jakub_sobiczewski_Ancient_Ally_10

PERSONAL WORK · SCIENCE FICTION 

Ancient Ally

Key frames from a longer piece I've been building for a while. A machine that still runs on vacuum tubes, the room it has outlived, and the one person who comes to see it. Everything here is mine end to end — set, character, materials, lighting, camera and grade.

TOOLS

3ds Max · V-Ray · Forest Pack · Photoshop · DaVinci Resolve

ROLE

Concept, modeling, look development, lighting, rendering, post

SCOPE

CGI, motion

01 — THE PREMISE

One room, one machine, one visitor. The computer fills a whole wall in valves and filament light; the rest of the space is a house that was never cleared out — books, rugs, a chandelier, tools left mid-job. The operator sits between the two and has been there long enough to belong to the machine rather than the room.

Nothing in the set is stock: the machine, the robot, the props and the clutter were built for this piece. The point of the project is to work the whole pipeline myself rather than direct it — and to see how far one light source and one hue can carry a story.

jakub_sobiczewski_Ancient_Ally_01

02 — KEY FRAMES

Every frame is cut 2.39:1 and lit as if it came off an anamorphic lens: the tube wall is the only real source, so the exposure is set on the filaments and everything else falls where it falls. The green practicals are the only cool light allowed in the film.

jakub_sobiczewski_Ancient_Ally_02
jakub_sobiczewski_Ancient_Ally_07
jakub_sobiczewski_Ancient_Ally_08
jakub_sobiczewski_Ancient_Ally_09

03 — INSERTS

The inserts do the world-building the wide shots can't: a toy reindeer left on a terminal, an elephant walking the cable tray, a clamp and some bolts on a stool. Small objects, macro lenses, and the same one-source light.

jakub_sobiczewski_Ancient_Ally_06
jakub_sobiczewski_Ancient_Ally_04
jakub_sobiczewski_Ancient_Ally_03
jakub_sobiczewski_Ancient_Ally_05
jakub_sobiczewski_Ancient_Ally_15
jakub_sobiczewski_Ancient_Ally_11
jakub_sobiczewski_Ancient_Ally_12
jakub_sobiczewski_Ancient_Ally_18
jakub_sobiczewski_Ancient_Ally_17
jakub_sobiczewski_Ancient_Ally_13
jakub_sobiczewski_Ancient_Ally_16
jakub_sobiczewski_Ancient_Ally_14

04 — MOTION

A short cut from the same set, delivered twice: anamorphic for the film, vertical for social. Same render, two framings — the vertical is reblocked rather than cropped, so the tube wall still fills the back of frame.

jakub_sobiczewski_Ancient_Ally_01

THE VERTICAL CUT 

Reblocked rather than cropped — the camera is moved and the lens changed so the tube wall still fills the back of frame at 4:5, and the operator sits on the upper third where a phone puts him.

jakub_sobiczewski_Ancient_Ally_19

05 — HOW IT WAS BUILT

Everything is modeled in 3ds Max and rendered in V-Ray. The tube wall is one instanced valve multiplied across a frame, scattered with Forest Pack so the rows drift out of alignment; the floor clutter, paper and cabling are scattered the same way rather than placed by hand.

Lookdev runs on a checker stage with a chart and two spheres so materials read the same before the red light goes on. The robot gets turntables and clay passes before any texture. Grade and final comp are Photoshop, with the passes kept separate so each frame can be re-lit without re-rendering.

jakub_sobiczewski_Ancient_Ally_22
jakub_sobiczewski_Ancient_Ally_23
jakub_sobiczewski_Ancient_Ally_21
jakub_sobiczewski_Ancient_Ally_20
jakub_sobiczewski_Ancient_Ally_24

ANAMORPHIC LENS MATCHING

The cameras are not generic renderer cameras. I worked from real-world settings — focal length, T-stop, sensor size, focus distance — to match one specific cinema anamorphic: its oval bokeh, the way highlights stretch and smear toward the edge of frame, the barrel distortion and the slight breathing when focus pulls. That is what the bokeh charts and the lamp-and-bunny tests are for: shooting point sources at different distances and stops until the out-of-focus shapes behaved like the reference plates rather than like perfect circles.

THE LOOKDEV STUDIO 

I also built a 3D studio inside the scene file — a checker cyclorama, a color chart, a gray sphere and a chrome sphere under a fixed, neutral light rig. Every asset goes through it before it is allowed into the set: albedo values checked against the chart, reflections checked on the spheres, scale checked against the checker. It means a material that reads right in the studio still reads right two hundred hours later under a wall of red filament light, and nothing has to be re-authored once the grade goes on.

jakub_sobiczewski_Ancient_Ally_27
jakub_sobiczewski_Ancient_Ally_28
jakub_sobiczewski_Ancient_Ally_26
jakub_sobiczewski_Ancient_Ally_25
jakub_sobiczewski_Ancient_Ally_29
jakub_sobiczewski_Ancient_Ally_31

Selected Works

Hudson Yards WestArchitecture
Montario QuarterArchitecture
2945 Glendower AveArchitecture
The—BArchitecture
Ancient AllyPersonal Work

© 2026 Jakub Sobiczewski. All rights reserved. All images, films and text on this site are protected by copyright and may not be reproduced, published or used without written permission. Client work is shown with permission; most is confidential, and a full portfolio is available on request.