Making Family Guy realistic

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this is what the house from Family Guy looks like in 3D software and before I show you the final realistic images I'm going to show you how it was made and some tips and tricks for making your own to create it I used blender which is 100% free open-source 3D software you can download on your computer and if you haven't used it before I got a beginner tutorial you might want to watch up there we start with the default Cube which I snap to the bottom scale outwards and then fly the camera inside of for sizing the room I always add this scale model of a man which helps me better understand the scale of things right away we can see the ceiling is too low so I set it to the more common ceiling height of 2.4 M now we need stairs which are easy enough to create from a resized plane I add an array modifier and adjust the offset values to get the rise and run of each step for the wall underneath the stairs I added a plane and resized it to the rough shape of the stairs then I subdivided it to the number of steps minus one then I deleted all the vertices above the steps and got a perfect cutout of the stairs which I just extruded out the edges to close the gaps the stair banister here is too simple to model from so I learned it's always better to model off a similar real world photo instead one trick I've learned for modeling something like this is not to do the typical extrude and scale instead you just model the narrowest and widest point then select the edge hit contrl B and then importantly scroll up to see the magic this is much faster to model and it usually results in cleaner Contours repeat this all the way up and you have something that looks complex but only took about 5 minutes to model duplicate it shrink it another array system handrail on top and that's our stairs now for that iconic purple/pink sofa I've made a whole series on sofas before but this one called for a different approach because while loose puffy cushions can be easily simulated tight fabric cannot which is exactly what this is foam cushions with tightly stretched fabric around it and if you go looking for it you'll notice it's a common problem even in AAA games most sofas just look like rounded blocks with wrinkled textures so I tried sculpting it I tried Marvelous Designer but nothing was able to solve the problem so I tried something new I grabbed cushions off my own sofa put stickers all over them captured hundreds of photographs from all angles and then put it into the software reality capture which spits out a perfectly scanned replica I duplicated them to make three sections and then saw there was too much repetition so I then took the cushions into substance painter to bake the height map and convert different sections into brushes I then used those brushes to break up the repetition while still keeping it realistic and it actually worked which was a win for my scene but this is not a very scalable solution so if if anyone has advice on achieving the same result using simulation or sculpting do let me know by comparison the rest of the scene is easy simple hard surface modeling techniques that I've covered in older tutorials but unless you're a student or you want to model these things as a learning exercise then you should be downloading them off the web standard household objects like these are in Surplus so there's no point wasting hours when you can buy a better version of it for a few bucks for example at polygon we spend days modeling assets to strict production standards and then we sell them for less than $3 each and you don't have to get them from us but do get them from somewhere if you do get them from us though you can install the polygon add-on and then you don't even have to leave blender you can search download and import right from the sidebar it also works for textures you just click the object you want to apply material to search and download and if the color isn't perfect you just go to the node setup find the color input and either change the Hue saturation or value or you can drop in a color ramp node to completely change the colors to something else and to make the materials more suitable for a house like the Griffins I blended the textures with some surface imperfections like water stains smudges and Footprints you can see a list of all the assets I used in the scene plus the photos scan sofa which we're adding in the store by clicking the link in the description below and now for the asset that no artist likes making windows and doors so here are three tips that I've learned over the years is to make it easy the first is that when you're modeling your frame add a mirror modifier with X Y and Z turned on so that you aren't wasting time the second is that when you make a 90° turn don't just rotate it and try to fix it by scaling cuz it's always going to be slightly off instead hit F3 and type in Shear or you can remember the hotkey contrl shift alt s then press Y for the Y AIS and type in one or minus one depending on the direction Direction then you have a perfect 45° cut that can be extruded out and if you've got clipping turned on you can just smoos the edges till they touch and three to make the wall opening add a cube and scale it to be just smaller than the frame then go to preferences add-ons and enable the Bool tools add-on now you can select your Cube then shift select the wall and press contrl minus key this will add a Boolean modifier disable the cube from rendering and set it to wireframe mode and if you see this by the way it's because you need a solidify modifier above the Boolean modifier one bonus trick you'll notice that if you try to make a second window by duplicating them the Boolean no longer works to fix this move your Cube to a new layer called Boolean and then select your wall and change the Boolean type from object to collection then select that new collection now you can duplicate to create as many windows and doors as you want and with that the room layout is complete which means now we can have some fun with lighting and composition like most 2D shows the lighting on Family Guy is mostly flat but we're not trying to match it we are trying to transform it so my process for lighting a scene like this is to First just play around with the lamps you don't know what you don't know so it's good just trying a whole bunch of unconventional ideas and seeing how it changes the forms and the Shadows we can make it look plausible later but first and foremost it needs to be interesting so we always spend a solid chunk of time just experimenting and I ended up with two setups that I really liked a nighttime setting which had warm practical interior lamps contrasting with cool exterior light and a daylight setting which was actually no lamps at all just a sky texture in the world background input let me know in the comments which one you prefer now if you follow me on Twitter you'll also know that I tried to add characters but then chickened out I wanted to try character creative for the first time which is paid software that lets you create customized characters that export to any 3D software package and it's actually really decent it's like using a character customization screen in a video game but there is such a thing as The Uncanny Valley and although the characters were very realistic they weren't quite realistic enough so even though they added a story and made the scene more interesting everyone that I showed it to just said they looked weird I probably could have improved it if I had more time I decided to cut my losses and remove him wasn't a total waste though as I was able to use character creator to make quick portraits of each character and then feature them on the living room wall yes still goofy but with the camera far enough away doesn't really matter so there it is a realistic version of The Family Guy living room if you enjoyed this video please click like And subscribe to help more people find it thank you for watching and I will see you next [Music] time
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Channel: Blender Guru
Views: 1,024,250
Rating: undefined out of 5
Keywords: blender, tutorial, andrew price, blender guru, blender tutorial, family guy, family guy realistic, realism, peter griffin
Id: 1Alu4jMKMG8
Channel Id: undefined
Length: 7min 51sec (471 seconds)
Published: Fri Oct 20 2023
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