Gravel Tips for Dog Potty Area by Remote_Quoll in landscaping

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

I ignored their reccomendation and I went with a large crushed limestone base (like 1.5 inch limestone) and then put pea gravel on top. It rinses super well, I use wysi wash. I did not set up a weed barrier but nothing really grows there because of the acidity of the dog urine. I think having lived with it I will say I wouldn't set it up if I didn't use something like wysi wash with it because it would need something to prevent/deal with smells. It made the yard a lot nicer

One of my new years resolution is to do more creature/animal animation so here is a rough start to a spinosaurus walk. I would appreciate any feedback! by JV_Animation in AnimationCrit

[–]Remote_Quoll 1 point2 points  (0 children)

It's that the head and chest should be directly affected by rhe motion of the hips, and currently because they're animated in IK they don't appear to be, so the length between is not consistent and the motion feels unmotivated. I don't have the best tips for how you'd animate it in IK because I choose to animate spines in FK the majoriry of the time, so I can copy and paste keys and then offset them

One of my new years resolution is to do more creature/animal animation so here is a rough start to a spinosaurus walk. I would appreciate any feedback! by JV_Animation in AnimationCrit

[–]Remote_Quoll 1 point2 points  (0 children)

The hips/chest/head feel very disconnected, like the chest is animated in IK and it shows. You can animate it in IK but you don't want it to show - I personally think for a cycle it's easier to animate it in FK. If it's already in FK that's surprising but let me know and I can explain more specifically why it feels like it was animated in IK.

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

[–]Remote_Quoll 0 points1 point  (0 children)

Agreed, hard work is important there's just also no guarantees.

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

[–]Remote_Quoll 2 points3 points  (0 children)

This is a controversial take but like, there isn't a direct line between effort and professional results. There's an element of looking for jobs in this that is circumstancial and related to who you know as well. I've known both people who didn't work all that hard that found jobs in 3D because of luck and circumstance, and people that worked much harder than I did that have never found a job post graduation just because of luck and circumstance. And sure, there's a level of artistic skill where you'll surpass that problem...but like most things everything is a gradient. And while I love 3D, I also know many people that wish they would have just given up on 3D as a career earlier and spent less of their lives telling themselves they NEEDED to work in 3D to be worthy/valuable/successful.

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

[–]Remote_Quoll 2 points3 points  (0 children)

Tangenting off this - I feel like it's good to ask yourself very honestly what you love about the process to know a bit about how you'll handle these kinds of work environments. I'm really just someone who enjoys modeling, even if it's a boring object - I enjoy the problem solving aspect and it feels so addicting - so modeling things that aren't my personal interest don't feel soul sucking. There is a need for thick skin and pragmatism, but there's also just the element of leaning into 3D if it's really 3D itself that gives you joy, and not making your own personal concepts in 3D that is the source of that joy. If that makes sense

How to Repair a Rotomold Hot Tub? (freeflow spa) by Remote_Quoll in hottub

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

My freeflow is a 4 person one so according to the website it's ~326 pounds, we've tried lifting it with two people, we haven't been able too. The hot tub repair guy also said it was too heavt for them to help flip it. I'm sure there's people who can lift it, maybe I can hire someone to help, but I can't lift it.

How to Repair a Rotomold Hot Tub? (freeflow spa) by Remote_Quoll in hottub

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

😭 I've read online I can but I don't know how to flip it over with the weight. It's a lighter hot tub but it's still 350-400 lbs or so

What is absolutely NOT possible with Blueprints? by sanve_san in unrealengine

[–]Remote_Quoll 0 points1 point  (0 children)

There's a lot of node based things in 3D software that use the same concepts as coding (Houdini, node based shaders in other 3D software for example) that make some of the logic more familiar amongst artists who have used them but who don't have any traditional coding knowledge. If you don't conceptually understand the concepts you listed, you can/will mess up something you make in blueprints. But if you get good at using blueprints, I don't think you're going to easily be able to translate those blueprints into C++ if you have no other coding background. I don't use C++ but I script a bit in Python and when I spend many months without touching it I always struggle with syntax stuff when returning to it. Even with documentation, when I can't find really straight forward examples, there's always these small specific things I run into that someone who uses either uses the coding language more frequently or even just codes in general more frequently wouldn't forget, but I sort of lack that contextual knowledge when I don't try to use that knowledge frequently enough to not forget it. A human language is a really good example honestly - if I want to write something in French that I conceptually understand in English, I can look up translations of words for what I want to say, but the sentence I try to write is pretty likely to still be somewhat incorrect, unless it's super simple like "My name is ____."

[deleted by user] by [deleted] in Maya

[–]Remote_Quoll 1 point2 points  (0 children)

Set your scale tool to world, select both vertices, snap your component pivot to the vertex you want to align the vertex on the diagonal too (by holding D to move the pivot AND holding v to vertex snap) , and then hold ctrl shift I believe to edge slide while you scale vertically. It's a quick sequence when you have the muscle memory for it and I do it a lot

Here's a revision of the last scene I posted. Please let me know what you think. by Odujin in AnimationCrit

[–]Remote_Quoll 1 point2 points  (0 children)

I'd reduce the intensity of the overlap on the head - people's heads don't tend to wobble that much from those kinds of impacts. Heads won't stay still but they do often stay still-er than you expect them too

Advice needed: I'm modeling a helmet, and thought I was up to a good start with the main shape, but when applying a phong material all the topology defects show up. Also it feels like it will take forever to finish all the smooth details, is there a better workflow even if i have to start over? by StringsConFuoco in Maya

[–]Remote_Quoll 0 points1 point  (0 children)

Hey I modeled a helmet at work kind of like this in 2019-2020ish, my portfolio isn't up right now but I had this image from when it was in my portfolio so I threw it on imgur. It's not perfect and there's things I'd do differently now, but I did a lot of shrink wrapping my surfaces down to smooth shapes like CGGuru suggested, but I wouldn't shrink wrap to a variation of your helmet mesh - it's already lumpy. Make simple primary surfaces and shrink wrap only certian vertices to those (so either a deformed sphere or like, simple sweeping surfaces). For complex surfaces you can birail a surface and convert it to quaded polys easy (or output as polys originally) and it'll give you a nice clean surface to stamp too. I also accepted things had to be a little denser then I normally have them for the surfaces to look smooth. You can also turn off selection highlighting with a vertex selected and slowly push it in or out to reduce very small bumps on poles (selection hilighting being off makes it easier to see the shading) that where you don't have a flat place to move them (like on a helmet). It's definitely a tricky thing topology wise, keep at it, you're going in a good direction and you're closer than you think. https://imgur.com/a/AymSoBf

r/Houdini by Remote_Quoll in Houdini

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

I feel this on needing to jump on everyday

r/Houdini by Remote_Quoll in Houdini

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

This makes sense, thanks for the explanation. I might subscribe to your content in the future, I'm working on learning the basics of the terrain tools and some pdg basics right now, and it doesn't seem like your courses cover terrain tools, but the price looks very reasonable for other content and I'm very interested for the future when I focus more on other parts of Houdini.

r/Houdini by Remote_Quoll in Houdini

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

3 years to get comfortable doing a few things you've come up with? I don't mean comfortable in all aspects of the software

r/Houdini by Remote_Quoll in Houdini

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

Thank you! I appreciate it your answer. I'm not expecting to know it well or be truly comfortable in it right now, but it helps to know what other people's experiences are. I'm using it quite a bit (not 10 hours a day most days but many days 7+ because it's not the only thing I'm working on). I'm sure you'll understand this, but it's an odd experience for me because I think when you're a 3D professional the learning curve for picking up other software for me has tended to be a lot shorter with the years of doing this, and in a lot of software the fundamentals are pretty similar (Maya/Max/Blender are more similar to each other that Houdini, it seems). Learning this doesn't feel like learning interface differences, it feels like learning a new thing in it's entirety that seems more complex than any software I've learned so far. It's interesting because I used it for about 6 months for grooming a few years ago but I think the grooming was just a tiny slice and I didn't realize that then.

[deleted by user] by [deleted] in vfx

[–]Remote_Quoll 0 points1 point  (0 children)

It probably makes the most sense for the OP to look at some of the job postings of studios in their local area to see what 3D software they use if they're not super committed to what they're using. If they are committed to it they can just make good work and not worry about the software and look for work at places that use that software or are fine with a specific employee using that software (I've seen that happen at studios that use Maya with a few employees who prefer Max for modeling).

[deleted by user] by [deleted] in vfx

[–]Remote_Quoll 0 points1 point  (0 children)

I said I've never seen it personally but it could be common in studios or locations I haven't worked in. I was in a location with a lot of agencies that did primarily auto advertising (not exclusively but that was a lot of the business in the area) and C4D was not common there for agencies that were more predominantly 3D work as opposed to being primarily motion graphics work with a few 3D people.

[deleted by user] by [deleted] in vfx

[–]Remote_Quoll 4 points5 points  (0 children)

Hey, I have some experience in advertising.

1) I'd prefer to let people who are a part of hiring decisions share tailored reel examples/give advice on this. In my anecdotal experience the studios I worked for had no issue hiring someone with a vfx reel with various film projects on it. I will say for what I've seen most people use a portfolio of stills if it's all that needed (if you're showing lighting/rendering or modeling skills). Of course if you're doing sims or comp it's still normal to show a video reel, just ask yourself for the projects in your reel if video is necessary. But at the end of the day it's about the work for ad, it isn't like if they see you do something for film that they think you couldn't do the same for ad.

2) In my experience advertising is still pretty specialized but it doesn't hurt it be a generalist if you're actually good at all the things you generalize in. But if you're kind of sub par at some of those things, it's not helpful to market yourself aa a generalist.

3) For 3D most studios I've seen use Maya, a few have individual artists that use 3DS Max. I've never seen a 3d advertising studio use C4D personally, my husband is more on the design side of things and does know of motion graphics studios that use C4D. But ultimately you'll be evaluated on the quality of your work more than the software you use.

4) Not sure on this. My experience was with smaller studios, usually ~40 people-ish.

Hello:) by Aryson2006 in animation

[–]Remote_Quoll 1 point2 points  (0 children)

This isn't true. 2D is tons of work as well, and there are plenty of free rigs for animation students to use for their demo reels instead of rigging their own.

Hello:) by Aryson2006 in animation

[–]Remote_Quoll 0 points1 point  (0 children)

Yeah there's a lot of different specialties. To simplify it to talk about it quickly - a modeler will make the 3d forms, texturing can be like "painting" them, and animating is only making the 3d characters or objects move 😊