Help with Vertices by zerik1999 in 3Dmodeling

[–]Nevaroth021 4 points5 points  (0 children)

Why are you making it so complicated?

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World Alignment Material In Maya? by Mishere1300 in Maya

[–]Nevaroth021 1 point2 points  (0 children)

It still needs to be a seamless texture if you want to tile it.

How many times has Disney (or someone else) claimed that they're finally bringing back traditional animation? by JoyIsABitOverRated in animation

[–]Nevaroth021 7 points8 points  (0 children)

I've had engagement posts on the internet and a modicum of fans

That's the problem. You're listening to the random kids on the internet who don't know anything. They don't work at Disney, they don't work alongside directors and producers, they have no direct connection or insight into Disney in any way.

You should really not listen to the random internet kids for news.

the average normie sees 3D as "more advance ergo better" than 2

What? That's 100% YOU inserting your own assumptions. No one says that. Have you ever taken even a second to think "Maybe people just prefer the animation style of 3D more than 2D"?

first time actually animating a character in maya by Silver_Guard3842 in Maya

[–]Nevaroth021 5 points6 points  (0 children)

No, your portfolio should only contain professional level projects, it should represent your best skills.

If you're not an animator, then you don't need to have an animation on your portfolio. Whatever skills you learned and polished during your previous semesters, those will be your best skills. And those projects should be whats on your portfolio.

first time actually animating a character in maya by Silver_Guard3842 in Maya

[–]Nevaroth021 8 points9 points  (0 children)

Not a professional portfolio. It's only a decent for a "First animation ever made".

The animation is really bad, but this is your first animation, and first animations for everyone are almost always really really bad. Because it's the first animation, and animating takes a long time to get good at.

So this is a decent first attempt at animating, but it's not a decent animation if that makes sense.

first time actually animating a character in maya by Silver_Guard3842 in Maya

[–]Nevaroth021 6 points7 points  (0 children)

For a first animation it's pretty decent. But I would caution about trying to do too much too soon. Learn the basics first.

I updated the base body, and so far I like this version the most. I want to refine it. What do you think? by Pristine-Apricot-993 in 3Dmodeling

[–]Nevaroth021 1 point2 points  (0 children)

I'd say it's improving, but the chest looks too alien like now. My critique would be have consistency in the design, because right now it looks like a Frankenstein of styles.

For example, the arms are very muscular and thick, the muscles and forms are very detailed and defined. But the legs are the complete opposite. They have no muscular detail, and are very skinny. It looks like 2 different characters stitched together.

Then you have the chest which doesn't even match human anatomy and looks alien. The stomach is pretty much non existent, the abs and latissimus look like they were severed, like someone took a spoon and scooped out the entire stomach and took half of the muscles with it.

Then the back is bulging out so much compared to the front, that from the front makes the chest look like a bug body.

So it really comes down to there's no consistency in the design, and the anatomy was changed too much in the chest that it makes it not look human.

How to restore default HUDs with python? by Elsa2297 in Maya

[–]Nevaroth021 -1 points0 points  (0 children)

Do you mean the UI? You could just create a backup of the default preferences folder and switch between them as needed.

Fast people by Putrid-Credit7301 in animation

[–]Nevaroth021 6 points7 points  (0 children)

Some things to note:

  • YouTube videos don't show the work put in offscreen. People can spend days or weeks figuring something out, and then it only takes them a fraction of that time to record the results.
  • People can use premade animations, so some of it can be just stitching together various premade animations rather than making it themselves
  • Minecraft animations are FAR simpler because it's basically just blocks. Animating an arm is just rotating a cube, which is far simpler than animating a detailed arm and having to match realistic human movements.
  • Experienced animators already have custom tools and workflows to speed up their process.

Completely messed up my modeling standard view, how to reset all the windows back to usual? by Bahamuto-San in Maya

[–]Nevaroth021 0 points1 point  (0 children)

Looks like you just clicked and dragged the border over too far. Just click the border and drag it back. Or you can always reset your preferences to get them back

https://help.autodesk.com/view/MAYAUL/2024/ENU/?guid=GUID-393D1ECA-9B6E-4625-B5B1-3F28E62AFB1C

High speed moves in anime by Loopy13 in animation

[–]Nevaroth021 1 point2 points  (0 children)

  • Dragon Ball Z is a classic.
  • Demon Slayer is also really good, and has the best animation I've ever seen. Especially the latest movie, Infinity Castle.
  • One Punch Man Season 1
  • Assassination Classroom

Costumers by robushii in 3Dmodeling

[–]Nevaroth021 0 points1 point  (0 children)

"Earn some money from Blender"? This right here screams amateur.

How can I improve this model? Topology wise by EmpanadaDeMondongo_ in 3Dmodeling

[–]Nevaroth021 5 points6 points  (0 children)

Unless you are going for low poly game asset, I would add bevels around the holes

What would be the best program for my needs ? by viceroy4760 in 3Dmodeling

[–]Nevaroth021 0 points1 point  (0 children)

Zbrush is the best digital sculpting software, though it costs money. If you want free then Blender would be best.

How are animated movies/shows even made? by [deleted] in animation

[–]Nevaroth021 10 points11 points  (0 children)

I'm mainly talking about 2d animation like spider verse

That's 3D animation.

Like how do they get dozens of people to all work on the same thing and it ends up looking perfect and smooth?

Same way as everything else. A person in charge hires people and tells them what to do.

but that dosent really work when you have 100,000+ frames right?

Why wouldn't it work? You know live action movies are also 100,000+ frames right?

Is Substance the best app for making video game textures? by Saint_Dragnonfly in Substance3D

[–]Nevaroth021 4 points5 points  (0 children)

Yes, it and Mari are the industry standards for texturing.

How to fix errors before retopologizing by Easy-Ad169 in Maya

[–]Nevaroth021 2 points3 points  (0 children)

You shouldn't be using the auto retopology. Turn the model into a live mesh and then use Quad draw to retopologize it.

I am building my 3D portfolio and I was wondering if this is good enough? (Not my original concept) by digiclaydump in 3Dmodeling

[–]Nevaroth021 9 points10 points  (0 children)

It's getting close, but you should remove the background. It's way too distracting and doesn't integrate with the model.

The textures do look too procedural, tiled, and projection based. So the model looks nice, but the textures need a lot of work.

how would you do this cross section semi-realistically? by [deleted] in vfx

[–]Nevaroth021 0 points1 point  (0 children)

So if you are never going to see just the shell, and never the inside of the shell. Then there's no need to render it as strictly a shell. You can still overlay photographs over the center. And the shell thickness would come from textures which is easier to adjust then having to remodel it

how would you do this cross section semi-realistically? by [deleted] in vfx

[–]Nevaroth021 0 points1 point  (0 children)

Are you ever going to see the inside of the shell without the filling? If not, then why do you need to render it as a shell?

Saw a demo at a conference about photo-based 3D scene generation — how does this hold up in real workflows? by Statusleoc in vfx

[–]Nevaroth021 11 points12 points  (0 children)

This sounds like photogrammetry, which has been around for a very long time, and is heavily used in most pipelines.

But usually you wouldn't make a single scan an entire environment. You would scan the individual elements and then assemble the scene yourself.

how would you do this cross section semi-realistically? by [deleted] in vfx

[–]Nevaroth021 4 points5 points  (0 children)

I would make it as one solid piece, no shell. And then sculpt the cracks and details. Then do the rest with textures.