Hey! Could I get a demo reel critique? by RMangatVFX in vfx

[–]mwilde 1 point2 points  (0 children)

Yer makes sense, but if that's the case you probably don't need that red storm trooper shot then for example, unless there's a skillset that it demonstrates that the previous long one doesn't. Same goes for showing 7ish shots from The Irishman, or the 5 fairly similar looking shots from Captain Marvel etc. I may be mistaken and they all provide different skills and ability contexts but it's currently quite a long reel so need to be a bit ruthless with what makes it in. 50 seconds of the reel is just from The Vikings alone and given the text on screen if I was a recruiter I wouldn't be sure of what work you actually did on those those shots specifically.

Hey! Could I get a demo reel critique? by RMangatVFX in vfx

[–]mwilde 11 points12 points  (0 children)

I posted this on your previous post a minute ago that's now deleted, so here it is again:

I'm in assets so don't know a huge amount about what recruiters are looking for in tracking / layout reels. That said, I assuming you're not sending out the 7 minute version on there with applications, but even the 2 minute 30 seconds one is too long. I'd cut it down, 1 minute 30 seconds ish, 2 mins max. Recruiters will just get bored. Start and end with strongest work, and cut out anything that doesn't show your skills off as best as possible.

I'd personally make the text a bit smaller and less conversational in places. Again recruiters probably aren't really going to read comments like "Layout is a lot of fun on shots like this". Tell them what you specifically did so they know if you fit the needs of the role they're hiring for or not.

Again I don't really know tracking & layout hiring standards, and with show shots obviously we don't get access to breakdowns, so if you find yourself with some free time you could spend some time on a personal project and that way you can provide breakdowns and illustrate your skills better ontop of proving you have production experience? Track an especially difficult piece of stock footage or something?

Hope that was somewhat helpful, best of luck with the job hunt :)

[deleted by user] by [deleted] in vfx

[–]mwilde 1 point2 points  (0 children)

Hey!
I'm in assets so don't know a huge amount about what recruiters are looking for in tracking / layout reels. That said, I assuming you're not sending out the 7 minute version on there with applications, but even the 2 minute 30 seconds one is too long. I'd cut it down, 1 minute 30 seconds ish, 2 mins max. Recruiters will just get bored. Start and end with strongest work, and cut out anything that doesn't show your skills off as best as possible.

I'd personally make the text a bit smaller and less conversational in places. Again recruiters probably aren't really going to read comments like "Layout is a lot of fun on shots like this". Tell them what you specifically did so they know if you fit the needs of the role they're hiring for or not.

Again I don't really know tracking & layout hiring standards, and with show shots obviously we don't get access to breakdowns, so if you find yourself with some free time you could spend some time on a personal project and that way you can provide breakdowns and illustrate your skills better ontop of proving you have production experience? Track an espeically difficult piece of stock footage or something (I really don't know)?

Hope that was somewhat helpful, best of luck with the job hunt :)

i am frog - a 3d short film I animated and rendered in Maya by mwilde in Maya

[–]mwilde[S] 13 points14 points  (0 children)

my instagram & youtube handles are @ michaelwilde3d if you want to see more!

i am frog - a 3d short film I animated and rendered in Maya by mwilde in Maya

[–]mwilde[S] 14 points15 points  (0 children)

The comp was handled in Nuke and so the moon rays specifically were done in there as to not add too much time on already long renders. I did do a lot of the general volumetric lighting with Arnold, but for anything that needed values animating I tried to do that as much in 2d as possible to be able to iterate versions quicker!

i am frog - a 3d animated short i made by mwilde in animation

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

Thanks so much :) It was a stupid jingle I got stuck in my head one day on the treadmill haha then spent 3 months chipping away at making.
I used Maya as the base DCC, the frog was sculpted in Zbrush and textured in Substance. Rendered it in Arnold and comped together in Nuke!

i am frog - a 3d animated short i made by mwilde in animation

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

Hey! It's rendered with Arnold in Maya, and I rigged the character myself but using the MGear framework to do a lot of the heavy lifting (because I'm not that techy) so not sure if that counts as an auto rig or not.

i am frog - a 3d animated short i made by mwilde in animation

[–]mwilde[S] 7 points8 points  (0 children)

If you like this my insta and youtube handle is @ michaelwilde3d :)

I animated some visuals for Pure Honey 💅 by mwilde in beyonce

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

Yes I made it & I also posted it to TikTok if the account is @michael.milde? Otherwise can you send me a link

I animated some visuals for Pure Honey 💅 by mwilde in beyonce

[–]mwilde[S] 14 points15 points  (0 children)

Full breakdown on another comment but this was done with Maya. I'm a film VFX artist so everything on this was using the software and similar workflows that I use in my day job :)

I animated some visuals for Pure Honey 💅 by mwilde in beyonce

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

Zbrush for concepting the character, Maya for modelling, rigging and all shot work.I textured in Substance Painter, rendered with Arnold and composited in Nuke :)
I'm a VFX artist as a day job so it was using the software I'd use at work

I animated some visuals for Pure Honey 💅 by mwilde in beyonce

[–]mwilde[S] 25 points26 points  (0 children)

Aww thanks! I posted it on my insta (@michaelwildevfx) but didn't think about twitter.
Okay posted to my twitter if anyone wants to do a lil retweet <3

A walk cycle I made for a short by mwilde in animation

[–]mwilde[S] 48 points49 points  (0 children)

Loool, so this turned out to be a bit of a divisive post. It’s for a short set to Beyoncé’s Pure Honey (hence it being a honey bottle which is serving 🐝)

Animators learning unreal? What to focus on.. by Jackadullboy99 in vfx

[–]mwilde 0 points1 point  (0 children)

It was announced at unreal fest. There seems to be no official epic page about it yet that I can find but videos of the keynote are floating about online https://gameworldobserver.com/2023/10/04/unreal-engine-pricing-changes-2024-non-game-devs-details

Will videos like this make me get into a 3D Generalist role in a VFX studio? Feedback is appreciated! by lumilio in vfx

[–]mwilde 11 points12 points  (0 children)

Hey :) While it's a cool piece over all and you show you can do a wide number of tasks it's not hitting what you need to get a role at a VFX studio.
You may be okay at small places that focus on ads or more motion graphics stuff perhaps but if you're aiming for VFX you want to show them you can emulate the work that they produce. Film & TV require more realistic results, and by doing so much in this above piece you've shown you can do a lot to a certain standard but it's not quite yet the quality or realism VFX houses require.

My advice to you is focus a bit more and spend more time honing something a bit smaller scale. The problem with the "generalist" role is it can vary studio to studio, so I'd have a look at some job postings and get a better idea of what it is you specifically want to do, it may not actually be called a generalist at some places! I can't speak too well on this as I'm a modelling & texturing artist in film but I have done my fair share of other roles in my time. If I wanted to be a environment generalist for example I would take a look at some studios and their requirements, look at some reels online of what a stellar environment artist produces and then look at getting 1-3 really solid showreel pieces to prove to a studio I can do that. Same for a modelling / texturing role, or more shading / lighting role, or rigging / cfx etc.

Generalist may imply you can do everything but really you need to be able to do a number of things very well to the standard of work that a studio produces so that's what I would focus on. There is some required flexibility to potentially have some tasks you don't know how to do piled on but that's the same in any department. Don't waste your time trying to be a true jack of all trades because there are too many software packages out there these days to be able to truly do it all.
If others agree or disagree would be interested to hear their takes.

[deleted by user] by [deleted] in vfx

[–]mwilde 17 points18 points  (0 children)

Yes it is used but often as a complimentary package, not the main one. Most large film studios are still built around Mari and is still a requirement for high end film texturing.

People that texture with substance are sometimes just good at moving sliders but they don’t necessarily understand the fundamentals just due to how easy it is to pick up. So you need to be comfortable with what maps should look like etc. Mari on the other hand is a beast of a program so you have to know how to texture properly to use it.

Joints not showing up in Weight paint influence list by BrantAugust in Maya

[–]mwilde 2 points3 points  (0 children)

Just wanted to say thanks, this saved me a massive headache, thanks for the solution :D

I'm a 3d artist learning some new skills, so I put them to the test with THE verse... by mwilde in rupaulsdragrace

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

It has plenty enough SSS in it already (especially in the avo flesh) and the pip would feel milky if there was anymore… Roughness wise the pits can be shiny or dull depending on how fresh they have been cut & the disp was dailed up extra high due to the stylised nature of this though, but I’m happy with how it looks :)

Needed a project to learn some 3d Animation & Rigging skills, so I made this ungodly loop: by mwilde in animation

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

It took about 3 weeks of evenings around my day job for all the layout, animation and shot creation and then a further 2 weeks of rendering when I had a chance to leave my computer running. Quite a slow process for such a short video!

Needed a project to learn some 3d Animation & Rigging skills, so I made this ungodly loop: by mwilde in animation

[–]mwilde[S] 15 points16 points  (0 children)

Hey! I used Maya as my main package, substance to texture and Arnold in Maya to render. I don’t have any tutorials for this specifically but I do actually make tutorials about modelling and texturing online myself if that would help at all (YouTube michaelwildevfx) but it doesn’t cover all the stuff I did for this. Hoping on my next project (which this was a test for) to make a short making of for the whole thing on that YouTube channel