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So- since doing these scans I've learned a ton (I've got a whole lighting/delighting/color-workflow setup going now, which ends up being really important); these are mostly just straight polycam scans, with all the weird iPhone-processing that entails- that said, I find myself reaching for them a lot, especially combined with the quick idle animations asset to add life to a scene. 

Also it's just the same four people over and over :P Some day very soon  I'm really excited to have an entire scanning party, with, like, dozens of folks. But that hasn't happened yet! I blame the global pandemic- but don't worry. Soon I'll find a new excuse. 


BACKGROUND PEOPLE DOWNLOAD
BG People Blender Version:
Background People Scans Blend File (file is packed/compressed, and will probably run more efficiently if you unpack it (File, External Data, Unpack Resources)
BG People FBX Version:
Background People Scans FBX Version


AND ALSO! Here's a band! Do they look like a nightmare? A little! Could they still be useful in specific situations? Probably! 

BAND PREVIEW VIDEO

ANIMATED BAND DOWNLOAD
Blender Version Only
Also includes a pretty nifty guitar scan!


Comments

Jostein Lie Svalheim

Scanning party sounds like Xerox' version of facebooks famous "hacker parties"

Anonymous

Mr.Hubert. Please tell us everything you know about greenscreen and blender workflow . Sincerely , Dope.

IanHubert

I'm ramping into it! I'm doing a *big* greenscreen shoot in the next couple weeks (our first proper shoot in years)- we'll be getting into all of it :D

Jostein Lie Svalheim

Ok, I have a serious question for once Ian. Scans look really amazing. I'm surprised at how close I can go and them still holding up. I do, however, always notice the eyeballs first! Almost all of them curve inwards. Have you tried adding them manually? Just a quick face photo of the scanned person with like... eyes wide or something, so you can reproject the eyeballs on there. You could just go "BOOH" real loud and fast at the end of the scan so they startle and you should get some, clean wide-eye textures. (Don't go too hard, else the eyes might come out looking betrayed instead of surprised and we don't want that) I might not be good at 3d but I can scare the shit out of people, you bet. Or you can ask them i guess Do you think that would work? Or would that just make the eyes like... too realistic so the rest of the face now immediately looks off?

Anonymous

Go to bed Ian! Thank you for working hard, now please rest! I think it’s like 3:30 am over on your end!

Anonymous

Thanks for sharing man!

Anonymous

Dang, our lead singer suffered a fatal corn attack.

IanHubert

Ahahaha, that's a good thought! My feeling is that for faces to be anything but nightmarish would require a significantly different workflow than my quick-scan technique- I'd LOVE to figure it out some day (a proper, rigged, lightweight, customizable face that could be easily blended with the larger body scans). That said, it wouldn't be too hard to sculpt the eyeballs out a little bit in blender- I'll take a look at it next time I'm processing scans!

Anonymous

Thanks

Anonymous

Do you have any input to getting a proper sense of scale with these wide shots?

Anonymous

Hi Ian, are we allowed to use these assets in other projects - like Unreal?

Anonymous

I'm pretty sure he said earlier that they don't have a license, so in theory, you could go as far as to post everything here online for free, but that wouldn't be very nice.

Anonymous

His Answer in an earlier post: USEAGE: A quick note on usage of these assets (heck, basically all the assets)- you can use them in almost anything, commercial or otherwise, films, shorts, commercials- that's what they're for! You don't even have to credit me. Just maybe try not to distribute the 3d assets themselves, cause, ya know (and if you must, and it's a format where the original textures are extractable, you gotta pass along the disclaimer from textures.com (although for that reason specifically I've tried to avoid using textures.com textures this past year))