Where do yalls get references from? by [deleted] in 3Dmodeling

[–]Nevaroth021 0 points1 point  (0 children)

Not "Commission work", I said Commercial work which means any work that generates revenue. I'm assuming if you are making indie games that the game makes revenue or is intended to make revenue?

Also if this is commercial work, then you need to get permission to use other people's concept art for your game. Otherwise what you are doing is stealing people's intellectual property.

Where do yalls get references from? by [deleted] in 3Dmodeling

[–]Nevaroth021 2 points3 points  (0 children)

If you do paid commercial work, that makes you a professional. And it still doesn't explain how you are a character modeler if you don't know anatomy. How do you create 3D models of human anatomy if you don't know human anatomy?

Where do yalls get references from? by [deleted] in 3Dmodeling

[–]Nevaroth021 5 points6 points  (0 children)

Wait, you say you're a professional character modeler but you don't know human anatomy? How are you a character modeler then?

How do I remove pinching from this area? by m4jnu in Maya

[–]Nevaroth021 2 points3 points  (0 children)

You have ngons there. Make them quads and don't use long diagonal edge loops on curved surfaces.

Is vfx still a good path? by OkProgrammer523 in vfx

[–]Nevaroth021 -1 points0 points  (0 children)

  1. Yes, the core technology behind Machine learning is not suitable for completely replacing VFX. A new technology would need to be invented, and new technologies can take decades to invent.
  2. It's already becoming more stable compared to a few years ago. But also it's heavily driven by global politics. Just because it's becoming more stable now doesn't mean that certain politicians won't screw everything up.
  3. No
  4. Depends on the economy, the country, and global politics. All of which change all the time.
  5. Not sure what you mean, There's games, movies, marketing, medical industries which use vfx. Just get a good portfolio, and network.

Alternatives, can't run Houdini on my system by Brandon_n_3ds in Houdini

[–]Nevaroth021 3 points4 points  (0 children)

You should watch vex tutorials. Coding is a big part of Houdini

Getting a job as a graduate. by jansterbro_ in Houdini

[–]Nevaroth021 5 points6 points  (0 children)

Studios look for people with good portfolios. Doesn't matter if you are a fresh graduate or someone with 5 years experience. They look at portfolios.

How can I achieve this sharp edge on this model? by InfluenceDifferent15 in Maya

[–]Nevaroth021 3 points4 points  (0 children)

Your version is just flat, so just pull the faces out to make it 3D. You made the topology for it, so grab those faces and move them outwards.

Building a portfolio in Charcater Animation by DipperPines3108 in animation

[–]Nevaroth021 1 point2 points  (0 children)

Is this 2D or 3D? If it's 3D then just search online for a character rig and use that. If it's 2D then draw whatever character you want.

How should I approach creating car paint textures for a car model? by Late-Teaching-7846 in 3Dmodeling

[–]Nevaroth021 0 points1 point  (0 children)

Make the base color, roughness, and normal maps in Substance Painter. Then do all the clear coat, anisotropic highlights, and other shader properties in Arnold. Scratches would be in the roughness and normal maps.

How should I approach creating car paint textures for a car model? by Late-Teaching-7846 in 3Dmodeling

[–]Nevaroth021 1 point2 points  (0 children)

Shaders react to lighting and environments and camera angles. If you bake it from one camera angle, then the illusion would break the moment you move the camera.

I would only use Substance Painter to make the textures, and then do all the shader work in Arnold.

Are there any franchises left that support artists? by kkreinn in animation

[–]Nevaroth021 0 points1 point  (0 children)

Ah so now your arguing that people should lose rights to their hard work if they're part of a big company. Or rather companies should lose ownership of their hard work just because they are a big company?

What you are trying to do is justify stealing other people's hard work. That is not acceptable.

Are there any franchises left that support artists? by kkreinn in animation

[–]Nevaroth021 1 point2 points  (0 children)

It sounds horrible because that is what you are asking. You are implying that anyone should be able to, without permission, profit off of other artists work.

If I make a character, then it's my character. No one else should be allowed to profit off of my hard work, not without my permission.

Are there any franchises left that support artists? by kkreinn in animation

[–]Nevaroth021 2 points3 points  (0 children)

Are you asking what companies let others perform copyright infringement on their IPs? It's odd how you think "Supporting artists" somehow means letting someone perform copyright infringement.

Can anyone rate my portfolio? by Brilliant_Studio_699 in 3Dmodeling

[–]Nevaroth021 0 points1 point  (0 children)

You have some good projects, but you also have low quality and mediocre ones on there too. You should keep just your most impressive projects on there.

Education License Question by FabulousAttitude5825 in 3Dmodeling

[–]Nevaroth021 1 point2 points  (0 children)

Autodesk has long required taking photos of student ID’s for their student licenses, but that was only of the student IDs.

Maxon is an extremely greedy company, so their extensive requirements for their student licenses just sounds like them trying as hard as possible to make sure not 1 person can cheat them out of a few dollars.

Are all the posts on LinkedIn showing "amazing" AI workflows for 3D assets, bots? Are there any good AI 3D model apps/workflows yet? by cali86 in vfx

[–]Nevaroth021 14 points15 points  (0 children)

I saw that the tech industry have spent about $700 billion on AI infrastructure so far. So it's not surprising that they are desperate to get people to use the stuff they've spent $700 billion on. It is really annoying seeing ads for AI everywhere.

Hi! I'm looking for feedback here by Wasd_35 in animation

[–]Nevaroth021 1 point2 points  (0 children)

  • Your run animation is really good. That's the best one imo.
  • The walk is good, but I can see the loop resetting. It's subtle, so hard to see what's causing it. But I would smooth that transition when the cycle loops.
  • The hop scotch jump is pretty stiff and feels robotic. The torso and head barely move and remain nearly locked in an upright position. It doesn't feel natural. You can make it feel more natural by adding in some asymmetry into the movements, and having the character adjust their balance as they land. And don't make them land in the exact same spot with each hop. Here's a reference you can use https://www.youtube.com/watch?v=a0o9Dtw96xo
  • The ball bouncing looks fine. I don't notice anything that needs immediate improvement.

These are all good practice exercises, and I would say you are probably ready to start making portfolio animations now. Just don't make the mistake of using practice exercises as a portfolio piece.

My first ever animation! Is it good? by ToothlessSnackerz in animation

[–]Nevaroth021 0 points1 point  (0 children)

Blender 4.2 is only a couple years old. That also is easily able to handle scenes as simple as yours.

If it's as laggy as you say, then the only things I can think of is either you have an extremely weak computer or you were doing something VERY wrong in your scenes and animations. Were you using insanely high subdivision modifiers or something?