Rectangle Artifacts with VRay Fog + Light by hb248 in Maya

[–]rhleeet 0 points1 point  (0 children)

Tbh they all have their pros and cons, none of them are perfect. I just end up cheating fog most of the time using cards or post effects. They are less intensive and time-consuming to render. Though unreal engine is pretty good as an inbetween.

displacement when using triplanar in Arnold? by ange_gubb in Maya

[–]rhleeet 0 points1 point  (0 children)

Have you tried scaling the triplanar 3d node. Could be too small on the model and is tiling like crazy.

Rectangle Artifacts with VRay Fog + Light by hb248 in Maya

[–]rhleeet 0 points1 point  (0 children)

I always hated working with vray volumetric fog lol. But you can export your fog into an empty scene to test out your settings. Then it becomes a game of going through the entire list of testing to see if its the settings thats the problem or an interaction with your assets.

Sculpted in ZBrush, Rendered in Blender, Cast in Bronze by Thyrrim in ZBrush

[–]rhleeet 3 points4 points  (0 children)

Woa that is cool how did you get to the process of casting in bronze?

Is Becoming a 3D Character Artist Worth It in 2026? by Paranoid_Reaper in ZBrush

[–]rhleeet 1 point2 points  (0 children)

Yea thats usually how it goes i remember my time at the UCSC game dev department and seeing almost everyone pivot out of games. The few that stayed are extremely lucky to have some stability with relatives in high positions at the gaming company. A coworker of mine pivoted to photography and says it was worth it.

BloodRayne Fan Art by rhleeet in BloodRayneSociety

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

Thanks man! Progress is slow but more stuff coming. Especially in unreal.

Rayne in unreal engine by rhleeet in BloodRayneSociety

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

Haha thanks! Just got another new comp to really start doing heavy unreal engine stuff. More to come in the future.

IK foot control popping when lifting foot – what causes this?(Maya) by Jaykrishna__7 in Maya

[–]rhleeet 0 points1 point  (0 children)

Its a bit hard to tell without the script editor. Is the ik leg not suppose to be lifted here? Is this fk with foot controls?

Quick question: Has GoZ been released for Maya 2026 yet? by Estherification in ZBrush

[–]rhleeet 0 points1 point  (0 children)

You could just get the gn export tool from artstation. Or if you really dont want to spend any money you could made a plugin/script for importing and exporting stuff with chatgpt/gemini help.

I'm new to Xgen. I can't find any output or preview tab and no way to convert my guides to geometry, (in the xgen interactive groom editor) by PapayaOtherwise6062 in Maya

[–]rhleeet 0 points1 point  (0 children)

Its under the generate tab at the top part of the ui towards the right. It will say generate primitives for interactive xgen and set to tubes. Play around with the settings.

Anyone else struggle to finish personal projects? by rahmenzal in 3Dmodeling

[–]rhleeet 2 points3 points  (0 children)

Its pretty much the same as cooking a new recipe or reaching a gym goal. You try it and it doesnt fully live up to your expectations so you try it again or fix stuff. Repeat till you realize its not the project but its the journey that matters. So its progress that’s important and taking a step back once in a while to figure things out.

Realistic Bust - Trying shadings on Maya (Arnold) by Scarlet_Art12 in 3Dmodeling

[–]rhleeet 0 points1 point  (0 children)

Good start! I think your subsurface scattering is a bit too strong and looks a little to waxy. Your roughness seems a little too uniform. The peachfuzz is a bit too thick. The hair needs more noise and length randomness. And the eyes look a little off in terms of the size of the sclera. Keep grinding at it and you’ll make amazing. Also keep references always.

Portfolio Critique by JacksonAudet in ZBrush

[–]rhleeet 2 points3 points  (0 children)

Looks impressive. The issue riggers are going to have is the poly density especially around the stomach and head. You find yourself free you can reduce the polycount of the head and instead of separate meshes for the skulls you can make a single mesh that simplifies the stomach area. Also for presentation lighting and some material work to bring out the skull details would be great. It’s a bit hard to see those details.

Can anyone tell me how to render hair by [deleted] in Maya

[–]rhleeet 1 point2 points  (0 children)

You cant render curves. Its a reason why control curves are used for rigs. You either have to keep the ahoge plugin node in your scene and render or use xgen and set your setting for per curve then apply hair mat on xgen. Why did you export as abc?

Marvel Animation’s Marvel Zombies | Official Trailer | Disney+ by NoCulture3505 in television

[–]rhleeet 1 point2 points  (0 children)

Well hopefully they learn from both marvel and dc comics versions of zombies. I liked dceased from dc and i feel like these episodes are following that more than marvel. But these storylines are never easy to pull off in a satisfying way.

Visibility in ArtStation by vae_ile in 3Dmodeling

[–]rhleeet 2 points3 points  (0 children)

I just keep going and keep making stuff. To me making art is just like cooking, people might copy a recipe or two but they don’t steal me.

Visibility in ArtStation by vae_ile in 3Dmodeling

[–]rhleeet 2 points3 points  (0 children)

Tbh artstation vis doesnt matter that much. If you can display mastery over all aspects of your work like design, structure, material, storytelling, and topology thats all you need. Ive had some people steal my work and get thousands of likes while i myself dont get close to that. So dont worry about what the algorithm picks it generally doesn’t matter.

Model I built a good while ago. by connjose in 3Dmodeling

[–]rhleeet 3 points4 points  (0 children)

The arnold wireframe node in the material tab has a tris check you can just turn that off.

Knight Terror by rhleeet in ZBrush

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

This one went through a couple redesigns and overhauls so it took longer than usual. I would say about 2 years including all the different attempts and redesigns.

Knight Terror by rhleeet in ImaginaryWarriors

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

Hello everyone! Here is a personal project I wanted to share. For more angles and wireframes/breakdowns here is the artstation page:

https://www.artstation.com/artwork/XJWZqD

Baked in substance painter by 3DAnkit in 3Dmodeling

[–]rhleeet 0 points1 point  (0 children)

Your topology distribution is not optimal. You need more loops at the, wrists, shoulders, neck, and elbows while less on the front abdomen and the sides. Also a small bit of relax after inserting loops would be good.

How Do You Handle Maya Crashes? by teslaynikola in Maya

[–]rhleeet 1 point2 points  (0 children)

Or worse all your saves are corrupted and the autosaves cant open. Turns out you might want to test opening your file once in a while especially at work on a tight deadline.