I dunno, it just looked incredibly fast and seemed to produce some nice topology. I do think the UI seemed a bit strange however, everything seemed like magic, there was no logical "flow".
I tried mentalray as well, it's no different basically, I had it default tho, maybe some magic setup on mental ray would make this thing work, but again, I don't know how.
Mischief is a magic thing in that area cause its based on voxel. The canvas is infinite big. And you are able to export it later in the size you need. https://www.youtube.com/watch?v=Sc9wmrJ8VbI https://www.madewithmischief.com/
No way im bored,im completely gluttonous, must be the subliminal messages in Heroes of Might & Magic VI. I got tons of work to do, yet i blast my face with food to no end.
Wunderboy is working on an update to his SMD exporter that will elliminate the problem altogether. In other words, you won't have to worry about it at all and the problem will magically disappear. Check your email for the test build.
Thank you!. No magic about the cloth, unfortunately. I tried to fix it first, but ended up with the decision to make the new cloth in MD. So the cloth in 90% from MD and 10% of Zbrush cleaning.
Prototype of pseudovolume texture raymarching inside Designer: It takes texture rendered in Houdini via Volume Textures tool and makes some magic inside. I'll post link in my thread when it's done.
One of the best art teams I've ever known, not just within games, and an incredible place to work. It was a magical place. If anyone is looking for an environment or character artist feel free to shoot me a pm.
Um, hand painted the wavy edge detail then add substance designer magic, pretty new to pbr so it's probably not all that accurate but I'm practicing (all unmarked nodes are blends lighten/darken)
The inside of their box would be lights/filters/cameras and likely taking a ton of pics with different combinations. I'd reckon the bigger part of the magic is in how they're processing the resulting images to extract into PBR images.