90s CGI aesthetic

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The Weird Al Show intro has some CGI parts in it.
They were done by D.N.A Productions (The same company who made Jimmy Neutron.)
The guy behind Jimmy Neutron made a pilot for a TV show that never got picked up. It's 90s CGI and a laugh track trying to hide how horribly unfunny it is. He also shills his website every 5 seconds, which is now up for sale.
 
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The guy behind Jimmy Neutron made a pilot for a TV show that never got picked up. It's 90s CGI and a laugh track trying to hide how horribly unfunny it is. He also shills his website every 5 seconds, which is now up for sale.
I know that the same guys behind Jimmy Neutron and Barnyard worked alongside Matt Groening on the 1999 Christmas special for Fox, Ollie the Reindeer.
 
There was something on Comedy Central called "Limboland" that was hosted by a cg skeleton. I don't really remember anything about it other than it existed, and there's an MST3k recording on youtube with the original ads and shit that has the last minute or so of it.
 
90's CGI was interesting. The easiest way to tell pre-rendered from rendered on-the-fly was the degree of curvature that was used. If it was a static image, making a really round ball was no problem, since you only had to show it from one angle. If you were allowed to see a static ball in 3D from all angles, it was never truly round, always had some edges to it since rendering perfectly smooth objects was just beyond the computing power of the time. If it was a moving 3D object you could see from more than one angle, it was always a sad compromise of what the object should look like, and its ability to be rendered on-the-fly. The more accurately it was rendered, the more your FPS would drop. The shittier the render, the more FPS you got.

Forget about accurate reflections, accurate transparency, and just lighting in general, let alone accurate pseudo-lighting (which is what you would have to call non-ray tracing, since without ray tracing it is literally impossible to get lighting correct) or real lighting. Moving 3D with accurate curvature and transparency was only possible in the new millennium. Truly accurate transparency, fairly accurate reflections, and fairly accurate lighting have only been possible since the late 2010's with limited raytracing abilities (I say limited because hardware is currently not even close to being able to simulate large scale raytracing, let along near perfect ray tracing). I wouldn't expect near-perfect ray tracing for another 10 years or so. After that, I'm not even sure where 3D will go from there. Accurate volumetric tracing of light was really the last element that needed to be conquered.
Transparency and such wasn't a problem at the time, that was more for game engines that tried to eliminate overdraw(drawing a wall in front of wall that was already drawn). I would say that in offline rendering transparency itself wasn't that big of a deal, light curvature to simulate glass, light scattering in general and fresnel effects were the real bandits. If something is transparent, no big deal, if something is glass, crystal or water then... it's still raycasted but it takes more time.

When it comes to raytracing perfect spheres is actually way, way easier and less computationally expensive than a perfect cube, because a sphere looks the same from every angle it can be viewed from, it can only change in size, so there's a lot of computations that can be skipped and a lot of look-up-tables that can be used for lighting. That's just old speed-hacks for real-time rendering, you can see it on the Amiga in the late 80's, Ballz on SNES/Genesis and later demos.

For special effects companies weren't using polygons, mostly, at the time. I don't know what's going on now but when edges/angles could be seen back then a lot of that had to do with the deformation tools being shit. They were not built for cloth or flesh but they excelled at showing a perfectly round soda can being crushed! That's what the software was designed to do, sort of.
They threw out the whole thing and started from scratch, resulting in Maya in 1998. Maya and Sumatra were the two big next-gen things on the horizon, both were assumed to be code names/working names. Maya turned out to be named Maya and Sumatra became XSI - a really nice program that had some Avid touches in the interface and that felt futuristic at the time. Companies still used the old software(PowerAnimator) because they were in production and updating to the latest would be dumb, and they did great things with the older version, Star Wars: Phantom Menace was one such production.

It should be said that these programs are render agnostic, make your thing and render it with whatever via command line, only the japanese seemed to favor the default PowerAnimator renderer or maybe it's SoftDec.
 
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These are not from the 90s but if you watch at 140p they look like lost media that were once broadcast past midnight in some random country in the 90s, kinda unsettling
 
Great thread OP, @awoo!

Dropping my 2¢, I believe this 3D Movie Maker were native on Windows 95 and Me. It was an hybrid between software and game and made lots of kids familiarized with photo and movie editing:

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Holy shit, I remember that. I also remember I wasn't that good at it, but a friend found a video where some dude made like a 5 minute action movie with lots of guns and blood and shit. Of course it's not like it was that realistic, but pretty amazing for what is essentially a baby's first editor.
 
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As much as we mock the fact that this movie existed, I occasionally watch it because I try so hard to be like the guys over at Red Letter Media.
 
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