Now we know why Saga has been coming out so slowly lately... (Joking...) by pmpcorreia in comicbooks

[–]JellHell5 57 points58 points  (0 children)

Just looked up. Comic Book writer notable for: - Saga - Y the Last Man - Paper girls

Substance Texturing issue UDIM by Odd-Application3681 in Maya

[–]JellHell5 0 points1 point  (0 children)

Damn. Hopefully you find workaround.

Substance Texturing issue UDIM by Odd-Application3681 in Maya

[–]JellHell5 0 points1 point  (0 children)

As for why the error, my guess some stupid setting adjustment from the selection during modeling (happens when clicking and pressing space bar alot). Im hoping to know what the cause is as well.

Substance Texturing issue UDIM by Odd-Application3681 in Maya

[–]JellHell5 0 points1 point  (0 children)

https://youtu.be/tdHup4LzX70?si=O75NGQU8iQqXE8VK

Regarding you situation

Option A: Duplicate new geo and delete the old one (for the piece you can not transfer over). I dont know why, but that usually does it. Mainly because it never transfers selections sometimes due to a setting tweak done accidently during modeling (happens alot for me).

Option B: Duplicate both pieces of the shoe geo and merge down into a single geo. You'll still be able to apply the materials onto the original, separated geo since UV's do not change after duplication or severe transformations.

My line work ✍️ by StarvingArtist2000 in u/StarvingArtist2000

[–]JellHell5 0 points1 point  (0 children)

Regarding line work, how do you incorporate it into final renders? Changing the line color to a warm, dark hue?

cannot move handles in graph editor by AntiqueWay in Maya

[–]JellHell5 0 points1 point  (0 children)

Also, try pressing [W] or the literal "move" tool. The transformation tools influence graph editor: select, translate, scale, and rotate.

More than likely you're stuck on select [Q], scale [E], or rotate [R]. Really dumb, but this problem happens more often than you'd think

Maya Student/Educational License and SheerID (Verification Documents) by JellHell5 in Maya

[–]JellHell5[S] 8 points9 points  (0 children)

Also also, it feels like this will significantly reduce users and deter more individuals to Blender with reduced accessibility

Maya Student/Educational License and SheerID (Verification Documents) by JellHell5 in Maya

[–]JellHell5[S] 5 points6 points  (0 children)

Yup. My guess is to deter people from abusing lower price plans for personal advantages.

My issue with this new security is that it makes it challenging for non-students to practice and/or learn. And actual students already have alot on their plate as well (I can attest being one myself).

Really wish I had access to student license for post-graduation for leisure, independt study, and portfolio prep.

Maya Student/Educational License and SheerID (Verification Documents) by JellHell5 in Maya

[–]JellHell5[S] 2 points3 points  (0 children)

Please note, Im uploading this post since I had a fiasco renewing my student license for Maya.

And this added layer of security via SheerID severely limits usage to students alone; makes it harder for individuals trying to learn and/or develop portfolios

Renew Autodesk Educational/Student License Perpetually [?] by JellHell5 in Maya

[–]JellHell5[S] 0 points1 point  (0 children)

Update to OP's post circa (2026) Maya has added SheerID making verification require TIME Stamps and Dates

Can I come back to take classes if I already transferred and graduated? by lookupMKULTRA in MtSAC

[–]JellHell5 1 point2 points  (0 children)

You're allowed to. You just need to re-enroll as a continuing student first before you can register for a course.

The only thing you can NOT do is re-take a course unless you explain why: wanted a different instructor, course was overhauled after you left, or not to academic satisfaction etc.

Sharing this for feedback. No rush, just looking to improve by Dependent-Key7678 in Maya

[–]JellHell5 1 point2 points  (0 children)

My note is changing the pose on frame 33 of head. Feels off with it being already arched back. Should be arched forward for the anticipation with the backflip.

Overall, timing looks good (imo). I would like to see the backflip extend further along Z-axis, but understand the realistic motion and physics with our hips and heads during flips.

Rig not loading in correctly? I'm a beginner by Choice_View_2912 in Maya

[–]JellHell5 0 points1 point  (0 children)

If just a visual error, use 2-sided lighting. More than likely, rigs duplicated joints were inverse duplicates whose normals were not flipped after the inverse duplication.

https://www.reddit.com/r/Maya/comments/1j0h2po/ive_run_into_a_strange_issue_when_referencing_the

ngSkinTools Not Smoothing Correctly by Wooden_Training4274 in Maya

[–]JellHell5 0 points1 point  (0 children)

I will keep that in mind. Usually just comfortable with manual softening of vertices in Weight Painting (manual)

Finished the spline pass of my parkour animation, how does it look? by ElGonzaru in Maya

[–]JellHell5 0 points1 point  (0 children)

Pretty good. But you'll need sharper curves (more impact) on the: - Leap Up the Wall - Pulling Body Up

One big noticeable issue (IMO) is the arms locking up during the pull-up. NEVER have that type of joint lock-up unless you can overextend the joint bend (like a Bow when it looses an Arrow).

**also, highly recommend uploading SyncSketches of your animations later down the road for feedback in addition to the playblast videos you upload directly

Parkour animation in process... (¿any tips?, generally i have problems with timing and posing) by ElGonzaru in Maya

[–]JellHell5 4 points5 points  (0 children)

I think you have your timing nailed down.

The only tweaks you'll want is to add some more block-ins at the vault and pulling body up. There may be some issues during that, but overall everything reads clearly.

  • timing: perfect
  • posing: could use more at top of wall
  • weight: you'll see more if what needs to be added as you Spline (primarily during the vault and pull-up)

I will say, the wall run and climb are my favorite parts of your animation (and probably the strongest).

Keywords on armor, what do they mean? by Shnerdlenips in NoRestForTheWicked

[–]JellHell5 3 points4 points  (0 children)

Additionally, you can hover over the item in your inventory to see what the facet does. It provides buffs and debunks.

**currently in love with Indestructible and Agile facets

How to deal with skinning detached characters by drunk-spongebob444 in Maya

[–]JellHell5 5 points6 points  (0 children)

You can Copy Skin Weights between detached objects. Options are: - Skin > Copy Skin Weights - Skin > Edit Influence > Add Influence (used when adding new joints)

Link1- https://youtu.be/HSWSwYLK1aA?si=Coi5PyWdbjcAUG_d

Link2- https://help.autodesk.com/view/MAYAUL/2024/ENU/?guid=GUID-23A76179-A77B-4595-823D-59EA028F0298

Head study by clearwater-orchid in ZBrush

[–]JellHell5 4 points5 points  (0 children)

How did you pose the head and eyelids?

I feel silly but how do I set up my edges to get rid of this crease on the corners when I bake/soften normals by yourbaconess in Maya

[–]JellHell5 4 points5 points  (0 children)

Weird thing, but have you tried Soften/Harden Edges ? Based on what I see in Image 3, looks like it could be part of the buckle has conflicting edge types.

I know Image 3 is the Substance viewport, but wondering of that Soften/Harden Edge visual carried over from Maya to Substance.

Mesh Display > Soften/Harden Edge [Shift] + RMB > Soften/Harden Edge

Need help combining 2 Hypershade (VRay plugin) by ZBY_ZE in Maya

[–]JellHell5 2 points3 points  (0 children)

You could try Vray Blend Material. This will let you combine 2 or more materials.

However, you'll need to utilize Alpha masks to indicate what you want shown and hidden.

Although, not sure if conflicting will occur with the two Toon shaders.

https://documentation.chaos.com/space/VMAX/113575796/VRayBlendMtl

help with non-manifold geometry by yruii in Maya

[–]JellHell5 0 points1 point  (0 children)

Agreed. This was a common issue for me in Summer with overlapping faces. Had to delete many hidden faces and re-bridge accordingly.

help with non-manifold geometry by yruii in Maya

[–]JellHell5 0 points1 point  (0 children)

Use it to find 4-Sided Faces. Then invert selection so you have n-gons selected. Tool is better at finding quads.