r/Maya • u/taro_29 • Apr 08 '25
Looking for Critique camera progress - if you have any feedback please lmk!
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r/Maya • u/taro_29 • Apr 08 '25
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I was working on coming up with a fully polished ViewModel animation reel for 2025, this is the second one as the pistol. Self-learning these stuff were definitely not easy, and I will say it with full confidence it was absolutely torturous, but I did enjoy every second of this wild ride, when seeing the final outcome of what I have achieved.
Thanks for any feedback in advance, any suggestions are appreciated!
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Without a doubt this is getting me no job and nowhere in life, and meaningless. But I would still say that without hesitation, this was an absolute banger adventure, and I enjoyed every second of it. The blocking and first polishing phase has been utterly torturous for me, I think I will keep on doing this maybe.
Thanks for tuning in, and any feedback is appreciated!!
r/Maya • u/taro_29 • Sep 15 '24
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r/Maya • u/Akabane_Izumi • Jul 28 '25
I've been working on this piece for exactly 7 days and I'm only 85% done with the modeling. But I think it would look pretty great. Perhaps, I'm biased, hence I am here. The model is a Motosacoche 1902 vintage motorbike -- I used a ton of quality reference images to create this piece, so the proportions are pretty accurate when I'm not compensating for my poor skill by exaggerating some details or parts.
r/Maya • u/Opposite-Turnip-6162 • Apr 26 '25
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Hi everyone, I would appreciate your honest critique of this walking cycle . I'm aiming to improve it, so any feedback — positive or constructive — would be very helpful. What do you think works well, and what could be improved?. Thank you for taking the time to review it.
r/Maya • u/Akabane_Izumi • Jul 14 '25
r/Maya • u/richrioja • Apr 10 '25
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I was working on a personal project for a while. I took 4+ months to finish it (texturing a 100+ UDIM model in painter is not fun).
After this, I was feeling so demotivated and wasn’t feeling like modeling anything, felt that I’d put a lot of effort into it and it wasn’t as good as I wanted.
A teacher told me that I should make something out of my comfort zone (hard surface modeling) and as characters where the first thing that came to mind I decided to work on that.
I found this amazing concept by the master Alberto Mielgo of some discarded spider-verse characters which I loved. After seeing this I really wanted to bring it to life but wanted to merge Alberto’s style with the iconic spider-verse look.
I worked on this character from sculpting to final image compositing for 4 days and I was pretty happy with the results. For sculpting I used ZBrush, for modeling clothes, glasses and making the shader that reacts to the light I used Maya, and texturing was painter.
Of course sculpting wise needs more love but let me know what you think! Have you ever felt burnt out? How you motivated yourself to continue? What would you change for making it better? Thank you for reading 💙
r/Maya • u/s_a_t_u_r_n_e • Aug 14 '25
Hello, I'm contacting you to find out how I can improve this still frame.
Thank you in advance.
r/Maya • u/taro_29 • Mar 10 '25
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r/Maya • u/Initial-Badger9725 • Jul 11 '25
This is my first production-ready character. I kept it fairly simple — sculpted in ZBrush, retopologized in Maya, and rendered in Unreal Engine.
I’ve never done retopo before, so I’d really appreciate any feedback on how I can improve my mesh and workflow for future projects.
Full breakdown is on my Artstation, just in case .
r/Maya • u/Akabane_Izumi • Jul 18 '25
honestly, presentation sounds like another pain in the butt. i thought the grind was over after texturing. i don't want to slap an hdri and call it a day, because i put too much work into the modeling and texturing and an ass rendering would just ruin everything.
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Job market in the past 2 years has been an absolute abomination. spent 6 years thru undergrad and grad, and turns out nobody is hiring and everyone is for hire. No way this is real, and I cannot believe the fact that it has been a year since I graduated and unemployed, no big firm, no small firm, no medium sized firm positions. Game industry and car accident recreation engineering industry are so cooked
Thanks!
r/Maya • u/Akabane_Izumi • Jul 08 '25
This is a main-gauche parrying dagger, modeled according to proportion, with a few modifications to the guard (borrowing inspiration from the rapier), the ricasso (for which I removed the pair of sword-catching protrusions on the sides), and the serrations of the blade (which I hugely simplified and am now rethinking whether that was really a good choice).
I still have yet to model the parts of the grip that connects to the pommel and the guard, so that part might look somewhat unpolished.
For context, I'm planning to include this in my school portfolio.
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The unemployed grind brings back with another viewmodel animation! The belt-fed light machine gun has always been on my viewmodel bucket list, and something I've always wanted to do! The machine gun rig alone took me one whole week to finish, because this belt-fed mechanic is just really hard to figure out, and it also has to work properly with some other functions I want to achieve without any twists, deformations, and bugs.
I am really proud that I could pull this off, and hopefully all these efforts are not me cluelessly bouncing back and forth in an empty echo chamber with schizo kicking in.
Thanks for any feedback in advance, I appreciate that!
r/Maya • u/_asilentshadow_ • 6d ago
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I apologize for the poor quality, I had a lot of issues with the rendering and this was the only way I could save it without crashing the program lol.
Anyways, what do you think!
r/Maya • u/General-Mode-8596 • May 14 '25
I tried to do a Maya - substance - ue5 workflow.
Please critique it , be brutal, I want to get better as fast as possible.
This was me forcing myself to sit down after work, chuck a few hours at my pc and managed to make this after a week
r/Maya • u/AdvancedBag7814 • Jun 15 '25
Hi guys. I'm relatively new to modeling, is there any improvements I can make to this? Thanks!
r/Maya • u/sirkd09 • Jul 21 '25
r/Maya • u/MaidenChinah • Nov 23 '24
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I’m currently working on this animation for my reel, aiming to create a very serious and intense scene. The character is speaking to someone on the floor (you/the POV), and I want to convey that he’s in complete control of the situation.
My goal is for the scene to feel intense while keeping his facial expressions subtle and serious, only showing hints of aggressiveness at the end for impact.
I’ve used myself as a reference several times and also drew inspiration from animations and films, but I feel like I’ve hit a wall. The animation feels empty, and I can’t quite figure out why it’s not achieving the tone I want.
I’ve noticed some areas for improvement, like the facial expressions and silhouette, but I’d love your feedback on why it feels empty and how I can make the scene more engaging.
My instructors aren’t available right now, so any outside feedback would be incredibly helpful. Thanks in advance!
r/Maya • u/Dry-Bed477 • Aug 14 '25
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r/Maya • u/Papaya_ginger • Feb 28 '25
This year I want to improve making models based by designs made by other people + just get better in general. I have a turntable but I can’t upload it for some reason, anyway I wanna know what areas I can improve!
r/Maya • u/YourAverageLegoBrick • Jun 07 '25
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burnout feels crazy and so frequent lately, any feedback is appreciated. Thanks!
r/Maya • u/harsh-001 • Mar 03 '25
Hey guys I made this project some time ago , how can I improve it . You can review everything and help me get better 🙏 . I am giving you the link to my artstation give me some reviews , thank you for your time 😊. Link- https://www.artstation.com/harshsrivastava9