Figure 1, 2, 3, 4. Renders. Camera Perspectives. Final Design. Horror Door. Hero Asset Model. 3D diorama. Environment Piece. 3D model.
From these four Renders I have demonstrated my completed horror door hero asset presenting different angles and perspectives in which to view the environment and the focal point of the hero asset (the door). I have chosen these renders as I feel that they best represent the environment that the hero asset resides within. Whilst also showing how much presence and purpose that the door as within the scene and as the door is the focus of the hero asset I feel that I have been successful in presenting its importance within the environment through these renders, which show different angles in which to visualise the door and provide an atmospheric perspective that brings depth and focus to the hero asset through the use of renders.
From these renders I believe that Figure 4 is the best representation of the type of perspective that gives the door a more dominant and oppressive presence, whilst also making the door the focus of the render which is the core of the module with the environment serving to provide more depth and purpose for the asset within the scene, which I feel has been successful with its usage of industrial architecture and dirty colour scheme and textures which produces an industrialised and rustic aesthetic which has been inspired by my research material which has included material imagery and game references such as the Silent Hill franchise (1999) which is used through its rusty and desolate design within its (overworld) environment design depictions. https://www.konami.com/games/eu/en/products/shhd/
Whilst this has allowed for more reflection and narrative thinking behind the choices I have made through the creation of my hero asset. These renders serve as demonstrations of the work output I have made and the knowledge of 3D software and pipelines presented. Through this renders I believe I have illustrated the horror genre that I have chosen to use for this module and the completion of an 3D model, which fits the definition of what a hero asset is supposed to represent following my research and development on the subject from the beginning of this module study block.
Figure 5. Atmospheric Render. Alternative Perspective Design. Open Horror Door. Hero Asset Model. Lighting. Red Coloration. 3D modelling.
Figure 6. Atmospheric Render. Alternative Perspective Design. Open Horror Door. Hero Asset Model. Lighting. Red Coloration. Environment Piece. 3D modelling.
To further present my hero asset and the environment that it resides within. I have chosen to take renders of optional perspectives of which the horror door can be viewed from. I also wanted to demonstrate the valuable that lighting has to the asset and the environment as a whole as the genre I have chosen to use for this project is horror I have used red to symbolise danger and intrigue for what is hiding behind the hero asset. From this I have wanted to add more depth and mystery to the narrative behind the doors design and environment purpose and from these renders I have chosen a perspective in which the door is shown open and the lighting in the scene is given more focus and intensity within the environment.
This use of lighting I feel illustrates a more intense danger that the closed door renders keep more subtle as to demonstrate the importance of the door and its enforced and strong design. Whilst the closed door renders enforce a more oppressive and ominous atmosphere, these more dramatic red lighting effect renders build a scene of impending doom and fear which reinforces the horror themes I have illustrated through the design and diorama, whilst showing a new perspective in which to view the hero asset and give some contrast and visual context to the original closed door renders.
Figure 7, 8, 9, 10. Diorama, Horror door, Hero Asset. Environment Piece. 3D Render. Perspectives. Angles
To better present my hero asset in its finished state. I have rendered different angles of the horror door diorama so that I can illustrate the environment that my door asset is at the centre of and provide a more wide perspective for how the hero asset is best presented to the audience from a technical and artistic perspective. Following my research into dioramas and the type of environment that my hero asset is designed to belong to I placed the door at the centre of the diorama as to bring it more focus to the eyes of the audience and to show its dominance in the scene which is extended through its colour scheme and metallic design. As a 3D diorama piece I believe I have been successful in presenting an environment and focal point in which to capture the attention of the observer which is an important factor when designing scenery and an asset that holds value to the world of the hero asset .
From the research and planning stage of the development of my hero asset I asked the responses that I received on the definition of the term hero asset to look at the final renders of my horror door and provide feedback from so that I could reflect and if time permitted make alteration to my hero asset design for quality assurance and development. I contacted the Art Station artists and I received useful feedback on their thoughts and views on my horror door and how it could have been improved. These responses include "There's too many tubes that don't really seem useful, they're just there". Whilst another comment discussed "Could change some of those for vents, add some holes where the tubes connect into the wall, some newspaper or trash on the ground, if its a more industrial place maybe a toolbox and a ladder"? other things put around the door so it looks less empty. When things are too perfect and too "clean" it looks off, you got to add details that tell you a "story" about it. Look up "environmental story telling" - Erika Moya. Responses such as these are useful in gaining an outside perspective and a different point of view from my hero asset. I find the inclusion of vents and holds to be quite interesting and could add depth and complexity to the diorama. Although I feel it maybe also result in too much similarity to the reference I have researched on my diorama (mainly the Silent Hill franchise) and would like my hero asset to have a sense of originality, which I feel it achieves through its use of colour scheme and pipes. One area I do feel could be expanding upon in my hero asset is the idea of adding "trash on the ground" as this would allow the diorama too feel more detailed and a give a sense of previous activity. This would make for a more visually interesting and detailed asset. I also found the idea of "environmental story telling" to provide me with possible research material for future reference as giving the hero asset narrative purpose in the environment has been a key aspect of the design and placement of my door since the initial planning and researching stage and whilst I feel I have been successful within this feature hearing feedback such as this has allowed myself to take a more objective and outsiders point of view from this project which has affect the way my hero asset is perceived by myself and ways it could be improved by adding more detail and clutter is a good way to add detail and provide environment storytelling through the design.
Another response I received from an artist was "Its a bit dark and lighting seems off ( though they might be related). you could try some lights in the diorama, maybe a cooler colour hanging light bulb to contrast the warmer red glow light?" - Jake Banitas. This response has importance to me as original in my design of my hero assets environment I had thought of adding a light bulb feature to my diorama's environment above the door and though I thought it would could add more detail to the scene and provide some extra lighting. I felt that it could over light the scene as it was above the door, and as I planned on having light sources coming from the rim and under the door model I believed that the light bulb would be unnecessary, for this reason I took it out of the final diorama. However hearing this criticism it has made myself reflect upon the reasoning for why it was not added to the final hero asset model, and although it could have added more ranges of lighting like the responses claims I feel it would have over complicated the scene and so I haven't added it to the diorama's final design.
However this experience has served a greater purpose in discussion of what is required of an hero asset and the environment it inhabits. Reflection of elements that have been cut or altered from an environment serves as useful practice in understanding an asset and its key component. These are common occurrences within the creation process and game development as a whole, as creating artwork and develop upon in through different areas of practice and techniques has allowed for development within this field of game art, which is valuable for future projects and further expansive academic development within the wider creative practices.
Figure 11. Diorama, Horror door, Hero Asset. Environment Piece. 3D Render. Materials. Close Up Perspective. Marmoset Viewer. Textures. Gloss, Normal, Reflective, Wireframe, Albedo Textures. Layers.
Figure 12. Diorama, Horror door, Hero Asset. Environment Piece. Diorama. 3D Render. Marmoset Viewer. Materials. Textures. Gloss, Reflective, Normal, Wireframe, Albedo Textures. Layers.
By using Marmoset viewer it allows for easier breakdowns of the material and textures maps used on the hero asset and a way to view the model within a 3d space. This is valuable for presenting the hero asset that I have accomplished from my workflow and 3D pipeline for this project. The texture maps used in this diorama includes:
Gloss,
Reflective,
Normal,
Wireframe,
Albedo
From these texture maps I am able to demonstrate the effect that the material maps have on the diorama, with the display demonstrating the development process that i have undergone in achieving the design and atmosphere of my horror door. One aspect of my hero asset that is important to consider when designing and modelling an asset in 3D is the effect that the tris count and complexity of a model has on the engine and function of an asset. This is because the amount of polys will effect weather the 3D asset is capable of running within a game engine smoothly and with as little slow down as possible. This is essential when making an asset functionable and useable for the player and observer. Having an asset game ready is a key function for any artist making 3D models and props for games. This module as served as valuable practice in bringing an idea through the development phases and into a game ready function for demonstration. and in engine, and whilst I feel I have achieved this function through documenting it in my critical reflective journal for reflection. It is important to mention that the way assets are prioritized reflects the importance of the asset and as in this module I have created a (hero asset) this has affected the quality of the model and the triangle count as this asset is a key feature in the environment and serves as a focal point for the audience. Meaning it requires more detail and higher count of of tris. For my horror door hero asset the triangles were 34,480 whilst the Verticals amounted to 27,436. A low tris count which is good as to make the hero asset useable for placing within a game engine as there is not much memory and features being used on screen to strain the engine and slow down the run time.
To gain a wider reach of perspective on tris counts and how it effects a 3D asset such as mine. I contacted the artist Erika Moya to ask the opinion on tris counts and how it relates to my own hero asset. The response I received compares the horror door diorama to there own Art Station cabin diorama which I felt shared similarities and serves as useful comparison. They said "For the one that I did it had to be around 50k tris, but the resolution is not a magic number, it depends on many things like: what platform is it for? (mobile is much cheaper in tris than pc") - Erika Moya. https://www.artstation.com/artwork/ZWGOX
From this responses it highlighted important aspects to consider when design and integrating a hero asset into a game ready model. For example, how the asset will be perceived. Such as mobile or PC as the quality and sizing will effect the way to asset is viewed and in this instance would not require much detail and high tris count. However regarding to my horror door from the close up renders and in-game aspect of the design for my hero asset the amount of tris count is warranted with the need to properly represent the texture detail and atmosphere that I have designed for the asset and this response has provided a more in-depth and technical perspective to view how to design 3D asset. From this experience I can integrate into my workflow and future 3D projects as a professional artist.
Figure 13. 2D Artwork. Production sheet. Hero Asset. Horror Door Design. Development Process. Photoshop. Layout.
Figure 14. 3D Artwork. Production sheet. Hero Asset. Horror Door Renders. Development Process. Original Design. Marmoset Renders. Layout.
As the door is the core facial point of my hero asset. I have created presentation sheet designs of the two main development pipelines. I have followed in the creation of my horror door 3D diorama. These presentations highlighted the initial 2D designs planning and researching phase. As well as the development pipeline of creating the door in a 3D perspective using the software available to me and which i have experience within when creating 3D assets. These software included.
Maya
Zbrush
Substance Painter.
Using the research I have conducted from the presentation sheet research from other reference such as previous Falmouth student projects. These show how layout and professional positioning in the three column perspective helps the presentation of the artwork in a clean and concise manner.
(Update) From reflecting upon these early presentation sheets I am able to determine the positive and negative elements that have contributed into what needed to be changed to better improve the quality and professional standard that I required for the presentation sheets for this module. Not many alterations were made to the Figure 13 presentation sheet as the 2D illustrations achieve the design and themes that I have illustrated through my journal. The main differences made were to the aesthetics of the presentation, the original is very basic and dull and using the horror theme I wanted to intergrade this into the presentation design and for this reason the linework.
For the 3D presentation this was the presentation which I spent most time refining and focusing upon. Not only as it compares to my chosen art principle but as it serves as the main version of the hero asset that I wish to present to the audience viewing my diorama. The biggest difference in the Figure 14 presentation is the 3D model itself, as after receiving responses from my peers on the original design for my horror door I re-modelled the textures for the steel door to make it more detailed and distinguished. As the original textures for the door was very plain and dull design wise and reflecting on this factor I am pleased to have redesigned this aspect of my hero asset as these renders show a less professional and interesting asset as a result of the textures used. Another important factor to mention in this presentation is how the original presentation lacks the environment and diorama present in the final design for my hero asset. This was due to not originally planning on using the environment in a 3D bases and only later once reflecting on ways to improve my hero asset making the decision to add the diorama to my final horror door asset. This drastically altered the way my horror door asset is perceived and has added depth and context to the design and atmosphere that I have conveyed through the design of my hero asset. This serves as the main difference for my 3D presentation and showing the difference that has been made in a few weeks of development and the effect that peer feedback and reflection has on the final outcome of a project.
Figure 15. 3D Artwork. Production sheet. Hero Asset. Horror Door Renders. Development Process. Original Design. Marmoset Renders. Layout. Illustration.
I have asked my peers for feedback on my initial presentation layouts and the quality of the work that I have produced for this module. Through this process I have hoped to gain more insight into what I could improve upon my hero asset and the presentation I present at the end of this study block.
Regarding my presentation sheets I received feedback such as "Maybe just change the colour of the door so that people can see the contrast between the door and the objects." On reflection I can see what the point being made suggests as the lighting shown in the scene and the use of colour is very similar and over presented in the environment, this results in less atmospheric subtlety that the horror thee should represent more. From this response will take this feedback and re-evaluate the way lighting is shown interacting with the door model and the use of texturing as the range of colours and contrast could be altered to be more distinguishable and this response is helpful in narrowing down elements of my hero asset that could be developed further, and comments such as this are a testament to this development process .
Another response that was received was "I think if you blocked the lights on the sides and had it coming through the door then it should be more effective." When looking at these renders again with this new perspective this feedback is very helpful with how making these changes to the model and presentation would help to greater emphasise the horror door as the dangerous stationary object that its design and environment represents through the oppressive and strong material design. In having the lighting reflect through the doors gaps this can be used to improve upon the focus and fear and danger aspect that are the themes I want to enforce through my hero assets use of colour and design. By making this change to my asset I believe it will improve my hero assets presentation greatly and the quality of the hero asset as a professional 3D model, its through asking for feedback that I was able to see someone else's opinions and perspective on my work which has helped in the develop of my hero asset and provided more insight and areas to explore further.
Figure 16. 3D Artwork. Production sheet. Hero Asset. Horror Door Renders. Development Process. Breakdown. Components. Layout. Annotation.
Figure 17. 2D Artwork. Production sheet. Hero Asset. Horror Door Design. Development Process. Breakdown. Components. Layout. Annotation.
Through annotating these presentations I am able to constraint and identify important areas of interest that is used to catch the attention of the audience. As well as breakdown the layout and artwork on display in order to deconstruct these aspects. This will be useful for identifying the aspects that can be altered for the final presentation designs.
By adding descriptions of the contents of the presentations I have shown the positioning of each area which divides the components shown in these presentation sheets and results in a clean and concise presentation display which shows the artwork and breakdowns of the process and pipelines that have been followed for creating the design of the hero asset and the building of the 3D door asset as well as renders to show different perspective. Through these annotations and the feedback received from peers I will take the responses into account when re-designing the layouts and usage of artwork which will more accurately portray the quality and professional standard asked of me during this master's academic module.
Figure 18, 19. 3D Artwork. Production sheet. Hero Asset. Horror Door Renders. Development Process. 3D diorama. Environment Piece. 3D model. Breakdown. Annotation
After the experience with the original designs for the presentation sheets I could the feedback and re-designed the way the information on the pages were displayed as well as fixing layout and scaling and improving upon the quality of the presentation sheets by incorporating a consistent colour scheme and general design to help the style for the presentation sheets to match the horror aesthetic and colours shown on the hero asset diorama.
With the presentation sheet the goal is to illustrate the diorama from a professional standard using renders that best demonstrate the core principles of the asset and show the process used to accomplish the final hero asset design. The use of wording is used as a descriptive to illustrate the work on display and add context, and whilst I have used a consistent design for the presentations the focus of the presentations sheets is to draw the attention towards the artwork and I have achieved this through implementing a two layer format for dividing the page and keeping the design simple and clean.
I have used the knowledge I have gained from formatting a presentation from research obtained from observing other students presentations sheets such as Ann_Rehemaa - see Figure 91, 92 from the Production Page. This has served as valuable reference which I have applied towards my own presentations sheets to present the hero asset to a professional standard and illustrate my workflow and knowledge of the pipelines required for creating an hero asset from design to stages of development as well as taking it into 3D for further development and process demonstrating my knowledge of professional practices and principles of game art.
Figure 20, 21, 22. 3D Artwork. Production sheet. Hero Asset. Horror Door Renders. Development Process. 3D diorama. Environment Piece. 3D model. Breakdown. Mixed Production Process. Annotation.
With regards to the production sheets I wanted to present the workflow and pipelines that I have used in the production of this horror door hero asset, which uses the same aesthetic whilst giving more opportunity to breakdown and present the door from different angles and development process. Showing the materials used in the texture created within substance painter as these production sheets illustrate the process and development practices used to create the horror door and the different from concept to 3D model demonstrated within the 2D artwork and final renders.
These production sheets serve to show other elements of the asset that the presentation sheets cannot and these finalised sheets have developed upon my original designs through provided a wider range of imagery which gives context and insight into the workflow and development process of an artist. This is useful in demonstrating my knowledge of both 2D and 3D principles and pipelines which is effective for presenting to other artists and career scouts to demonstrate to a professional standard and practice.
https://www.studiobinder.com/blog/what-is-vfx/
For research into possible inclusions I could add towards my hero asset's presentation I have looked into the use of visual effects and how it could be implemented into my horror doors presentation in an aim to further enforce the themes and atmosphere that my hero asset is exhibiting through its design, and which the inclusion of sound effects I feel I can develop and add to the asset with noises and effects that can illustrate the feeling of dread and danger that my doors design is presenting .
"(VFX) is a term used to describe imagery created, manipulated, or enhanced for any film, or other moving media"
- Written by ALYSSA MAIO at Studio Binder.
Possible VFX include:
Steam
Water dripping
Lights flickering
Shaking environment
Wind
(Update) Regarding my hero asset and the use of VFX I plan to use the unity engine to run particle effects in engine which will enhance the atmosphere and diorama for my horror door asset and help to demonstrate my asset running in real time and portray how it would look like if running in a game environment.
As my hero asset's environment uses pipes and steel material throughout the diorama I feel that by adding steam and smoke can help add density to the atmosphere and improve upon the sense of menace that environment is meant to portray. By having smoke and steam to the asset I feel I have add more complexity and detail to my diorama which enforcing my horror aesthetic and build s a more mysterious and creepy atmosphere which is useful for showing the horror theme I have used for this hero asset.
Figure 23. YouTube.com. Hero Asset. Horror Door MP4 Video. Environment Piece. 3D model. Atmospheric Sound Music By Eric Matyas. Created in Adobe After Effect. Video Presentation.
https://www.adobe.com/products/aftereffects/vfx-visual-effects.html?promoid=1K8FDFPH&mv=other
Using After Effects I have created a short video demonstration of the type of atmosphere that my hero asset is intended to illustrate through the environment and the doors design which is at the centre of my diorama piece and the main focus of this module. I have including the smoke effect that I have research in my planning of using the unity engine to add density to the scene and build a more eerie atmosphere which I believe this effect achieves.
By creating a video I have an opportunity to enhance the components found in my diorama and which works to make the hero asset I have created more dramatic and engaging for the viewer. One aspect that I have been able to improve upon using the after effects software was the lighting of the scene and the effect it has on the environment as a result. Through the use of red lighting in the video I have been able to add a reflective effect to the red light which amplifies the red colour scheme and increases its glow which is useful for illustrating the dangerous feeling that this is meant to evoke. The use of red is used to draw the attention of the viewer towards points of interest in the scene and illustrate a more ambiguous sense of danger from the asset which is shown through the design of the diorama and the colours shown throughout. This is enforced through the inclusion of music which helps to build an atmosphere of dread and danger which without it would not have been as successful in demonstrating the themes of horror that my hero asset is presenting.
The Music that I have used in the video is entitled SEWER CREEPERS and is a Royalty-Free music sample created by Eric Matyas from the website https://soundimage.org/
I chose to use music such as this as I feel that is enhances the atmosphere and feeling of impending fear through the use of industrial metallic noises and a sense of drumming with increases over time which implies a mysterious danger approaching. From the music I interpret the noises as water dripping and metal pipes and its through this perception that I believe the music works well to enforce the themes and atmosphere that the door is focused on creating. Through this use of sound I feel that it builds a creepy and subtle atmosphere which enforcing the themes of horror that the hero asset is exhibiting and adds depth to the asset which increases its engaging and importance factor which is essential when creating a hero asset that is a the centre of an environment.
Figure 24. Hero Asset. Horror Door. Environment Piece. 3D model. Saturation. Colouration.
Figure 25. Hero Asset. Horror Door. Environment Piece. 3D model. Lighting. Development Process.
Whilst using Adobe After Effects to create the video presentation for my hero asset I took the time to experiment with the software in more detail and observe ways for possible alternative actions I could take for presenting my horror door asset, whilst also demonstrating the development process I have made which has resulted in my final video.
Whilst testing ways to present the horror door using effects and features that could serve to build a more real time example of the type of atmosphere I have envisioned for my hero asset. I experimented with the use of vignette and light ray effects as this can be used to demonstrate the dark oppressive feeling that I have aimed to present using the themes of present in the environment and the use of the horror genre. I found that vignette and darkening the scene helps greatly with the dirty and industrial design of the environment and brings focus to the door as the main drawing point for the viewer to observe, as this is the function of using vignette I feel it is successful in this regards. However by using this effect I found that the use of steam was less prevalent because of this feature and it posed an issue as I wanted to illustrate the use of steam in the scene as to bring attention to the pipes and metal features in the environment and for this reason I chose against darkening the scenery from the video presentation.
I was able to use Adobe After Effects to enhance the brightness within the scene using a bloom effect for the red rim lighting coming from the doors frame and floor grate. This increases the intensity of the light and provides a more dramatic and dynamic lighting effect which enforces the mystery factor of what is beyond the door and illustrates more strongly the horror theme and fear that the player is suppose to feel from the video presentation.
Figure 26. YouTube.com. Hero Asset. Horror Door MP4 Video. Environment Piece. 3D model. Turntable. Marmoset
Whilst creating 3D models. One aspect of my workflow is to present my work using a turntable using the Marmoset software. From this I wish to give a more finalised and professional approach to my presentation of the work I produce and help to show my work from a variety of angles. For my horror door hero asset I have preformed the same process so it a more complete look at my full 3D asset.
From this video I have shown the diorama in all angles including the sides of the model that in a game engine the player would not see such as the back side of the walls. While these angles are mostly unnecessary to present I feel that by demonstrating my hero asset as a full and whole model is useful for the development process and whilst these areas could be culled out of view to safe memory for this journal I feel it is important to illustrate a full 3D model and how certain aspects are achieved for example.
The lighting under the door is produced by having a directional light cone placed behind the door model and by doing this I have the lighting shown through the gap under door which helps to illustrate the scary presence that I wanted to demonstrate through the design of my horror door and the horror theme I have chosen to use for this project.
Figure 27. Hero Asset. Horror Door. Environment Piece. 3D model. Unity3D. In-Game Engine. Particle Effects. Game Ready Diorama.
After the completion of my goal of creating my horror door hero asset and creating the presentation sheets and videos which demonstrate my final renders of my asset and illustrate the process and development that I have made through this module's study block I wanted to take time to experience and explore more advanced and alternative ways to present my hero asset and research further into ways I could expand this upon this hero asset idea for future prospects given more time to work on this project.
By placing my hero asset into the Unity engine I wanted to experiment with the use of particle effects within a scene using the research I conduced on VFX and how it could apply to my asset. From Figure 23 I have already demonstrated the use of lighting and smoke effects by using the After Effects software, However I also feel it is useful to use similar effects In a game engine environment as that is what the hero asset is designed to use and having a working representation of the effects and asset in-game would serve as a demonstration of its real time functionality and running example of an in-engine asset. From illustrating using particle effects upon a pipe model shown within the environment. This serves to add further degradation and age to the scenery and give these assets more purpose within the environment. This helps to build more of an atmosphere and depth to the hero, and I believe this makes the asset more interesting and functional as a result of these inclusions.
Figure 29. Hero Asset. Horror Door. Environment Piece. 3D model. Unity3D. In-Game Engine. Particle Effects. Steam Effect. Sizing. Game Ready Diorama.
Figure 30. Hero Asset. Horror Door. Environment Piece. 3D model. Unity3D. In-Game Engine. Particle Effects. Steam Effect. Game Ready Diorama.
With the Smoke effect I want to illustrate the industrial theme that my environment and research has exhibited through the use of pipes and steel materials, by using the Unity Engine I can experiment with the use of particle systems and how it can later an environment and a game as a result.
By keeping the system simplicity in design I want the focus to be placed onto the hero asset whilst having the effects empathise the certain aspects of the environment that I want to be expanded upon such as the aged and worn scenery that is meant to symbolise the ageing environment and reinforcing the horror genre that the hero asset is exhibiting. This is useful to demonstrate as following my research into other environment of influence and how they use the environment to the advantage of their hero assets. For instance with Silent Hills use of metal and rustic aesthetics It creates a disturbing and unsafe atmosphere which helps to empathise the assets in the environment and which has served as a valuable reference for how my design of my door uses the horror theme to demonstrate these same feelings through the design and atmosphere. I feel that the use of smoke helps to present a more foreboding and mysterious atmosphere with its inclusion and by using the particle system in unity it gives a valuable reference for how it could look like in-game and how a player could perceive the environment and build a sense of uneasiness, which is valuable when using a theme such as horror.
In retrospective of the outcome and quality of this modules study block I believe that I have been successful in fulfilling the overall brief of creating a hero asset using a formative theme and demonstrative workflow of progression illustrating the different stages of development as well as breaking down the construction of the design and final 3D diorama horror door from concept to digital 3D model. Through documenting my processes using a variety of different software used to create my hero asset as well as the research and planning of ideation which have contributed towards the final produced asset I more expansively able present the use of pipeline and workflow that has shown all stages of development in a concise and readable manner.
This has allowed for more reflective writing of describing the affects of the choices made through colour, form, and visuals to enforced the themes and genre that I have presenting for the hero asset and is represented through the design of the horror door asset and the presentation sheets used to show the development process of this module and best demonstrate the hero asset to a professional standard. In reflective of the quality and successful of the hero asset diorama created during this module I believe I have produced a unique and narrative heavy asset which holds prominence within an environment and which themes and aesthetic help to enforce a narrative through visuals and atmospheric story telling. This gives the hero asset a purpose and greater importance within the scenery furthering the use of the horror door and fitting within the qualifier of a hero asset model and allows for more expansive and development if pursued further for explore more usage for the hero asset door.
If I was to continue this 3D horror door diorama I would like to expand upon the environment more intently and develop it further visually and in more depth, as I believe it would help bring more meaning and focus to the hero asset door and its purpose within the world. From reflecting upon my peer reviews and responses from this project, there are areas of improvement that I could add to the hero asset that I feel would expand and developed the horror door asset this would include features would adapt some of these changes such as the amount of detail and objects within the environment and diorama. One suggestion I received from feedback was to add more clutter and mess to the environment and with inclusion such as this I feel that my hero asset could have a stronger reaction from the audience and improve upon its graphical fidelity. Whilst these area aspects I find this to have been achievable within this module. Through taking a asset concept idea into a 3D pipeline to completion of a diorama hero asset. Which has served as my main objective in which I believe I have been successful in achieving the goals I have set out from the beginning of this module. This has allowed for development in my critical reflective writing and demonstrating a consistent and followed pipeline of workout which this study block has proven to have been successful in presenting.
Figure 28. Hero Asset. Horror Door. Environment Piece. 3D model. Unity3D. In-Game Engine. Components. Game Ready Diorama. Assets. Layout.
If I were granted more time to develop and expand upon my hero asset horror door concept. I would like to expand the idea and use further development to build upon what has been created to enhance and improve the hero asset in its current state. I could do this through looking at ways that from a professional perspective could take the already established asset and integrate it into a more expansive and useable model for a game engine and playable environment for a hyperthermia game experience.
As demonstrated in this module study block the process's and breakdown of my 3D artist pipeline has illustrated the functionality and usability of my horror door asset as a game-ready and usable asset. Through this I am able explore possible inclusions and extensions that could be made given the time and if in future I was to visit this hero asset again. I would continue building and expanding upon the horror door diorama into an asset pack akin to a unity asset package found on the asset store within unity's online website.
Through this I could add details and depth to the environment that I didn't include down to time constrains, such as animation abilities for the door and a asset pack would allow for an opportunity to engage with the unity online community and give myself the chance to experiment with more professional practices. This expansion would also give the option to add details to the diorama such as clutter and more varied pipes for the scenery which would add depth to the environment which was suggested to me through peers although I felt it would have made the diorama messy and unfocused. However through an asset pack I would have more time and space to expand and flesh out a larger space, which would help in making this inclusions more successful.
Figure 29. Environment Piece. 3D model. Unity3D. In-Game Engine. Components. Game Ready. Assets. Layout. Unity Asset Store. Asset Pack. Reference Image.
https://assetstore.unity.com/packages/3d/props/exterior/low-poly-pack-environment-lite-102039
Whilst observing the asset store for inspiration and comparisons for asset packs. I found this low poly example on the store. I find this illustrates the layout and purpose of a asset pack in an easy and concise manner.
This demonstrates the type of expansion I could use for developing my hero asset door further given the opportunity. Dividing each object within the scene helps to illustrate the assets available and shows an expansive look at the tools being used and I have demonstrated a similar layout Within Figure 28 to show my understanding of the core basics of making an asset pack which would serve useful If i were to pursue this idea for future professional practice.
Figure 30. Atmospheric Render. Open Horror Door. Diorama. Hero Asset Model. Lighting. Red Coloration. Environment Piece. 3D modelling.
One other avenue to explore regarding expanding the door for future continuations of the hero asset would be to develop and contextualize the narrative and premise behind the doors horrific design. As narratively I have used the horror door to provide a mysterious presence for the door to have giving it a powerful purpose and leaves what hides behind an ambiguous and faceless nature. which adds to the horror aesthetic and builds a more tense and ominous atmosphere and gives an area to be explore if i were to develop upon this hero asset further.
The red Light used in renders symbolises the danger and threat of what lays beyond the door and is show visually through the door and environment design. Presenting an evil presence which has insidious intents and through these descriptions I would incorporate them into a design for the possible monster that represents these feelings. I feel that by adding a face to the presence of the door that while breaking the mystery and ambiguous nature of the asset could provide more insight into the purpose of the doors design and give an opportunity to explore different art discipline's and pipelines, such as character art and it is from this perspective I feel it would benefit myself as I have intentions of perusing this avenue that represents my general art principles. This idea can serve as an opportunity to expand and explore workflows and pipelines that I have more experience within. Whilst I believe I have created an interesting and unique hero asset which demonstrates a purpose and meaning within an environment I would like to expand this idea further from within a different art principle to further develop and improve upon my already completed hero asset diorama.
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