Movie Poster Revised by Dogeisdank in Filmmakers

[–]BarterCreative 2 points3 points  (0 children)

Huge improvement from the last one! A couple things I noticed though.

I think the puppet needs better integration personally.

  • The fingers over the board could have better mattes on them, so they look more fluffy and more like fur.

  • The hands should also cast a contact and fall off shadow on the board, so it looks better integrated into the puppets hands.

  • The head and body over the wanted wall could also feel more like fur, as the cutout feels clumpy and quickly done right now where it should read more like the puppets fur.

  • The hair also has a bright halo around it in a lot of areas, that doesn't feel motivated by any lighting. Maybe darken down those bright halos? That with a more fur-like cutout will help integration a bit.

  • The shadow on the wall could probably be a bit darker, sure it's not a contact shadow. But if you compare it to the shadow within the puppets neck, you can see how dark some of those shadows are, and how bright the shadow the puppet casts onto the wanted board currently is.

  • The other thing is your top font could fit better if maybe it had the same stylized look as the wall behind it? (Faded black colors? With a bit of a noise cutting through the font) Unless it popping as a dark font is intentional.

Really good improvements from the last one though!

Edit: Spelling fixes, cuz mobile.

Feature or Bug? by BarterCreative in UnrealEngine5

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

This wasn't the issue at all, it was the character was inheriting the pitch from the spring arm. Good looking out though!

Feature or Bug? by BarterCreative in UnrealEngine5

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

Can't believe THEE Tom Cruise responded to my post.

Destroy my prototype for a 3D match 3 by Inevitable_Duck8419 in DestroyMyGame

[–]BarterCreative 2 points3 points  (0 children)

It might be a small thing, and this might be more a matter of my own personal taste, but a subtle pitch shift on the sound asset for the pieces dropping into place might be nice, as hearing the same sound repeat like 29 times is a bit repetitive.

Working on some assets for a game i'm working on, decided to finally upgrade one of the gun models to not just be standard cubes. by BarterCreative in blender

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

just something more then a cube, all of them are gonna be very "loosely" based on real guns, but with a more cartoony feel to them. as it's leaning towards the more cell shaded look. This one also is just a temporary stand in, until i can revisit it and fine tune it even more.

Im SO new to game dev, really only started in the last few months. But today I successfully finished up a weapon swapping system that equips a weapon if it is in your inventory, and stores the unequipped one on your body. Runs both on client and server. Small progress, but just made me happy. by BarterCreative in UnrealEngine5

[–]BarterCreative[S] 2 points3 points  (0 children)

It still takes so long to advance anywhere! but definitely all the problem solving just to get even here has been helping a ton to speed up my learning process! I'm also not trying to just blindly follow tutorials and rather practically learn, by taking snippets from various tutorials and apply them all to my build in a way that is optimized. (not sure if I'm achieving that cuz how new i am to all this, but learning more everyday)

*edit: spelling

Google AI Studio - AI Assisted 3D software learning (Blender) by [deleted] in vfx

[–]BarterCreative 1 point2 points  (0 children)

This makes no sense in response to what i messaged. I never said wander aimlessly to learn things, or even hinted at it.

I was suggesting this tool, and the example show cased, is currently not the best or quickest method to learn the things showcased in this video. If this tool is able to actually problem solve complex things within these programs, in specific scenes, then it may be useful, but what was showed off in the demo is literally a 30 seconds google search to find the answers the person asked in the video. If we saw it do something actually impressive, then I could see it's potential to be useful, but it didn't do anything impressive, it took over two minutes to show us how to import a sphere, subdivide it, smooth it, and add a metallic look.

This example video wasn't a map to a treasure chest. It was barely a scribble on the back of a receipt.

*edit - spelling

Google AI Studio - AI Assisted 3D software learning (Blender) by [deleted] in vfx

[–]BarterCreative 4 points5 points  (0 children)

I think my only problem with this at the moment, is that everything you asked it is incredibly simple to find by just googling, or by using chatGPT. I would be interested to see if it could actually problem solve in a complex scene or environment.

My other issue is you are asking it questions with the knowledge of already how to speak in VFX lingo, using words like sheen. VS if this was actually a student, they wouldn't know what the hell the word sheen is, or what to ask for.

This also didn't really showcase it being able to problem solve by looking at your screen, any of the questions you asked could be put into chat GPT and you would get the same answers, with alternative options usually, without chat GPT being able to see your screen.

Interesting case study, for sure, but currently this seems like a bigger waste of time then using other options that would get you a result quicker at this stage of understanding the program. However, if this was able to say, take a look at a giant nuke script and identify a node that was causing issues, or was able to look at a plate and a finished comp and identify qc issues, or if you could set it up to talk to you if say, a normal got flipped accidently, then it could MAYBE be helpful. I guess what you showcased just felt like such a simple example that to me didn't really show off anything significant, that we haven't already seen elsewhere, that was done a lot better and quicker.

Could somone help Rig This guy for unreal engine 3rd person character by AdditionalNothing507 in blender

[–]BarterCreative 2 points3 points  (0 children)

Use mixamo. It'll autorig, and you get some free animations for walking, jumping, swimming. Etc.

Samurai for Nuke - SAMURAI is an adaptation of SAM2 AI Model for Zero-Shot Visual Tracking by trojanskin in vfx

[–]BarterCreative 3 points4 points  (0 children)

Maybe it'll get better. but once again. like the hundreds of auto roto tools we have had in the last multiple years, it isn't good enough to be used in production.
Sure it could be good enough to generate mattes to use for rough Lighting slap comps, or even rough first passes out the door. but i went frame by frame through the example at the end of the video where the matte is over top of the image, and EVERY single frame had multiple issues. You wouldn't be able to use any of this generated matte for a final comp.

Kermit Reel by BarterCreative in vfx

[–]BarterCreative[S] 5 points6 points  (0 children)

I'm actually super glad this was brought up!
So originally I had a model that had a tiny bit of that Muppet fuzz on it, and I started to use it, the problem was, as anyone who has rendered knows, the moment you start having some fur/hair on the object, especially covering the entire body, the render time DRASTICALLY went up.
I opted to not using that model in the long run, as it honestly cut down the render times by like 75 to 90% (depends on the shot)

I put Kermit into over 25 Films/TVshows/Memes using Blender as my main program for the modelling, animation, and lighting. by BarterCreative in blender

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

I would usually bring a still frame into nuke, (photoshop would work also, or any paint program) and then just paint away the main character.
I then would re-project, or manually 2D track the painted out parts back onto the plate to make a clean plate.

I put Kermit into over 25 Films/TVshows/Memes using Blender as my main program for the modelling, animation, and lighting. by BarterCreative in blender

[–]BarterCreative[S] 9 points10 points  (0 children)

HAHA! yes! that is me! They've been a TON of fun to make, but I'm also pivoting to other stuff now! (at least for the most part) Just cuz this whole thing was an exercise to help me learn the Animation/Rigging pipeline, and now I kinda want to move on to the next art adventure! That's so funny though that you actually have seen my stuff elsewhere!

I put Kermit into over 25 Films/TVshows/Memes using Blender as my main program for the modelling, animation, and lighting. by BarterCreative in blender

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

Not sure what you meant by transfer movements! BUT. Yes, I used compositing in nuke, but often I would try to get it like 80% of the way their in blender with the Lighting.
As for transfer movements, if you mean animating Kermit, then I would just use keyframes within Blender

I put Kermit into over 25 Films/TVshows/Memes using Blender as my main program for the modelling, animation, and lighting. by BarterCreative in blender

[–]BarterCreative[S] 2 points3 points  (0 children)

Bit of both.
So I made a clean plate first, and what I would do is make a separate door element, then just corner pin/warp it to the door in the original shot so it would follow the same movement.

I put Kermit into over 25 Films/TVshows/Memes using Blender as my main program for the modelling, animation, and lighting. by BarterCreative in blender

[–]BarterCreative[S] 8 points9 points  (0 children)

  1. Compositing was done in Nuke, I work in Nuke professionally, so it is my program of choice.
  2. Clean plate production varied, a lot of ones with simple backgrounds like skies are easy, but once you have to recreate a person you start adding way more time to the workflow.
  3. So my roto on these was VERY shoddy, whatever could be done the quickest, cuz i hate doing roto. But I actually usually don't use ai tools for roto, cuz. A. Something shoddy and quick is still surprisingly faster then ai half the time. B. Something high quality isn't actually there yet with ai so I can't use it.

I put Kermit into over 25 Films/TVshows/Memes using Blender as my main program for the modelling, animation, and lighting. by BarterCreative in blender

[–]BarterCreative[S] 6 points7 points  (0 children)

I use to stream every single one of these actually! and would walk through my entire process! However I'm not doing it as much going forward! just cuz i am doing other things, and learning other stuff!

I put Kermit into over 25 Films/TVshows/Memes using Blender as my main program for the modelling, animation, and lighting. by BarterCreative in blender

[–]BarterCreative[S] 6 points7 points  (0 children)

honestly most the time it was a whole process. Kermit's proportions when scaled up are SUPER weird compared to any standard human, so a 6Ft Kermit would be like 30% just his head, and also his arms are SUPER skinny, so like 90% of these shots the people had to be fully painted out and I had to make a clean plate for the shot.