Assets: Small mechanical bits, Books, Head in a Jar
Added 2020-04-15 04:48:26 +0000 UTC


Releasing this scene here! Pile of books, surprisingly useful little mechanical bits (all hand-modeled off some photos I took), and Andy's head in a jar.
Andy has very generously donated his head to the public domain, even though we might (and will) puppeteer his face to say horrible things or endorse off-brand sodas [the new face of Mr. Fizz].
There's also some paintings on the back wall. They're all from this great public domain collection here at the National Gallery of Art.
Right click, save as:
The Weird Junk
Comments
This comment is from way back but I'm pretty sure that when you're choosing where you want to export the FBX to, it gives you some options on what to include in a panel on the left.
Collin Cameron
2021-12-29 05:42:21 +0000 UTCDude! Is there any way to get an FBX of this? Like you did with the street boxes? I'm a C4D guy and exporting an FBX from this blend file (I had to download Blender) is proving tricky. I don't see any textures. Please help! thx dude
George Moise
2020-04-23 02:37:21 +0000 UTCYeah! Sooner than later :D.
Ian Hubert
2020-04-22 02:10:44 +0000 UTCI absolutely love these little tech bits and pieces in this. Are you planning on making any tutorials for modelling things like that from photos?
2020-04-19 04:28:33 +0000 UTCI've still got that half-finished project where I used Blender particles to simulate underwater hair and it turned out even better than I hoped, I should wrap that up and show it to folks
Carter Burr-Kirven
2020-04-17 23:49:25 +0000 UTCOh, yeah! The greenscreen ended up being pretty pointless since we just used a still frame. We shot all this footage where we filmed his hair blowing in slow motion because I thought it might look "underwater" but it really didn't, hahaha
Ian Hubert
2020-04-17 05:39:48 +0000 UTCI was going to ask why you would greenscreen Andy in, instead of just modeling him, but upon re-reading your post, it seems Andy's head will appear multiple times, and speaking, so makes sense.
Zach Hoy
2020-04-16 11:00:32 +0000 UTCOuh I see. Thanks for the tips.
2020-04-15 12:03:51 +0000 UTCThank you.. great. I was a long time blender and Ian follower since Blender2.48 and Project London. But because of some other reason, I can't able to do 3d work instead I became as VFX artist and Colorist but now because of Ian inspiring work and Patreon i found my love again and doing 3d works. soon will share the output on blender artists forum. Thanks you so much for inspiring ian. Keep Doing.
2020-04-15 10:11:53 +0000 UTCThis is a great tip!
Phillip Park
2020-04-15 10:01:06 +0000 UTCA lot of times I'm just using area lights like photographic soft boxes. A big ol softbox from above will basically always be flattering in a scene. I did a bit of post processing on this one, too- pushing the blacks into a dark green, and pushing the warmth of the highlights did a lot (and some hefty diffusion).
Ian Hubert
2020-04-15 09:49:23 +0000 UTCAh thanks! And oh- daylight is the exact same, yeah, although even easier, in a lot of cases. In dark scenes you often have to do a lot more work sculpting the light, whereas in an exterior daylight scene you can let an HDRI carry a bunch of the weight if you feel inclined- and big bright sunlights can help a bunch with realism (and composition). I like mixing a sun lamp with an HDRI for a good mix of realism/control. I don't know how good of a global tip this is, but a lot of times I've found the trick for realism for exterior stuff is to really demonstrate the dynamic range of the scene (let something get a little bit blown out). If you look at a lot of photography taken in sunlight, it's usually either exposed for direct sunlight (where the shadows are crushed to black), or shadows (where the sunlight is glaringly overexposed). Or they try to split the difference, but you still usually get some blown highlights and crunched blacks. If you're ever trying to get a quick realism boost, a lot of times crunching the dynamic range can be a quick headstart.
Ian Hubert
2020-04-15 08:55:53 +0000 UTCWonderful :) you are always killing it man. but mostly you're using low poly and 1k resolution texture for night interior and exterior and this works well.. but how you handle the daylight scene? with the same kind of low poly and low-resolution texture approach would workout? (for realistic output). Tips for daylight scene please.. Thank you so much.
2020-04-15 08:24:15 +0000 UTCIf itβs from hdri haven would you mind posting a link? π. But yeah, this shot looks freaking fantastic. Such an interesting and strong vibe
Strobez
2020-04-15 08:14:45 +0000 UTCAh! That's great!! I tweaked the lighting a little (got rid of the HDRI because it was like 50mb), but in general this is the original setup.
Ian Hubert
2020-04-15 08:10:42 +0000 UTCAh! I had to google Dave- but whoa! I've seen a bunch of his art around! And yeah this one turned out bizarrely painterly, haha- I like it, but it almost doesn't match the rest of the scene
Ian Hubert
2020-04-15 08:10:02 +0000 UTCLove this
2020-04-15 07:20:07 +0000 UTCAh, thanks Kyle!! Updated the link in the post with it :D
Ian Hubert
2020-04-15 07:17:00 +0000 UTCI had trouble with the link so here is another. https://images.nga.gov/?service=category&action=show_content_page&language=en&category=16
2020-04-15 06:44:42 +0000 UTCI always wonder, how do you set up the lighting that make the scene beautiful.
2020-04-15 06:34:03 +0000 UTCThat shot with the floating head looks like it's something out of a Dave McKean graphic novel. Your colors and lighting are very painting-like.
Jan van den Hemel
2020-04-15 05:47:28 +0000 UTCOmg, I was secretly hoping I'd be able to see maybe a little breakdown of this shot or something and then you release the whole scene! Crazy man! Thanks so much!
Strobez
2020-04-15 05:08:35 +0000 UTC