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Previous Parts:Part 1:  tracking/keying/masking/setup Part 2: Lighting("Deleted Scene": Making the Hallway)Hah! So! I mention (at length) in the video, but I had a little trouble with this one, because when you go from the blocking stages to the detailing stages, you really start to feel the diminishing returns. Like, to me this part is the most fun, because it's all about brainstorming how people actually live in the space, but a lot of that manifests as hand-placing lots of little objects on shelves over and over and over. SO, in the interest of being a completionist, I'm posting the video! But obviously your mileage may vary. Also at some point I'll be putting something into the far background (not just a flat grey void), so we'll see what happens with that. 

Files

Making Shot 3

"Deleted Scene" Making the Hallway Bit: https://youtu.be/9tlK7QxTiUU

Comments

AlpacaMax Y

I have to pause every 5 minutes to process the fact that you made some super decent cg dishes and trays using some random photo.

Kai Christensen

YES PART 3 IS HERE. This series has single-handedly gotten me very much interested and actively learning CGI/live-action integration! Thanks a ton Ian!

Ry Ken

Damn Ian your work is so freaking amazing the only blenderer I’m excited to watch video from damn you gotta talk to ton to make the next open movie project that would be awesome

IanHubert

Ahaha, that'd be a blast! Although- I already did one back in 2012! "Tears of Steel", maybe not the best film ever, but it was definitely ridiculously fun to make. Such a great group of folks :D

Kai Christensen

I'm interested in what keymaps you're using to move stuff around so quickly--are you just using standard G + X/Y/Z? It seems like you're able to hit those key combos ridiculously fast, which could totally just be from your experience, but I was just wondering if you had any other tricks up your sleeve.

IanHubert

Yeah just G XYZ! Might make sense for me to use more snap-to-face options, though. Actually! Watching these videos it becomes super apparent that like half of my time is spent just sliding stuff around in 3d space. I can TOTALLY see the appeal of modeling in VR, being able to just reach out and place something, instead of rotating/moving on each axis by hand, and swinging the view around to get different views and such all the time.

Covingsworth

Part 3!!! Wow this is incredible work, thanks for sharing Ian! For the final shot, the post processing is fantastic... What else did you do other than color grading?

Rizal Utama

Yey finally Part 3! made my Sunday woohooo, finally got something to do!! Oh and bit of information (you probably already know) but you can uncheck the Pin button on the UV map so it will automatically sync the texture based on your selection, i think that's kinda handy instead of looking for the file name and writing it, might speed your workflow since u went to UV map quite a lot xD

IanHubert

Wait what!?!? I didn't know this! That's... that's going to save me SO much time. Thanks Rizal!!!! Hot damn that's great, haha

Lighthouse Tugboat

Do you do all your rendering on your personal computer or do you use a render farm typically? If you use your desktop, what specs does it have?

Robert Schwarz

This is really great! Those quick assets, just ridiculous! Would you mind doing a small "tutorial" or insight on how to properly store those assets for future use? It´s not as mind blowing as simulating humanity itself ... but. you know. stuffs gotta be organized.

Chipp Walters

Hey Ian, great stuff-- enjoy watching and learn something new each time. Your physics issue: my guess is you need to flip faces and it will work. Thanks again.

IanHubert

Oooo- so, I still actually don't have a great system for that. Usually I just go into a project and select everything I think might be useful, turn it into a collection, and import it into a new project, which is kinda the dumbest way possible, I suppose- I'd LOVE a better system than that- I think there are probably good add-ons for creating libraries and such? I've never figured it out, though.

Fitzy182 (edited)

Comment edits

2026-09-20 10:00 This is looking amazing! Really loving following and learning from this process <3 the only thing Is that you can see the live bottle noticeably slide across the table away from the actor, super teeny, but I now can’t unsee it lol
2020-07-19 11:24 This is looking amazing! Really loving following and learning from this process <3 the only thing Is that you can see the live bottle noticeably slide across the table away from the actor, super teeny, but I now can’t unsee it lol

This is looking amazing! Really loving following and learning from this process <3 the only thing Is that you can see the live bottle noticeably slide across the table away from the actor, super teeny, but I now can’t unsee it lol

Rizal Utama

Your welcome!! So happy I could help xD

Zachary Macintyre

This is looking so good! It's great seeing the final touches of the scene and how you integrate it into the edit. I'd love a compositing breakdown if you have footage for it too!

Arturo Leone

If I'm not mistaken you can't use rigid body physics with "collision", you have to use another rigid body set to type:passive (and in this case the Collision Shape has to be set to Mesh)

gary hardesty

Awesome work as always, Ian! Question:

gary hardesty

Do you always render with Eevee, or? If so, why? Just for the speed? Have you ever used one of the render farms?

akim mohideen

This looks so good and satisfying...

Kai Christensen

What are your thoughts on the new After Effects Rotobrush update? Looks pretty promising, especially for low-budget artists that don't have a greenscreen!

Davide Stiz

@ian_hubert could you share the video resource?

Henry Hoffman

Try pixabay.com for CC0 stock images!

Carter Burr-Kirven

It's cause Collision is for soft bodies and particles, what you'd want for that cup situation is a passive Rigid Body. I think they could do a better job labeling each of those systems and making it clear what options are sequestered from one another... why is rigid body collision inside the rigid body modifier, but cloth collision is its own button? Why, for that matter, is there one collision type for cloth AND particles AND soft bodies AND hair, and then a different one for rigid bodies only? Like, I know exactly why, it's how the software is designed and obviously there's all sorts of important decisions going on behind the scenes about all these different physics systems and the different needs each one has, but from an interface standpoint, I wonder if it isn't more confusing exposing all that to the casual user. Like, what if there was simply one "Collision" toggle that activated both soft body and rigid body collisions behind the scenes? Or even checked the rest of the scene to see if anything else was using rigid body or particle physics? I don't know... just wonder if there's a better way to lay it out to the user that doesn't result in situations and frustrations exactly like that.

Mario Taylor

This is incredibly cool!! Thank you so much for sharing your knowledge with us!

Greg Beaudry

Hey Ian, at 1:22:35, how did you limit the camera's view?

IanHubert

I usually just render on my PC, yeah :)- I've had a GTX1080 and threadripper for a few years, but just updated to a 2070, which has been great! I can usually keep my render times to a couple minutes per frame (especially now with denoising).

Matt Castley (edited)

Comment edits

2026-09-20 10:00 Love your content, Ian! When moving objects, I find it really useful hitting G, then "Shift+Z" - that locks off the Z axis so I can move freely on the X and Y axis - applies to each axis
2020-07-20 06:22

Tim Evans

This is great, as always. Love these long vids! The deleted scene was just as informative and interesting as the main video.

smallpoppy

Thanks man! I've now added "stolen" and "not stolen" to my folder structures 👍

Sam Morgan

Great tutorial and love the assets you've provided. Had a quick play with some of them and added a few bits. Take a look... https://vimeo.com/439976295 - think I'll add in an advertising screen in there somewhere too.

Sady Fofana

man your worldbuilding alongside lighting is always on point!! i really love this scene!

IanHubert

Ah Sam! I love it!!! The moving platform is so cool :D Thanks for sharing

IanHubert

AHHH! I've used that for scaling- hadn't realized that could be used for G, too! Of COURSE it could! Yeah that's... that's super useful, thank you Matt!

Matt Jennion

Hyperdiagesis is the phenomenon of feeling profound attachment to a tv show or book or video game or whatever it is, to the point where it lingers in your thoughts even long after you finished watching. I think it means something like ‘hyper narrative’ or something but there’s an interesting case study on it, it’s about 20 minutes but it’s an interesting watch! There’s definitely a sense of grief that can come with the conclusion of a story you were really invested in (or disappointment, if we’re talking about a certain dragon show that fizzled out last year...)

MAYNE

You amaze me. Love the inspiration!!

Richard Riley

Rizal you are a dead set LEGEND! That's one of the handiest tips ever

Zachary Macintyre

Do you have a link to the case study? It sounds interesting!

Justus Hulmu

This is not too much related but dunno how else to share this. Also Ian probably doesn't care too much because he just feels the dimensions, but for some numeric people this might come handy: https://www.dimensions.com/

Matt Jennion

the abstract is wildly technical, but the video itself is an easy watch

Kai Christensen

This series has genuinely been soo inspiring for me! It's to the point where I feel like the only thing holding me back from making any crazy movie I want is work ethic, experience, and time (as opposed to fancy gear, or money, or exclusive insider knowledge)! I've even managed to actually shoot and start work on a test shot ( https://youtu.be/RKWXjDzT9Yc ), and I'm over the moon with how well it came out. Don't know if I'll fully flesh it out or not (it's just a test), but the possibilities here are limitless! SO VERY EXCITING, THANK YOU IAN.

Pete Burges

Hold on, you mean you're writing this and doing the filming as well as everything else? This is an insane amount of work. But I guess you have that limitless energy you get for a project when you're really passionate about it...

Ry Ken

this is awesome great work

Grant Abbott

I really like these tutorials. I am learn so much (just finished making some moths today, they really do add realism to a scene). I do struggle a bit with green screen.I think the main problem is poor lighting. Do you think adding two soft box lights would be enough to solve a lighting problem?

Dana Scully

Does anyone know how the lens flare was added in?

Vortex 711

Ian, how do you know your limits in detailing? I may sometimes over detail something, so maybe some info may be useful for me, btw i really hate the empty spaces and when i see one i just fill it with pipes, wires, fuse boxes

Vortex 711

Wandering the same thing, i think (not sure) using After affect, to also get the grain affect and maybe lens flare

Karl Poyzer

Hey! I'm sorry if this is a stupid question but I was wondering how you are able to select sections of the model in edit mode with a single click? For example, when you have a number of separate cubes in one model you seem to be able to select that cube really quicklywithout having to select all the faces individually! Thank you! Edit: Worked it out, it's "select linked" while in edit mode if anyone doesn't know. I bound it to a double click which is super quick!

Ozzie

Ah! I just use the keybind's L and Ctrl+L for that! maybeIwoulduseDoubleClickifIactuallyhadamouse O_O

IanHubert

Binding to a double click is a GREAT idea! I have it bound to a 4th button on my mouse, which is super useful. Didn't know you could bind stuff to a double click! That's rad!