
> As far sa I remember:
> Konami
> Sega
> Square Enix
> Crytek
> Namco
> Capcom
> Others probably...
>
> 2015-05-28 17:57 GMT+02:00 Luc-Eric Rousseau <[email protected]>:
>>
>> Or it might have been Sega or Capcomp.. it was definitely one of these
>> three big japan Softimage client.
>> This was all about transferring uv and weighting between game
>> characters and same and different resolutions.
>>
>> On 27 May 2015 at 21:13, Martin Contel <[email protected]> wrote:
>> > Really, for Square?! :)
>> >
>> > There are still lots of XSI seats here, all of them on the game
>> > development
>> > teams. At Visual Works (the CG cinematics division) everything is Maya
>> > and a
>> > tinny bit of Houdini.
>> >
>> > Cheers,
>> >
>> > --
>> > Martin Contel
>> > CG Supervisor
>> > Square Enix (Visual Works Division)
>> >
>> > On Thu, May 28, 2015 at 10:10 AM, Luc-Eric Rousseau
>> > <[email protected]>
>> > wrote:
>> >>
>> >> GATOR was developed for/with one of our main game customers, Square I
>> >> think.
>> >> I'm not aware of a Gator "sdk", what is that?
>> >> There are attribute transfers in other apps, but it's generally
>> >> separate tools for textures
>> >> vs rigging things, reflecting on their architecture vs XSI
>
>

Reply via email to