Wondering if anyone has experience with this, is it hard, how would one go about it in modern day ? After graphics are made how would one go about making into a video game ?
Well, you'd certainly need some vintage hardware (I guess SGI is best for graphics, but old ones suck up a lots of power). Your only problem, when you get dedicated tools, may be that they are not starightforward and they are very limited and/or a PITA to use. I have no personal experience with 3D graphics, let alone CGI, but I guess that, depending on your location, you may find any SGI workstation. According to this table, you're probably looking at: Personal Workstations Pers. Iris: Definitely vintage. The eldest SGI MIPS workstation. Not recommended. Indy: cheap, entry-level. Not the best. N64 devkit ran on this. O2: You may find a bargain, mid-low range. Nice machine. O2+: Very expensive but the best of the three. Nicer than the O2, but the prices are usually very high. Professional Workstations Prof. Iris: Definitely vintage. The eldest SGI MIPS workstation. Not recommended. Indigo-Crimson: Pretty vintage. I wouldn't recommend it Fuel: Very good workstation, the successor of the O2, when SGI shut the personal market. Too modern maybe. High-end Workstations __ PowerSeries: Multiprocessor Iris. Not recommended. Indigo2: Very powerful. It's a maxed-out desktop workstation. Recommended if you want real retro. Octane-Octane2: Another powerful system. Recommended if you want more retro than the Fuel. Tezro: Very powerful and modern, maybe too much. This applies to dedicated CGI hardware. In alternative you could build a Win machine and work on that but I guess it wouldn't be the same thing. SGI offers the best retro 3D hardware AFAIK, and usually prices are not too steep to drive enthusiasts away from it.
If I understand your question correctly, you can use really just about anything. What you would want to do is restrict the resources you have available to you. The most glaring example is reducing your polygon count, texture size, texture BPP, and possibly make heavier use of gouraud shading (vertex coloring). Edit: I just noticed that you made a thread about this quite a bit ago. I think the answers given to you were very clear. What part of their questions confused you?