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IanHubert from patreon

IanHubert

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IanHubert posts

Asset: Destroyed Cars

I've been wandering around town and keep finding ruined vehicles, so I made a scanning day of it! The burnt out RV in particular required a...

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Designing Holographic Interfaces

IanHubert post Designing Holographic Interfaces from patreon

Covering some new stuff in this one!

Here's the holographic parallax shader breakdown from a while back

and the Holographic Par...

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Giving 2D Steam Elements 3D Looking Shadows

IanHubert post Giving 2D Steam Elements 3D Looking Shadows from patreon

Just a quickie, cause I didn't know when else it'd come up! This is super handy for me; hopefully it's useful to some of you, too.

RELATED:
My first "Working with Steam"
post (includes Free Steam ...

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Cyberpunkish Lighting

IanHubert post Cyberpunkish Lighting from patreon

[in which Ian googles pictures of alleys and then is upset that it's a bunch of pictures of alleys]

A few folks have asked me about cyberpunk lighting specifically, so I gave it my best shot!

Videos I think I referenced in this one?
2022-04-01 01:00:01 +0000 UTC View Post

Upcoming Shoot (and Props Update by Nate Taylor)

WOO! I'm nervous. This Sunday is my first shoot since the pandemic started! It's very exciting. This one's gonna be a big greenscreen shoot, and we're setting up some additional greenscreen cloth and softboxes to really give us some room to film; I really want to try to use everything I've learned over the last few years to m...

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Things I Learned From Recent VFX Shots

IanHubert post Things I Learned From Recent VFX Shots from patreon

Not the video I thought I was going to make, but I'd already made the intro so just ran with it!

I'm going to be prepping for a few shoots here the next week or two, so I might be a bit busier than usual :D

First off- on the chance you've never seen the movie (or even if you have)- seriously, I love this friggi...

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Nathan's Color Series Pt 2 - Black Levels

IanHubert post Nathan's Color Series Pt 2 - Black Levels from patreon

Another guest video by Nathan Vegdahl! 

A continuation of part one, here, on a deep dive into light, cameras, rendering, and how computers handle color. If you've ever wanted to wrap your head around a proper color workf...

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Modeling a Spaceship Cockpit Windshield

IanHubert post Modeling a Spaceship Cockpit Windshield  from patreon

Windows aren't always the most fun thing to model, but they're important! So let's do it! And some surprisingly decent curtains!

Here's the quilted fabric normal map, if anyone wants it for anythin...

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Asset: BG People & The Band scans

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...

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Tutorial: Spaceship Through Canyon (Vapor trails, etc.)

IanHubert post Tutorial: Spaceship Through Canyon (Vapor trails, etc.) from patreon

Sort of a tangent from the previous "Making an environment from scavenged elements" tutorial, but it's been so fun finally having a desert environment to play with that I keep running in random directions- also at this point so lit...

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Making a Shot from Scavenged Elements pt. 1 - Environment

IanHubert post Making a Shot from Scavenged Elements pt. 1 - Environment from patreon

First part of a series of making a shot from bits and pieces. As I say in the video, I don't go totally in depth about everything I've doing, but for a lot of it, I have in the past.

Here are a few particularly relevant links:
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Makin a Bag o' Beans

IanHubert post Makin a Bag o' Beans from patreon

Everyone's always saying "Ian you better make a tutorial about modeling a bag of beans in Blender or I'll quit the patreon!" fiiiiine- I'll do it.   

This was the final detail of the coffee robot I posted a while back- probably over-modeled, but I don't end up regretting that much (since any asset tha...

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Asset: Scanned Airplane Cockpit Pieces

Alright!! So first the disclaimer: these aren't exactly "high quality scans"; I grabbed them inside dark airplanes (though I'm fairly happy with my lighting solution), and since modules were always mounted to a wall, I was never able to get a full 360 view (although again, I'm fairly happy with my reconstruction effo...

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A VFX Shot Every Day - Pete Breakdowns

IanHubert post A VFX Shot Every Day - Pete Breakdowns from patreon

Specifically some fun fisheye/timelapse stuff...

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Asset: Hologram Shader for Blender

And here's the hologram shader asset!

I enjoy all the things that this shader can do, but I also think it could be potentially overkill if all you want is a little glowing thing in the background. If you ever feel like making your own version, you can always  just raid this one for parts; append some of the node g...

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Hologram Shader Breakdown

IanHubert post Hologram Shader Breakdown from patreon

I don't do too many holograms (I did them so much when I was a teenager I always felt I used up my quota :P), but I really enjoyed adding all the unnecessary little AR bits in Tears of Steel here, and thought it might be fun to have a similar ...

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Everything Nathan Knows About Color Pt 1 - Transfer Functions

IanHubert post Everything Nathan Knows About Color Pt 1 - Transfer Functions from patreon

Guest video by Nathan! :D

Color is a confusing thing. As I said in the color tools video, basically everything I know about light and rendering (color/eyesight/bit-depth/transfer functions/path tracers/etc) comes from Nathan sitting down with a sketchbook and explaining it to me.  

Which is why I'm really e...

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New Years Update!

Hey everyone!! Thanks for being here this past year! Next year looks to be shaping up to be pretty exciting, filmmaking wise- and since you're the ones making most of it possible, I wanted to give you all an update!

First off, I got to scan a couple old bombers! hohoho!! 

2022-01-01 00:59:59 +0000 UTC View Post

Alpha Release: Color Tools! Match CG/Live Action!

IanHubert post Alpha Release: Color Tools! Match CG/Live Action! from patreon

Your camera and Blender are buds, now (or your camera and basically any 3d software).

LUDICROUSLY excited to share this! Thanks to you folks here on the patreon Nathan's been able to hyperfocus on building these tools over the past 3 months- trying to make studio-type worldflow tools for the open source community (we'...

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Getting Neoclassical pt.2: Interiors

IanHubert post Getting Neoclassical pt.2: Interiors from patreon

Kind of an aesthetic sequel to Getting Neoclassical from last year! We don't get *too* wild with it (some day I've love to tackle those wild rococo greeblies), but there's lots of extruding, insetting, and beveling, if that's what yo...

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Capturing Photoscans: Everything I Can Think of.

IanHubert post Capturing Photoscans: Everything I Can Think of.  from patreon

I've talked a lot about ways to process scans in blender, but I've tended to avoid the actual scanning process, because by-and-large it's fairly self-evident- but folks have asked, and with Polycam's new browser-based functionality opening up the Object Capture system to folks without iPhones, it seems like a good time to tal...

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Asset: Astronaut (chilling, steering, dead)

3 Astronaut Models engaged in every possible Astronaut activity (chilling, steering, and dead).

The chilling one has a half-minute o...

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Creating Auto-randomized Signs/Neon/Such! (getting random)

IanHubert post Creating Auto-randomized Signs/Neon/Such! (getting random) from patreon

So- I've touched on a few of these techniques in the past, but this goes more in depth, and a few techniques are significantly more straightforward (and *powerful*!?)  My previous method is frankly a tad embarrassing in retrospect (as will be all future previous methods!)

2021-11-16 08:46:29 +0000 UTC View Post

Blender Volumetrics: playing with haze/fog and clouds!

IanHubert post Blender Volumetrics: playing with haze/fog and clouds! from patreon

A quick jump into exploring some techniques with volumetrics; a really great way to add atmosphere to a scene. They render a lot faster these days than they did in 2012 and I suspect it's time to give them another look! 

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Asset: Spray Paintin' Man


Video of him animated.

Just something to go along with the graffiti! A further experiment with the custom-rest-pose method, and my first to attempt anything bes...

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Tutorial/Asset: Putting Graffiti on Stuff

IanHubert post Tutorial/Asset: Putting Graffiti on Stuff from patreon

Graffiti's a great way to add a layer of humanity on top of something- in this video we talk about how to set up a custom brush and paint your own, and also use pre-made alpha-channeled stuff!

-Cause you remember how Teague Chrystie made the 2021-10-29 02:42:36 +0000 UTC View Post

Asset: Idle Animations for Bringing Photogrammetry to Life

IanHubert post Asset: Idle Animations for Bringing Photogrammetry to Life from patreon

Hey! I'm not sure how useful this'll be to other folks, but for my specific workflow it's pretty nice, and wanted to share just in case!

It's idling (standing/sitting around bored) motion capture data where the rest poses have been normalized (no T-poses), so you can immediately use automatic weights to slap your phot...

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Salad Mug Soundtrack

Hey! I've had an unexpected number of people ask about the Salad Mug music, which I can't deny makes me pretty happy (I threw everything I had at it). It was my first time ever trying to work with a lot of those tools, and figuring out halfway-decent MIDI orchestration and all that.

Good chunk of folks saying the musi...

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Refraction Tut! Heat Distortion and Such in Blender

IanHubert post Refraction Tut!  Heat Distortion and Such in Blender from patreon

I'd avoided working with refraction for so long because I thought it was computationally prohibitive, but it's not at all, and it's crazy useful! This is a deeper dive than usual into path tracers and shading nodes and all that. Thanks as usual to Nathan Vegdahl, who's willingness to share his path tracing wisdom has given me...

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Asset: Old Concrete and Structures

Old Concrete Stuff

Weird Fort Structures

WHEW! These were a lot of work. As I've mentioned be...

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