You don’t think that it is commercial use when human artists are using other artists’ artworks as inspiration?
I think there's a clear difference between someone looking at and being inspired by something to, say, develop their own skills, and a
company using that thing during a manufacturing process in order to make money.
Allow me to use a real-world example, although admittedly an anecdotal one, to illustrate the principle I'm talking about here.
I have in the past paid for video lessons on making 3D art using tools like Blender. The lessons I used were produced by a small company that specializes in exactly that kind of training. They offered many, many courses on the different aspects of 3D creation, and some of those involved taking 2D art or photographs and building - from scratch - a 3D scene matching that 2D art as closely as possible. It was referred to as "translating" and it's considered an important skill for a serious 3D artist to have, since video game assets and movie scenes very often begin life as 2D concept art which 3D modelers must use as authoritative reference for their models.
Now it's a very common thing for a 3D modeler to take a digital painting, say, or a life photograph, and use it as "inspiration" or a 1-to-1 direct reference when just working on personal projects. If it's something you intend to use as a portfolio piece - something you want to show the public as evidence of your skill, which would (hopefully) lead to financial opportunities - it's considered at the very least
good form to contact the artist who made the original art or photograph, tell them your intentions, and ask for permission to use their work that way. It's not necessary, even legally - there's no possible way a 3D rendering based on a photograph or a 2D painting would ever be considered enough of a "derivative work" to fall afoul of copyright law - but it is, still and all, considered best practice to get permission.
But it's very different if you're a
company producing
video lessons about 3D art that you sell - for money - and one of those video courses explicitly uses a given 2D work as its reference material. Even if the work is just being used as an exemplar and customers are being instructed to make
a thing and not necessarily
that thing, the artwork's use in the making of that course video is still commercial use, and that particular company that I talked about, whenever it was not using Creative Commons works, always makes sure that it has an actual explicit
license to commercially use any reference material that is used in its courses, not merely verbal permission. That is how it's done in the creative world whenever making money is part of the equation.