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IanHubert

IanHubert

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IanHubert posts

Tips for Optimizing Photoscans

I'm saving "how to shoot photoscans" * until next week (and those cement assets).

Also, huge thanks to Chromfell for turning me on to the usefulness of occlusion maps in de-lighting!

These are most of the techniques I usually use to clean up photoscans! I've got some "just-learned-this" energy in terms of baking, but hopefully I didn't butcher it too bad.

Hope you all are doing well! I am doing decent!

ALSO- Simon Salord commented below:
Hi Ian ! Isn't it ea...

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BTS: Building the Aluminum Com-Watch (by Nate Taylor)

Actually cast in aluminum resin what???

[OPENING NOTE FROM IAN]

Heck yeah! Another guest post! This one's from my friend Nate Taylor. Nate's worked with me on almost every project since 2008 or something (all the way back to Project London days). He's been present on almost every shoot, and helped me build almost every prop and set (the cyberpunk set in the church? He ca...

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Tutorial: Making Things Nasty

Hello! It's been a minute!
I'm being a *bit* clickbaity in the title here because I'm actually really jazzed about this technique and don't want to disincentive people from watching it by calling it "MAKING BARNACLES" or something (although- yeah- that is what we do).  


tags for the search feature: barnacles, dirty, moss, rain, algea, dust,

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Asset: SciFi Font "Huberfish" and How It Was Made (by Teague Chrystie)

[INTRO FROM IAN]
This is a guest post! One of the absolute most exciting aspects of this patreon has been the possibility of bringing other folks on board to tackle things I don't know how to do, or am intimidated by; this guest post by Teague is an example of that!

I've been friends with Teague for- dang, almost 20 years?? We met ages ago on a fan film forum "TheForce.net"- which was
the place to be for high-concept low-budget bac...

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Asset: Scanned Ground Elements

I've been LOVING these- easiest way to see a scene come together before your eyes. I have a few other packs I'll be uploading in the next week or so (old wooden stuff, cement structures), but this is the first.  I put a bunch of work into normalizing them all so they all have flat edges and should blend into each other really naturally. 

It's also the first time I've ever been able to...

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Interplexa Bike Boys

Hey okay! So- I'm trying to see if I can get all these ground assets uploaded today (I've been going wild scanning everything in my neighborhood, and they're really fun to work with, but I'm mostly stuck on which ones too include (I've snagged a ton))- but in the meantime just wanted to show some renders from the last few days! 

Both of these images started out in my cleaning/assembly file, where I optimize my scans, but I inevitably start playing with them, and once stuff...

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Quickie: Making Steam Elements Not Clip Through the Camera

What it says on the tin! I'm probably the last person to figure this out, but on the chance I'm not, this makes steam elements SO much more useful to work with, and takes less than a minute to set up.  

I've got a couple free steam elements available here.

And all the rest are available to the tier 7 folks h...

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Modeling Sci-Fi Megastructures in Blender

It's all about giving the illusion of detail, without actually, like, going absolutely nuts actually modeling it all. Will we copy? Will we paste?? A hundred times? You betcha.

And here's the street-markings tutorial (ALTHOUGH! My memory was incorrect, and I actually used texture painting for this one)  

If you're a tier 7 patron, feel free to grab the 2021-08-21 10:09:10 +0000 UTC View Post

Tutorial: Modeling Ship Hulls and Trucks (Curved Surfaces)

Are there other/better ways to model curves??? Probably! Nurbs or something? But this is a tutorial all about beveling and proportional editing!

The original intention of the video is kinda wrapped up at around 11 minutes or so, but feel free to stick around if you want to watch me attempt to model a wacky truck. 

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Asset: Cargo Ship

The inlet near my house is used as an overflow area when the Port of Seattle is full, meaning every time I walk down to the water I get this cool view of these rad metal islands. I've been wanting to model them for a while (actually, I've been wanting to try photoscanning them with a drone, but they're parked a mile or so offshore, and I haven't been confident enough yet :P)

On an aesthetic not...

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Asset: Tugboat Spaceship

I called this a "Tugboat Spaceship" on twitter, but it's actually for converting any previously seafairing vehicles into airships at a transdimensional interchange. 

Sorta like that. 

Soooo...

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Camera Shake Addon v.2 (Camera Shakify)

Works with Blender version 2.91 and up (version 1 of the addon works with versions before that)

Alright! Version 2  (Post regarding version 1 (with a bit more info, if you're curious) here)! Nathan Vegdahl's added some really handy new features. Should all be self-explanatory, but feel free to watch the video abo...

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Making a Sci-Fi-ish Lighthouse

Covering some ground in this one! Mostly trying to go fast, so it's very much an exercise in "block it in and refine it".  I'm happy with the final result though!! It's not exactly what I was picturing, but I think it has that "whimsical base design covered in industrial greebles" I was hoping for.

2021-07-24 10:55:18 +0000 UTC View Post

Make a simple Blender Addon/Hotkey/Button with Python

OHyeah! Getting into some python!

Obviously there are lots of tutorials out there by far more knowledgeable people- this isn't an "introduction to python" or anything like that (I tend to recommend Curtis Holt's videos, but there are tons of options out there), because this effectively skips most of that bit and kinda jumps straight into, "yeah but can I do stuff", which always helps me learn, perso...

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Tutorial: Continued Experiments with Procedural Waves

[in which Ian discovers "oh the Waves texture makes good Waves who'da thought."]

edit: ALSO uh just saw that flooding fairly similar to my little demo is happening and a hundred+ people are dead?? That wasn't me trying to be, like, bizarrely topical; it just wasn't on my radar- stay safe out there!

I have a lot of water stuff I want to do in the next year, so I figured I should try to figure out some slightly better water solutions than just slapping a musgra...

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Addon: Camera Shake

(version 2 released here!)

Download the addon here (click through to the download page):
CAMERA WOBBLE
(and remember, you don't have to unzip the file; just direct the addon install straight to the .zip!)

Super excited about this :D  We can do addons, n...

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Asset: Traffic Light

Alright! A follow up to the traffic light video last week! There's a lot of additional stuff I kept being tempted to put in here, but I already let it balloon to a bit larger than I planned.

Some different lights, and a variety of (questionably-implemented-but-surprisingly-functional) retroreflective signage!

Download (Right Click, Save Link):
Traffic Light Blend File...

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Tutorial: Animating a Traffic Light (and other nonsense)

A loose extension of the "Animating Complex Neon Signs" tutorial.

Unsurprisingly, I planned out this entire project while sitting at traffic lights :P

Also here's a sampler of the scratched metal texture that ended up working really well for me. I think patreon automatically downsamples images, so 2021-06-11 04:21:32 +0000 UTC View Post

Dynamo Dream Old VFX Retrospective

Going through a bunch of older versions of shots from Dynamo Dream, and talking about how they evolved into the finals! I ended up being a lot more particular towards the end, so I iterated some shots quite a few times. 

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Asset: Streetlamps

Hello to all the new folks! So glad to have you here! :D  I haven't made many assets lately since I've been pretty deep in the wrapping-up-the-episode side of things, but I'm trying to get back into a regular schedule!
Right Click, Save Link As:
2021-05-30 23:01:02 +0000 UTC View Post

HD Dynamo Dream ep1 Download

I'm actually pretty pleased with the quality of the final YouTube upload! The episode is 2k, but I uploaded it 4k because that's the only way to keep YouTube from blurring out all those little bits.

But! If you want a non-streamed version, here you go!

Right click, save the link:
2GB version [recommended]
And if you reallllly want EVERY bit of...

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DYNAMO DREAM RELEASE ep 1: Salad Mug

Woooo this feels good to release! And also nerve-wracking!

I have a TON of thoughts about this, and I'm excited to make a bunch of breakdowns and all that ASAP, but for now I'm happy to just get it out there.

Thank you SO much to everyone here. I used to have to cram all my work in between professional gigs, but about halfway through this episode all of you here on the patreon meant that I could work on this full time, and you can totally see it in the quality. There's a lot o...

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Object Paint-Outs with a Moving Camera in Blender

Paint-outs like these are *really* useful, and this specific technique ended up being easier than I expected! I'm going to use this all the time.

I think I've started enough of these videos with the motion tracking process that we might be able to start skipping it in subsequent videos, yeah??

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Making Eevee Look Like Cycles (intro to Eevee)

"Is this Eevee or Cycles?" is probably the most common question I'm asked, and there's a part of me that always wants to say, "it doesn't really matter much!" because with a little tweaking, most scenes can look fairly interchangeable.

This video goes through the basic steps to make Eevee flex a bit. If you're not already familiar with irradiance volumes and all that fun stuff, here we go!!

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Asset: HyperBole Racers

HyperBole Racers!

Took a while uploading these because I kept feeling like they weren't optimized/practical enough, but the stuff I'd like to do would take more work than making them in the first place, so here we go! They evolved and grew along with the HyperBole idea, and their final form reflects that (in that, y'know, some of them are a bit of a mess).

THAT SAID, I've spent...

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Tutorial: Brick Walls and Vintage Painted Signs

Only realized after I uploaded the video that these are called "Ghost Signs", which is pretty cool.

Just another quick one as I wait for the final mix from the sound team! Revisiting some selection techniques for a quick way to model a brick wall, and some sign design/texturing!  

I actually really like being able to add these to a scene because it's an easy way to show what life was like 50 ye...

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2D Card (Screen?) Replacement - Tracking, Compositing

Wrapping up the actual-actual last Dynamo Dream shots (or- okay well- just realized I have a couple quick "view out the window" shots I have to tweak- but they'll maybe be done tomorrow?) and realized I never finished this post card replacement shot!

Fairly standard! This is the type of thing I usually would start off trying in After Effects, but after having an unexpected amount of trouble with it, it's always nice to hop over into a full-3d situation :D.

If the track hadn't w...

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Speed Modeling Tips: 14 Minutes of Ways to Select Objects in Blender

In which I say everything I can think of about selecting. Just a quickie! I forget who mentioned this as a video idea, but it was great, thank you!

If you do a lot of 3d modeling, I think specifically going out of your way to learn hot keys is one of the most direct ways to increase your efficiency. It's like growing a new finger (which you'll need for some of these hotkeys hohohoh).

Seriously- if you're trying to get faster at modeling, becoming familiar with hotkeys (or at t...

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HyperBole Cinematography Breakdown

Composition is really important, and I never really know how to talk about it, because usually it feels like I'm not trying to make a good composition as much as I'm just trying to iteratively fix a bad one??

But for anyone who might be curious, this is me going through and just breaking down every shot into what I was thinking from a camera standpoint. There's also a lot of talk about animation and such in there (and you get to see how bad my character animation is, without all the ca...

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HyperBole! The Hyperball Hates You!

Really didn't expect to finish this today- but hey! Here we go!

High Res Link, if you want! Feel free to use it in whatever you like.

I'm organizing out the riders/vehicles into assets I'll be uploading soon, here, along with a breakdown going through a bunch of things I learned (although a lot of the fun stuff (mixing IK with mocap, for example) I've already gone through in videos last y...

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