I have a limited knowledge of rigging, but I know they have muscle systems which realistically deform the muscles as they move. I don't know much more than that unfortunately.
think that goes for the rest of us too... looks like mana from heaven on multiple fronts, rendering, production, and could possibly be the start of a nice unified system to LOD things...
And don't forget that we are between 2 generations as well. It's like Activision saying that pre-orders are decreasing : for sure, people don't have the systems yet and are hesitating. It's called a cycle...
Phung Dinh Dzung wrote an interesting paper about how to convert polygon planes into editable hair systems, there is also a working Maya script. http://phungdinhdung.com/Studies_paper/GMH_index.shtm
Does it still do this after to subdivide it? I've heard some people say that it's matcap/rendering system can be a bit glitchy visually when dealing with very few polygons.
They work now. First thing that comes to mind is the mipping is destroying the lines or painting is turned on somehow and messing it up. Are you testing it through the itemtest system or replacing another hat?
if its looking for the textures for spotlight, and maybe crashing your system from memory load, try moving the image files elsewhere before opening? Total shot in the dark guess.
This one is pretty interesting, I'm fascinated by the challenge of figuring out these wires. I don't think I have ever seen a procedural wire system in Substance Designer before.
Anything that lets multiple people work on the same document is a blessing. Not only do you get constant feedback and corrections, but you continually links keywords to explanations. It's a stunning system.
I think she happened into the legal system when they spun the giant wheel of chance and it just so happened to land on 40 year sentences for everyone being tried that day.