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Hey hey!! I've been working on a bunch of stuff, but gotten a little behind on posting about it here. Mostly working on editing for the Dynamo Dream episode. I'm SO close to picture lock, and once the edit's locked I can send it off to the sound team :D  Editing is hard, though. I'm kind of having to "find the scene" in the edit, which it turns out is a thing I don't enjoy at all. Okay well maybe a little. But I much prefer having the edit in my head before we even shoot the scene, so I can just snag the bits we need and make sure we get all of that as good as possible, instead of just shooting coverage and hoping I can make it work.

Anyways!

I wanted a little scene to kind of showcase the new rigged/photoscanned characters I just finished (available to the Tier 7 folks! (though I suspect I'll post one for everyone tomorrow, too, because they're pretty darn fun)), so I made one this afternoon and snagged a screencapture as I went!  I'm seriously stoked about all of this- being able to pull of halfway decent CG people isn't really anything I ever thought I'd be able to do, so I'm a bit giddy. I'd figured I'd only really be able to use them in the extreme distance, but they hold up even for medium distance stuff!

For those curious, this scene more than most demonstrates how handy I find it to develop the lighting along with the modeling. I lay in lights before I even really have the scene blocked in.  

As with any screencapture, I recommend just scrubbing to the interesting bits (it's not particularly gripping cinema).  

0:08 - blocking it in
1:20 - laying in initial lighting
1:34 - stairs- my arch nemesis.
2:50 - quick texturing
3:20 - big pipe
3:55 - light fixture
4:20 - fluorescent bulb
8:45 - grill floor
11:00 - bead curtain
15:50 - neon sign
17:17 - menus
19:10 - cup modeling
21:32 - spinning fan blades
23:00 - droopy cables
24:35 - support cables
25:53 - burger time
26:51 - The Worst Napkin

Alright! Sleep time! 


Files

Modeling the BROIL restaurant

0:08 - blocking it in 1:20 - laying in initial lighting 1:34 - stairs- my arch nemesis. 2:50 - quick texturing 3:20 - big pipe 3:55 - light fixture 4:20 - fluorescent bulb 8:45 - grill floor 11:00 - bead curtain 15:50 - neon sign 17:17 - menus 19:10 - cup modeling 21:32 - spinning fan blades 23:00 - droopy cables 24:35 - support cables 25:53 - burger time 26:51 - The Worst Napkin

Comments

Anonymous

How long did it take you to model all this? Looks really great

Anonymous

Nice work!

Anonymous

I'm curious to know what you start with - a sketch or what? I am *fairly* sure you aren't making it up as you go along!

IanHubert

Ah thanks! And looking at the screencapture, I think about two and a half hours?

IanHubert

Oh! Well, I had a kind of basic picture in my head (basically what I blocked in in the first minute there), and I knew I wanted the lighting to be a mix of those high contrast overhead lights, and the little glowing alcove of the kitchen, and I wanted it to feel cramped and a little retrofit- everything else was mostly finding it as I went (I wasn't expecting it to have that pill/dome top, but I love it). Actually it's one of my favorite things in CG- planning the image in my head, then getting to see it in "real life" a day or two later :D. That said, I wish I did draw more concept art- I love drawing, but I haven't really had an excuse to do it in ages.

Anonymous

Are you planning on releasing this whole demo scene here?

Anonymous

The devil is in the details, loved this! I'll be diving back in detail for sure. Great to see the modelling and problem solving on the fly like that. Those beaded curtains are a really nice touch.

IanHubert

Oh! I think I could, yeah! A lot of the fun bits are pieces I've already released in the past, but could be fun to put it out as one big chunk. I'll look into it tomorrow! :D

Anonymous

Thank you for another great video Ian.

Anonymous

Screencast keys mannnnnnn T_T HAHAHA

Anonymous

I just want to say that you are an inspiration to me. I never would've continued learning 3D if it wasn't for you. I have a feeling that you are genuinely nice person. It amazes me how directly proportional your skills and talent to your humility. At the moment I am struggling to land a gig due to our beloved art is not that in demand in the area where I live. There are a lot of times I just want to quit dreaming of getting an arts job and accept that I will forever be stuck stapling paperwork on top of another paperwork. But whenever I watch one of your videos, everything just gets reignited. I may or may not get what I want but one thing is for sure, you are a light source Ian. Thank you very much for all your hardwork.

Anonymous

Looks pretty unsafe. :-P Nothing special here from technique POV. But amazing how "one texture doing it all". Lesson learned: you do not need 1000 textures. Just make a photo of some junk in your backyard and reuse it all over the place. Also interesting how basically some 3D junk models are reused and modified on the way. I am pretty sure this one will be also serving as a source for other scenery. Those characters looks very much like from a videogame even before I started. So I would assume, there will be an actual projections from a real video instead, otherwise it is way too cheesy.

Anonymous

This is so awesome. Thanks Ian!

Anonymous

You did this in one sitting? This would be a week of work for me minimum! Also- Can we have those fluorescent tubes with their node set up. Those look very handy. :)

Anonymous

My brain is broken. That was amazing!

Anonymous

I totally agree with what you said! And never give up on your dreams; you will make it happen! Also: do you need to restrict yourself to your local area or could you create an online portfolio and try to get freelance work online?

Anonymous

That napkin! IT IS EVERYTHING!

Anonymous

I assume you have a script written but visually are you working from imagination for a scene like this or do you do concept art/storyboards/reference first?

Kai Christensen

MY DUDE USED A TACO BELL DRIVE THRU MENU

Anonymous

oh wee - that was nice!

Kai Christensen

Hey Ian, it’s not relevant to this particular post, but I’ve got a question regarding in-viewport compositing. In the Making A Shot series, you were able to normalize the position of the pre-keyed card of the actor, and it looked great. However, I noticed—in that shot, the camera stays a relatively constant distance from the actor, meaning his scale in frame doesn’t change. Say I’ve got some footage where I’m dollying in on a character in front of a green screen. If I try to composite that footage in-viewport like you did with the plate of the guy drinking, how would I normalize the SCALE of the footage? Manual keyframes, like with the position? Or is there a better way to ensure my actor stays a constant size in 3D space? Dunno if that made sense, just something I was wondering about. I’m sure I’ll figure it out once I run a rest or two!

Anonymous

You can actually see him normalize the scale around the 19-minute mark in that exact video! It's subtle, because the camera really isn't dollying in or out that far, but it'd work the same way for large or small camera motion! If you don't want to manually keyframe, there are definitely some ways to automate it. For example, if your actor is stationary, you can just put a plane where they should be in the scene and project the texture back onto it with Window coordinates, or a UV Project modifier if you want to be able to reanimate the camera.

Kai Christensen

Thanks for the reply, I didn't notice him tweaking the scale! And yeah, I totally see now how the UV Project modifier could be useful in this case! I think I just need a bit more practice wrapping my head around the concepts involved and then I'll be able to start tackling more edge-case shots. Gotta learn how to think like a CG artist--it's a whole new mindset for me. Thanks again for the help, have a great day!

IanHubert

Ah! Thanks as always, Carter!! And yeah, so- it's confusing without visuals, but just to try to explain further, in that footage, that entire keyframing process is only really normalizing the scale/depth. The left/right/up/down location is normalized just by parenting the footage to the front of a tracked camera (the motion in the footage is naturally just cancelled out by the motion of the camera). Ack- I keep trying to explain further, but it gets tricky without a visual aid, yeah- if that first video didn't explain it, that's all the more reason I gotta kick my own butt and finish the greenscreen tut. I explain the whole thing a lot better with visuals, hahaha If the footage's origin is on the camera, then when you scale up the footage it doesn't appear any larger/smaller from the camera's point of view, because it's also getting further away in a perfect balance. If you scale it up till it hits a reference point (for example, where the feet hit the ground), and do that for all the footage, the end result is that not only does the character stay the same size- they move *in the correct location in 3d space!!* It's wild! But yeah, I SERIOUSLY need to finish the greenscreen tut super quick here. I have no idea if any of that makes sense in text, hahaha

Kai Christensen

That actually made enough sense that I think I can try implementing it! And really, don’t feel pressed on the tutorial. I’m genuinely loving EVERYTHING you upload on here so no hopefully no pressure.

Anonymous

Thanks Ian for the time-lapse video ...i think my spy camera is working on you hahaha lol....

Anonymous

i just had a feeling what if my food fly away coz of the height ...it must be windy out there...

Anonymous

Really cool, to be able to look over your shoulder!

Anonymous

3.5 hours! Dude!! Very inspirational as always!

Anonymous

I beg to differ, this was extremely interesting to watch!

Anonymous

Shift + R is a life-saver for simple repeated actions. Only works for single compound commands (duplicate + rotate around cursor seems the most useful) but it works in both object mode and edit mode.

IanHubert

Oh Paul! hey!! Also YES! That's such a good idea. I hope I remember it when I need it, hahaha