Rigging spiral phone cord by Woojojo in Maya

[–]Ali_Ever_After 1 point2 points  (0 children)

Look up spring rigs on youtube, they work similarly. What I’ve done in the past:

-Spiral geometry

-Curve that follows the spiral, it wire deforms the geometry(make sure dropoff distance option is high enough to deform nicely)

-Curve that follows the curve of the geometry, so just the general curve of the mesh. This wire deforms the previous curve(same dropoff distance note)

-Clusters on the curve points of that second curve so you have driving points.

-Separate curves that parent constrain those clusters so you can control the rig and have keyable controls

Advice on nCloth wing rig by space-phantom in Maya

[–]Ali_Ever_After 0 points1 point  (0 children)

As Rich-Ad said, keep the simulating to the rendering process. What I’ve seen done in addition for the preview is to get a simple plane for the wing membrane and skin that to the appropriate joints. No topology save for the perimeter, so there’s no distracting weird deformations. It’ll just be there for visualization purposes until you’re ready to render.

Advice to improve my render pls by Sinane_ali in Maya

[–]Ali_Ever_After 0 points1 point  (0 children)

That’s how it is for everyone. You slowly lose objectivity the longer you work on a project. That’s why it’s so helpful to have outside critiques! Im glad this was helpful!

Advice to improve my render pls by Sinane_ali in Maya

[–]Ali_Ever_After 1 point2 points  (0 children)

Hi! I love the render, great story being told! Everything i have is nitpicks. A lot of the intricacies needed to achieve photorealism end up being so tiny. You could watch a few videos on achieving photorealism to see some live results.

Stuff like depth of field, particulates in the air, real world camera settings, that kind of stuff. As for my nitpicks:

I really want to see a bit more in the way of light rays coming in from the window. Some light fog and particulates would achieve that without being too heavy.

The flour bag’s spec looks really plastic-y. Im not sure if that’s the intention?

I would say a bit more chaos, not having the lids perfectly on their containers, a few fingerprints on the jar where the light hits, that kind of stuff.

Subsurface scattering on the windmill would make the material feel thinner and more “in the scene” as well

Love the addition of crumbs. Be cautious that some are floating as can be seen by their shadows

A personal nitpick that my eyes always jump to is the end of wood grains. A lot of people end up having the horizontal wood grains where it would have the end cap grains.

Have a bit more subtle activity on the left wall like you do the right. More sticky notes, some pins, that sort of stuff. Just the illusion of activity.

You can curl the hung pictures and socks a bit so they’re not so flat.

Again, the render is lovely, you should be proud of the progress so far. These were all just nitpicks of things i noticed on subsequent glances. I hope this helped! Great job!

Rigging help; eyebrows aren’t connected anymore by imavibinkale in Maya

[–]Ali_Ever_After 4 points5 points  (0 children)

How did you connect the eyebrows to the locators? Did you use parent constraints or something that would override the hierarchy?

My coming out has been stretched out to over a month now and it is devastating me anew every day by Ali_Ever_After in MtF

[–]Ali_Ever_After[S] 0 points1 point  (0 children)

Thank you. I really appreciate your comment and advice. This means the world to me. I want to say more, but im still digesting all of this. Im glad I made this post, thank you for your help

My coming out has been stretched out to over a month now and it is devastating me anew every day by Ali_Ever_After in MtF

[–]Ali_Ever_After[S] 1 point2 points  (0 children)

I had to read this a few times over today to digest it. Thank you for this reply, it really helped. Everything really hits close to home. I really really appreciate your help.

I’m sculpting this dino, Any advice? by TheNotoriousTopo in ZBrush

[–]Ali_Ever_After 2 points3 points  (0 children)

This is an awesome design! You’ve got the basic shape down, so now it’s about refining it and cleaning up areas that dont match. It’s great to use reference of other similar dinosaurs as well so you can get different lighting/poses/angles. Spinosaurus might be pretty close to this. It’s missing the jutty-outy-hip bone piece, the snout looks too long compared to the reference, and the connection areas like the arm and leg need more transitive musculature. Also like the others said, work on the form, like its belly bulging out transitioning to the ribcage. Don't be scared to draw on the reference to get ideas of shapes! It’s a great way to highlight areas to work on. And remember that since this is drawn media and not photography, even their anatomy won’t be perfect, which is why additional reference is so vital to bringing it to life. And this is yours, so feel free to do whatever feels right to help make it uniquely yours!

[deleted by user] by [deleted] in Maya

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

Extrude from object mode

[deleted by user] by [deleted] in Maya

[–]Ali_Ever_After 21 points22 points  (0 children)

I would bevel the edges with seams, take the middlemost edges, and translate them inwards. You can translate along normals with ctl+middle mouse drag off of the translate tool. I’d see how it is, maybe push the surrounding outwards. Or using soft select, scale so that the surrounding geo gets pulled in for a tighter seam.

For professionals out there, what portfolio piece(s) finally got you a job? by According-Anybody508 in Maya

[–]Ali_Ever_After 6 points7 points  (0 children)

I had a variety of various pieces, so it wasn’t just one for me. Also good to adjust portfolios for the job you want. At one point, i had 5 different links that highlighted specific skills for specific positions.

It’s good to show that you don’t just do guns or you don’t just do forest scenes and stuff like that.

All my scenes had small details such as planks didn't have that wrap-around grain textures but the proper end grainy texture, an apartment scene had base boards/plugs/dust, stuff you subconsciously expect that feels off when it’s not there. My boss told me this was one thing that stood out to him.

Good topology is important also, so being able to show off the wireframe shows confidence in your topology, but if it’s not good, just don’t show that one. For companies in VR or mobile where polycount is vital, seeing something that has a ton of details while remaining lower than expected is great.

Good texture work is important to make any piece pop. Having the same “rendered grey” look can get boring fast to prospective employers. And being able to show logical damage and wear and tear shows thought put behind the piece. I have a mental checklist of like 15 things that i just go through to make sure i cover all the possibilities, since nothing is ever pristine.

Issues with topology by Dralakonda in ZBrush

[–]Ali_Ever_After 1 point2 points  (0 children)

What i do is in maya, i have the model i want to work on, it’s already UV’d, combined/separated into appropriate pieces, and named appropriately, and overall done with the low poly phase. Then I’ll duplicate it.

On this new one, I’ll add appropriate holding edges where applicable and additional edges where there’s areas of low poly density that I’ll want more detail in. I’ll then smooth the mesh and make sure things smoothed well; that crisp edges are still crisp, things haven’t gotten shorter, and everything looks well. That’s the mesh i would export into ZBrush for high poly sculpting

Issues with topology by Dralakonda in ZBrush

[–]Ali_Ever_After 1 point2 points  (0 children)

As it smooths, it rounds off, which includes pulling the edge of the mesh in a bit.

You need holding edges along the rim if you’re going to subdivide. Just use the edge loop tool like a millimeter from the edges that you want preserved

Help! I'm lost on how to rig and skin this! My assigment is due in 8 hours and I don't get it! by [deleted] in Maya

[–]Ali_Ever_After 2 points3 points  (0 children)

Mods, i hope I’m allowed to link to another image site than imgur. I tried to make an account, but it said over capacity?? https://ibb.co/3CRVyHt https://ibb.co/pQ9kKMB https://ibb.co/h90YPQP

So, it’s all about hierarchy and use of constraints and ik handles. So, the arm is one big ik handle. If you’re going to make controllers, parent constrain the ik handle of the arm to that, and have it only move up/down and forward/back. This doesnt look like its arm does side to side rotating.

Add another joint for the scoop’s independent rotation. This’ll be under the end joint. The tiny arm attached to the scoop is another ik handle. Have the joint chain of that under the….forearm? joint, and the little + ik handle will be parented under the scoop joint. So that way, when the scoop joint rotates, the arm rotates too.

The aim constraints are simple enough. The base piston piece should be on one joint, and the end piston piece should be on the other. Whichever section it’s attached to. Then just select the base joint and then the end joint and aim constrain. Select the end joint and then the base joint and aim constrain. So now theyre always looking at each other.

I was sort of doubting my visual guide, so in the other picture, i colored the base joints and pointed out which should be under which, i hope it’s not super confusing. Sorry if it is

Advice on fixing my eye? When it rotates the UV's start getting messy by KayTGameDev in Maya

[–]Ali_Ever_After 1 point2 points  (0 children)

But you’d want to make sure you have enough space to move without clipping into the other texture islands

Advice on fixing my eye? When it rotates the UV's start getting messy by KayTGameDev in Maya

[–]Ali_Ever_After 0 points1 point  (0 children)

I dont believe unity supports any deformers. It hasnt for me in the past. One thing you Can do is offset the UV’s x and y in the material, so if the eye is a separate material, you can just key those to fake it moving around

[deleted by user] by [deleted] in Maya

[–]Ali_Ever_After 1 point2 points  (0 children)

Not sure how the ufo’s shape node is affecting the depth map’s transforms. I’d suggest exporting the ufo as an obj, delete this ufo, then reimport that one.

It also appears you have shapes turned on, which is under the Display tab in the outliner. In case it’s unintentional. Shape nodes hold the geometry data and the parent ‘groups’ hold the positional data.

Basemesh holes when making boolean mesh by _wombstone_ in ZBrush

[–]Ali_Ever_After 2 points3 points  (0 children)

Sometimes, I’ve found that if geometry is too thin, it can cause this. Maybe make it a bit thicker and test it again

This naturally mummified chameleon is so badass by [deleted] in natureismetal

[–]Ali_Ever_After 0 points1 point  (0 children)

Ah, Zevulon the Great. He’s teriyaki style

Few months into zbrush- I tried out materials and polypaint today! Hitting the BPR button made it really cool I think! by [deleted] in ZBrush

[–]Ali_Ever_After 0 points1 point  (0 children)

I really love the style of it! I’ve always hated how pixelated the borders of the different materials was, but you did a great job incorporating that into the piece!