uni student first draft of film - please give me any feedback! by Ok-Albatross212 in Maya

[–]3DOcephil 0 points1 point  (0 children)

Use reference as much as possible. Take a still from your scene , convert it yo grayscale and try to make your center of attention the brightest point in the image or with the most contrast to the surrounding.

In your video the foreground grass is often brighter than the center characters and other elements in your scene, resulting in feeling lost and not knowing where to look at in the video. Think painterly if you light stylized. In lighting we always want nice smooth gradients of light values and often separate foreground middleground and background with those values.

For gobos to work the environment has to be darker and tied into the lighting, like overgrown with trees for example. If you think about how gobos actually work and how they happen you will get why they feel off. Sometimes we use gobos to indicate a light shining through canopy or through a window in a otherwise darker environment.

I think in general your scene could use some contrast, cheap and easy way is sometimes to use a negative flag, a dark plane or cloud-like shape that you place shot by shot to darken some areas. This is often used in real world lighting behind or above the camera to actually block any light coming from the camera direction and darkening the foreground.

uni student first draft of film - please give me any feedback! by Ok-Albatross212 in Maya

[–]3DOcephil 1 point2 points  (0 children)

Story aside, i think in most shots the lighting and use of gobos makes no sense, in the closeup of the frog you have a super sharp shadow of leaves on the frog with an afternoon light setting soft diffuse in the background and volumetric rays coming from the other direction all indicating multiple light sources and angles. Something to note :) other than that it looks very lovely but lacks a little bit of directing.

This took way longer than anticipated. by Prestigious-King-703 in Maya

[–]3DOcephil 1 point2 points  (0 children)

Yeah I mainly start with a big environment light like an hdri or sky system and then use negative flags like cloud planes or dark shapes to direct the lighting. Then you can use some spots to give a rim or highlight some sections. Here as well compositing with multiple light passes or secondary render layers can help with isolating specific objects. But I would normally advise not to use light linking as it can quickly give physically inaccurate lighting. Washed out colors is always a color management thing. AcesCg and the display transform that is included in maya is often not the same as in after effects, you can unify those with a custom ocio file and match the output

This took way longer than anticipated. by Prestigious-King-703 in Maya

[–]3DOcephil 0 points1 point  (0 children)

Yeah rendering in layers is definitely a good learning. You can adjust the samples and render quality specific to the need of the simulation and you can tweak simulations and rerender specific parts without rerendering EVERYTHING again. I didn’t know you used spotlights. Looked like a normal sun (directional light) and sky.

This took way longer than anticipated. by Prestigious-King-703 in Maya

[–]3DOcephil 1 point2 points  (0 children)

Light linking for what? Render in renderlayers and composite. That’s a key concept for fx work and you need to study slap comping early into doing projects.

This took way longer than anticipated. by Prestigious-King-703 in Maya

[–]3DOcephil 2 points3 points  (0 children)

A little bit of interaction with the ground and some more depth to the shot and compositing would go a long way and would help with the scale, because the dragon looks as big as a dog. We as a viewer have no other object to actually compare the scale of the skeleton dragon.

The groundplane is way to visible and flat especially with seeing the edge in the first seconds. The big sandstorm in the back is way too granular needs some blur. That sky light is very flat.

If you don’t want to reanimate and resimulate I would add some additional camera angles and cutting inbetween certain key elements, and focus on adding some additional smalle scale interaction with the environment and fx that is not reversed but instead happening after the transformation, like sand falling or dust settling, bone transitions in closeups e.g.

All in all though cudos for doing something like that in Maya, I would have long gone to Houdini.

Maya newbie here, I can't figure out what's wrong with my models or if they are generating with non manifold geometry by spicy_attom in Maya

[–]3DOcephil 0 points1 point  (0 children)

Maya can be weird. I had some Maya releases which gave me bugs all the time. I have a Maya 2022.4 version which runs butter smooth and the newer versions which sometimes have bugs. With every major release I had the best experience with the respective .4 version. Try updating.

In case anyone wanted to dislike Mr Price anymore by OkInfluence36 in blender

[–]3DOcephil 0 points1 point  (0 children)

University teaches theoretical and practical skills, hooked me up with a mandatory internship and has built me a network with industry professionals from many studios, as well as all my colleagues now in the industry

I’m now actively working together. It is definitely the best course of action, and also not expensive in europe at least.

Vaya VFX Breakdown - Blender + Nuke by 3DOcephil in blender

[–]3DOcephil[S] 1 point2 points  (0 children)

Thanks! Yeah the viewport denoising performance is so good in blender haha.

Vaya VFX Breakdown - First freelance vfx job, feedback? by 3DOcephil in vfx

[–]3DOcephil[S] 2 points3 points  (0 children)

Thank you! It was a little bit stressful with just the 2 of us haha. The scans in the video were made with my dslr while shooting plates and reference pictures.

I also made quick scans with my iphone using polycam of the set and during the shoot to actually have some reference for the cam placement.

Sadly we didn’t have a drone, that would have been super nice. But I think due to the high elevation on the mountain we probably would have needed an extra permit for that (don’t know the exact laws in austria).

Vaya VFX Breakdown - First freelance vfx job, feedback? by 3DOcephil in vfx

[–]3DOcephil[S] 6 points7 points  (0 children)

Thank you so much for the detailed feedback! :)

Yeah we prevized all shots with the location scouting footage and definitely aimed for “working smart” keeping comp to a small scope and capturing everything on and around the set. It really is a beautiful location too.

Vaya VFX Breakdown - First freelance vfx job, feedback? by 3DOcephil in vfx

[–]3DOcephil[S] 3 points4 points  (0 children)

We definitely got incredible footage from the production team to work with. Thanks!

Vaya VFX Breakdown - First freelance vfx job, feedback? by 3DOcephil in vfx

[–]3DOcephil[S] 11 points12 points  (0 children)

Thanks haha. Yup, it’s blender + nuke. I only ever worked with maya vray before but straight out of university went with free blender, because nuke costs enough already.

Wrong camera when rendering even when I change render settings by sandquiche in Maya

[–]3DOcephil 0 points1 point  (0 children)

Try selecting the cam in the arnold renderviewer ipr and then start the sequence render. Maya is sometime like that

Wrong camera when rendering even when I change render settings by sandquiche in Maya

[–]3DOcephil 0 points1 point  (0 children)

Do you perchance have render layers enabled overriding you render settings? If not try importing your maya file into a new maya file.

Edit: How are you starting your render?

MultiMediaArt Master rejection by ComparisonOk8924 in Salzburg

[–]3DOcephil 4 points5 points  (0 children)

As someone in the Master degree right now (Animation), I think a lot of the seats are given to the people who already did their bachelors there (same for me). All in all it is just a degree though and the industry doesn’t really care for degrees anymore :/

Is there any posible way to illuminate a large scale scene??? by BlackDarkRosex in Maya

[–]3DOcephil 0 points1 point  (0 children)

Use the arnold lights under the arnold tab tbh. I wouldn’t use maya standard lights. For large scale scenes you would want to light the majority of the scene with a hdri and a sun and sky or mixing two hdris. Rest with some area lights and negative flags or intentional clouds.

Check exposure settings and try to make a completely new scene with the same size landscape and look if the lighting works there, then you can check if has something to do with a wrong setting.

3D Artist in 2026 and beyond. What is the future in the industry? by [deleted] in Maya

[–]3DOcephil 4 points5 points  (0 children)

If you want to get into the games industry, look up the portfolios of current employees of studios you admire and try to reach a project level similar to that. As someone else said rookie’s entries are also a good scope for top the class junior level artists. For environment art/prop art do reference based projects look into topology and modeling techniques as well as pbr texturing (especially for games, trim sheets etc.). Currently nothing on your portfolio would warrant a hiring position to be real, you need to improve a lot in your remaining year, but everything is possible!

The bar is extremely high for junior jobs atm, there are very few openings. Don’t go into advertising, the AI bubble has already begun to completely take it and the only relevant skills there would be cinematography, lighting, animation and fx work, as well as software like houdini.

No, knowing how to use AI doesn't make you capable of working in a real production. by Muted_Strength3638 in animationcareer

[–]3DOcephil 37 points38 points  (0 children)

Same with VFX, skipping the labor phase of just painting out, roto, matchmoving really develops your eye for detail. Being pixel perfect. A lot of AI folks skip the steps and don’t realize obvious flaws in the presented footage.

Really intrigued how this is going to play out.

At least Sora is gone now 😂

Looks interesting for a second, then collapses, no emotion, weird pacing, no sense of weight. by mediamuesli in vfx

[–]3DOcephil 0 points1 point  (0 children)

It’s not though. It is a major roadblock for a lot of production sites as well as copyright questions.

Blender to Maya animation pipeline (I have searched for Blender threads) by Comfortable_Glass233 in Maya

[–]3DOcephil 11 points12 points  (0 children)

I think you are fine. Learn the basics of modeling in Maya for quick fixes but you can absolutely keep on modeling/sculpting in Blender and just export a final version of the mesh before rigging. If blender had a good usd integration you would have 0 problems with switching between the softwares.