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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

Anonymous

Omg, 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!

Jan van den Hemel

That 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.

Anonymous

I always wonder, how do you set up the lighting that make the scene beautiful.

Anonymous

I had trouble with the link so here is another. https://images.nga.gov/?service=category&action=show_content_page&language=en&category=16

Anonymous

Love this

IanHubert

Ah! 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

IanHubert

Ah! 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.

Anonymous

If it’s from hdri haven would you mind posting a link? 😁. But yeah, this shot looks freaking fantastic. Such an interesting and strong vibe

Anonymous

Wonderful :) 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.

IanHubert

Ah 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.

IanHubert

A 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).

Anonymous

Thank 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.

Anonymous

I 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.

IanHubert

Oh, 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

Anonymous

I'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

Anonymous

I absolutely love these little tech bits and pieces in this. Are you planning on making any tutorials for modelling things like that from photos?

Anonymous

Dude! 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

Anonymous

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.