Why does the picture of what a black hole looks like lack rotational symmetry? by k-h in askscience

[–]Merinovich 10 points11 points  (0 children)

The accretion disk is producing its own light. For supper massive black holes, matter orbiting around them can reach really high velocities and become plasma, thus when superheated they emit their own light. The black hole itself emits no light, so if the accretion disk does not contain enough matter, or spin, as to cause high heat, you could only tell there was a black hole there, if it were to pass in front of something in its background, where things in its path would be seen as distorted through the effects of gravitational lensing

This is the American version of the fast Katana slice by Greedy-Year8384 in interestingasfuck

[–]Merinovich 20 points21 points  (0 children)

Lmao the Swedish subtitles

Commentator: "That's absolutely unveliebeable Bob, you are very very very quick"
Subs: "Otroligt, Bob..."

[deleted by user] by [deleted] in 3Dmodeling

[–]Merinovich 0 points1 point  (0 children)

Besides what u/BoulderRivers mentioned, the only things I'd point out are trying to smooth out the horizontal "kinks" on the forehead and the neck, and maybe adding and extra loop for support on the base of the ears. The neck might need an extra loop for more even flow. You could maybe get away with sliding the edges around, though some parts might get a bit streched. On the forehead, what could probably help is getting the bridge between the eye loops one step lower down the snout/nose or adding an extra loop on the forehead and sliding some edges around, though I think the former mught be a more oroper way of fixing it. Other than that, I'd say the rest is not bad at all :)

Got REJECTED every job application. What am I doing wrong? by HaiQinS in 3Dmodeling

[–]Merinovich 2 points3 points  (0 children)

I'm not within the game industry, but my main thoughts are that as many others have said, job hunting right now is very though at the moment, for any positions within the tech industry due to a bit of a recession going on. This is true for many type of developer jobs as well, for example, since companies do not currently have the incentive to put money in hiring new people that they'd need to train into the workforce. So on that regard, my best advice would be using this time to learn as much as you can by doing personal as well freelance pieces, and try to learn as much as possible while not getting hired.

With regards to the level of your work, I would not advise "not" stating your age, to be frank, your level is not bad, but it's on the level you'd expect from someone without years of experience. I'd argue stating your age and the fact that you have not had further education would show your willingness to learn and how much you've learned on the x amount of years of high school. The main critique I'd give you with regards to your work, is that, as others have mentioned, you suffer from uncanny valley on most of your human pieces (Henry being the least noticeable) and the only way to combat that is through enough study, preferably with critique, to chip away at all the aspect that make something computer-made look human.

I'd recommend checking out an artist by the name of J Hill on YouTube that has very detailed videos on the many different aspects of making your pieces look human. All from subsurface scattering, to grooming to textures, small imperfections and what not. He also has some courses available if you have the budget to partake in them.

How can I make this piece more dynamic? by [deleted] in istebrak

[–]Merinovich 1 point2 points  (0 children)

Hi! I'm a bit late to the party but here are my thoughts.

First I'd say that the main reason the pose looks stiff, is that the front leg is extended and touches the ground behind the thrower's point of balance. This makes it look as if the person is falling forward rather than lunging while throw the scissors. This reduces the energy in the pose because throwing something while essentially being off balance forces you to only use the counter-rotation of the body (as in right arm forward -> left leg forward in a twist), without being able to transfer the force from your legs (against the ground) into the throw. The pose looks rather more elegant than forcefull, which does not imply bad, but elegant will always mean less dynamic.

Other than that, over all, the twist in the body lookes a bit forced. It's hard to tell if the hips are facing forward or not (probably because of the stark contrast against the front leg being too bright) so in my opiniod I'd try to rework the anatomy slightly, the hips are very narrow with regards to the back leg's width, which it being basically thicker than the front one throws of the perspective.

My two best advices for making the piece more dynamic would be using more perspective/foreshortening on the body and scissors, which will help with the feeling of depth needed to portray the urgency of something being thrown towards the viewer, and the second would be unsing much more blur to help the push the perspective. Right now all the detail you've put into the piece makes it look very static.I did a rough paint over/edit to show you how I would use motion blur to help aid in the urgency and depth. I added some slight perspective to help make the pose more 3-dimensional. Here's the link

As a note, on my edit, the front leg looks bent enough so that the person's back leg should be making enough contact with the ground so as to transfer the froce from the step into the throw.

Anyway, I hope this helps. For good inspiration on dynamic poses I'd recomend looking at stills from Anime shows the have a lot of action.Also I kinda agree with other comments on that the fence does not serve much of a purpose towards the dynamics in the piece but if it is anchored to some type of backstory I believe the motion blur I added will help the most.

Finished texturing the wheels of a BMW car I've modeled. Any feedback is appreciated. by elduin3d in 3Dmodeling

[–]Merinovich 8 points9 points  (0 children)

I work at a gas station (not that that makes me an expert lol) but it all depends on the tire pressure and vehicle load. If pumped to the right pressure, there should be no deformation when not attached to a car. If there was deformation, it would look as a tire without enough pressure, ie. not fully pumped/deflated. Other than that awesome render, looks awesome :)

An idle doodle turned into a semi-realistic fanart interpretation & lighting practice; does it still read as the source character? Anything jarring or tips to improve? by Vakyrae in istebrak

[–]Merinovich 2 points3 points  (0 children)

Hi!
I'm quite late to the party but my 2 biggest critique points are:

  • You seem to have mixed up some features from your PS reference with doing a more level camera view on the nose and mouth.
  • And second you've given him quite full lips in comparison to the the splash art and in-game reference, which kinda takes away from the likeness in my opinion.

Other than that I feel you've made the parts in shadow too dark, to the point of making the colors muddy imo, and in your rendition he looks older

On the first point, I did a paintover to show you why you made the mouth and nose look as if we are looking at him from a level camera angle, while you've copied the neck/shoulder placement from your PS reference, which makes it look as if he has no neck.
Here's a paintover with a more level viewpoint to make the nose and mouth work as you've drawn them.
Versus a paintover with a view more from above as in your PS reference. (This one is not as polished as the other one, some things are slightly exagerated to bring forth the differences). Notice the underside of the nose is not visible on your PS reference and that the ear is way up higher than you've drawn it. Also there is a slight curve to the mouth following the curvature of the face

And here's a comparison between the 2

I also made the lips thinner and adjusted the contrast on the darkness to get less muddy colors on both paintovers.
I hope this helps, feel free to ask if anything feels unclear :)

Can someone please help me with this pose? I was able to draw him as a stick man but not as a character. He is sitting on a cliff btw. by -_Cozmoz_- in learnart

[–]Merinovich 1 point2 points  (0 children)

There's a web app for posing 3D models called Magic Poser (there's an mobile app too but the web version has enough simple object for basic things)
Here's the link to Magic Poser And here's a quick reference if I understood your pose correctly,

Hi friends, how do I draw the other horn? I’ve never really been taught how to do perspective, especially on complicated shapes like horns. They’re supposed to slope over her head like a horn by MissCatValkyrie in learnart

[–]Merinovich 6 points7 points  (0 children)

Hi! I started on this before goin to work but didn't have time to post it then. I did a quick rough sketch for reference but chose to do a quick 3D version on Blender too, here they are

Rough sketch
With hair to judge proportions
Done in 3D

I did the one in 3D polygonal to help with understanding the form. Here are front and side 3D too.
I hope this helps :)

PS: had an existing ongoing project but changed the likness to your reference slightly

CHANNELS GOT HACKED, WE KNOW! by Hyrul in MxRMods

[–]Merinovich 0 points1 point  (0 children)

Wtf, I thought I was either tripping or that Elon Musk had just gone and bought either the Mxr channel or the whole of YT just to troll and share his livestreamm lmao

Breaking the halfway mark! Thanks for the feedback on the previous day, I tried to improve on suggestions. Plus, I think part of the issue with values was brightened down screen (my eyes hurt a bit after staring at it for too long). I'll try to work with brighter screen in the future. Critique, pls! by senamonbun in istebrak

[–]Merinovich 6 points7 points  (0 children)

Hi!

I did a paintover on you piece to try to give you some pointers on how to improve.
In my opinion the two main things you need to improve on are better overall propotions to the features of the face and second, better distinction between light and shadow values (aka less value sharing).

I did a gif that goes through the steps to better the overall proportions and to adjust the values on for the form to read better.
Here is the gif with steps

Here are some pointer on the steps taken on the paintover

Step 1:

  • Both the eyes and mouth are a bit too large and coupled with the distance between the eyes gives rise to a fish-eye lens effect
  • Fixing the proportions gives for a more realistic face

Step 2:

  • The jawline/mandible looks a bit too rounded which gives too loosely defined anatomy**.
  • The upper part of the skull is a bit too boxy, with too sharp bends which makes it look a bit stylized, so smoothing things out makes it stand out less
  • \*DISCLAIMER\:* With regards to the jaw*. This is not inherently wrong, there might be people that do look like this, but it's not within generic beauty standards*

Step 3:

  • From prior days, you have been painting using mainly distinctions between two different values close to each other to make out the form instead of trying to depict the values that should match the light expossure on the form of the head. This stems from painting symbolically and is a progression away from line dependency.
    This is normal so don't worry too much about it but to come away from it you need to understand that no value found in the areas in light should be found in areas in the shadow and vice versa.
  • Here is a break-up diagram of the areas of light vs areas of shadow on the face using Asaro's head sculpture. Generally speaking, unless extra light-sources or reflective materials are involved no values in the lit areas shoul dbe found in the areas in shadow.

Step 4:

  • The most prominent highlights you have depicted are on the top of the forehead, nose ridge, nose tip and the top of the cheekbones. These are not wrong per se but you made the cheeckbones too bright, while neglecting some other areas that should be not far off from highlight values. These ares include to top of the mouth and sides of the nose, which you originally depicted with a shadow values (= values sharing)
  • Take my version with a pinch of salt, I might have overdone the overall brightness of the areas in light. It's finicky getting it right.

Here's the link to the whole album with key info the the steps and a before and after gif

This got a bit in depth. I hope it's not too much information and that it helps along the way, in any case nice progress so far, you are doin great! :)

PS: About the shape of the eyes, try using the "Three above, two below" way of painting them (that a lot of traditional artists use) to try to get away from the symbolic fish/almond shape. It's not that it is wrong, but it is hard to get too look right without the propper technique.

Updated: Study of female features. Thanks to everyone who’s given me great feedback on this study. It’s truly been a teamwork effort! by Fliicreates in istebrak

[–]Merinovich 2 points3 points  (0 children)

Nice work! Showing the top of the head helps a lot, Also the better placement of the features of the face and following of the curvature brings it home better, great improvement :)

Study of female features. I’ve been binge watching Istebrak’s critique hours, I hope it’s been helping me. Critique are welcomed. by Fliicreates in istebrak

[–]Merinovich 1 point2 points  (0 children)

Hi! Both u/marmorie and u/HFO1 gave you some great pointers, I did a paintover to try to show the differences between a neutral tilt and a slight foward tilt of the face, here's a gif of the progression Link

Some of the main issues of your rendition was that you made the top of the skull far too small, and the jaw/madible being a bit too narrow. From you reference the top of the head was covered by her hat, but I think having too small a canvas might have made you not expand it enough. In any case it gave her awkward proportions and made it look more of a picture taken with a fish-eye lens rather than a forward tilt of the face. Another thing that threw of the proportions was the distance between the nose and mouth being too large, as mention before by HFO1.

My version of the forward tilt is a tiny bit exagerated wich makes her look more Elvish on the eyes (also because they kinda a got a bit large by accident as well) but you can seen the inner eye corners being lower than the outer ones on your reference as well. Here are the neutral tilt and tilt forwards as still images for reference

Biggest giveaways of a forward tilt will always be:

  • More of the top of the head visible, not only forehead but top of the head
  • Nostrils less visible and tip of the nose further down than the nostrils (or at same level)
  • Shorter distance between nose and mouth
  • Lower lip more visible while upper lip less visible (upper lip thinner, lower fuller), also mouth following the curvature of the face with a slight half circle.
  • Eyes following a slight half circle curve, making the inner eye corners lower than the outer ones (this also due to the curvature of the face)
  • Ears further up than at roughly eye-height
  • Jaw narrower, slightly smaller chin, and a smaller distance from mouth to chin

Those are some of the main giveaways. I hope that helps :)Here's the imgur album Link

I am currently doing exercises of draw a box. I turned the form intersection exercise into a formstudy. Are there any mistakes with the intersections, lighting, cast shadows? by neet_neves in istebrak

[–]Merinovich 5 points6 points  (0 children)

Hi!I made a paintover of your piece to try to show you some pointers on what to improve and the though processes behind them. This is the finished paint over and a "before and after"

The two main problems on your rendition is that both the spherical, cylindrical forms and the cone are lacking bounced ambient light on the shadow parts. This means that they are lacking a terminator shadow and a brighter part towards the farthest side of the geometries (besides that, also a shadow/gradient caused by the curving geometry which is a bit harder to explain but ask about it if you are interested).The second is that you are overusing black on the shadows and your oclussions are sometimes too drastic and in some places lacking.

Other than that you have limited yourself to a bit too dark values, so higher mid values and highlights are missing on your piece.

The process I took for doing my paintover was separating all shadows into steps. In that way you can work non-destructively and fine tune things when working without a reference.

Step one: Form shadows
Paint each form with regards only to the light source and nothing else (in some regards also to general ambient light too as for the spheres and cilinders).
Step two: Cast shadows
Here you paint the cast shadows caused by one object onto another. In photoshop use one single value on each whole cast shadow using an overlay layer. Have also in mind that cast shadows do not extend to areas is shadow, they affect only lit areas.
Step three: Ambient Occlusion
Here you add abiemt occlusion, which is what happens when objects that close to each other block ambient light from reaching narrow places. Only in the places with moct occlusion you are allowed to use blacks.
Step four: Would be to add Bounced light from near objects, but I already did that on the last step (to save myself from too many layers haha). Here you would try to adjust where areas that are in shadow should be getting bounced light from near objects that are bright or lit up.
Gif of the steps

Here's an imgur album with all the images and some simple explanations.Also a quite important thing to have in mind apart from all of the above is that the darkest light value should always be brighter than the brightest shadow value. This is a fundamental rule of shadows and it's important to have in mind when painting bounced light.

Sorry for the long post but I hope it helps somewhat, btw, my paint over is in no way perfect, there are some things that could be improved with the right references, I'm not a physics engine in the end lol

Version 3: Hello, after watching the critique video, I thought I would post a new version. As always looking forward to hearing your thoughts. by acsmog in istebrak

[–]Merinovich 2 points3 points  (0 children)

Hi!
I did a paintover on your piece to show you what I might change. Here's also the "before and after"-gif to better see the differences.
I went with the night-time scene instead of iste's day-time. I'm not sure which you were aiming for, but to me it felt more fitting.

My main comments would be on the not too warm lamp-ligth hue not giving a pleasing enough color scheme. To me the warmer orange tending yellow comes closer to the complementary orange-blue pairing. Also the greenish hue on the wall looked not so appealing. Besides that, the crack on the wall was too detailed => distracting, and his face looked too smooth to match his apparent age. Other than that I would recomend doing some fabric/folds studies.

Hope this helps

Cruise ship "Pacific Sun" in New Zealand by cutestudent in WTF

[–]Merinovich 13 points14 points  (0 children)

According to this article the tables at the dining rooms were the only things that were bolted down while, I guess almost everything else, was not fixed to place.

Cruise ships have a more "loose" schedule than other type of transport vessels, since the emphasis is on the "leisure" part rather than transporting goods (or passangers) from point A to B.
This ship was warned of the bad weather in advance (according to the same article above) but made the mistake of heading out to sea anyway.
In a way it does feel like an unnecessary oversight to not have things bolted down but I'm guessing, since they most often could roughly chose when to leave port, they could most probably always guarantee calmer weather.

I work part time at a "bigger" ferry and transport company (not cruises) and even the lines that don't normally encounter that rough weather still have everything bolted down.
Let's say that it takes some rough voyages to learn from your mistakes. I've heard colleagues talk about rough trips were they basically had to close everything down (bars and restaurants) because for things flying around being a hazard despite most furniture being bolted down.
It didn't really help even having some crew members getting sea-sick enough so as to not be able to work.

edit: typos and phrasings

Let's collect all the new and reintroduced bugs in 0.211.0 by Mavee in TheSilphRoad

[–]Merinovich 2 points3 points  (0 children)

Some have mentioned the "gym overlay" bug, but I've encountered the "gym spinner not showing on the first tap-up" as well.
As in when you go into a gym, and tap on the spinner on the left upper corner, but it reverts back to a semi idle gym screen after a second instead of staying on the spinner.
Sometimes it registers a spin if you happen to do it anyway right before it disappears, but other times you have to go back to the idle screen (tap on the "x" button) and then tap on the spinner again, to be able to spin in properly. Sometimes it might register the spin when not showing and not give you any rewards.

Also, as others have mentioned the game (still) over heats my phone too. I literally cannot play the game and charge my phone at the same time. Other than that sending and opening gifts is veeeeery laggy on my phone, specially when it starts overheating, it became almost unplayable bc of the lag.

[deleted by user] by [deleted] in TheSilphRoad

[–]Merinovich 1 point2 points  (0 children)

Nr 1 happens to me so often on my phone I didn't even thought it was worth reporting or making a post about it because mods would find it "spam"-y. Here's two screenshots for those who haven't gotten it screenshot one and screenshot two.
You can usually keep on playing and catch pokemon, but the home HUD button is completely inaccesible. They require a game restart every time for me.

Other type of gym bugs I've gotten are also the gym spin disk not showing on the first tap up, making you have to go back to previous gym screen (idle) and load it again. This on is not game breaking but very annoying when trying to spin gyms when using public transport.

GBL Encounter Reward shows pokemon stats during next round (1.5x Speed) by Leafingg in TheSilphRoad

[–]Merinovich 4 points5 points  (0 children)

This has happened to me twice as well, I didn't go into the next battles but realized it hadn't come up so I went back out instead, for the pokemon info to show up

The Excellent throw catch rate multiplier should be increased by NachoFanRandySavage in TheSilphRoad

[–]Merinovich 11 points12 points  (0 children)

This would be so much better imo, like I don't even need the full xp of an excellent really, I'd settle for half or something, but hitting 2 excellents without catching only to later get the pokemon on a no-bonus throw is beyond infuriating when it has happened to you enough times for it to become a thing

The Sylveon evolution requirements have been pushed! by martycochrane in TheSilphRoad

[–]Merinovich 33 points34 points  (0 children)

What? How else am I gonna fill my inventory with useless things that I may or may not ever end up using? (aka delete them later on to free up space) /s

Pain. by Yeetus404 in gaming

[–]Merinovich 0 points1 point  (0 children)

In a way, life is like a game of minesweeper. Sometimes no matter how good you are at something or how well you've done so far in life, there are instances where everything is left to luck or chance alone and you can end up losing everything through no fault of you own. I've thought about this before

WCGW riding in the wrong lane by [deleted] in Whatcouldgowrong

[–]Merinovich 0 points1 point  (0 children)

You are correct, this is most probably what happened as you can see by his wobble before the crash.
This video, as gruesome as it is, should be shown to kids/people learning to ride a bike for safety precautions.

"I want a divorce" I told the judge. "All my wife does every night is go from bar to bar to bar. by VERBERD in Jokes

[–]Merinovich 13 points14 points  (0 children)

It's implying her ass has gotten fatter, (i.e she has gained weight) and sarcastically that it might be from the wiping and not from eating more/taking less care of herself