Figure 1. Silent Hill 4 - Room 302. Door Asset. Horror Genre. Team Silent https://en.wikipedia.org/wiki/Team_Silent. (2005). Konami. Reference Image.
After some time in research and planning for the asset that would be better fit the hero asset idea for this assignment. I have decided upon the use of the horror-themed door asset concept from my initial research and planning stage of development. One of the main reasons I have chosen to use this idea is I feel that it has the most design opportunity and characterisation out of my four ideas.
Speaking as a 3D character artist I wanted to take this module and create a hero asset that could challenge the concept of what a hero asset is and force myself to think more critically and from a different perspective. This has lead me to researching a stationary object as my base idea for this module and my goal will be to take this idea and develop and explore it to design and create a horror door that can be viewed as a character in its own right from its visually design and strong purpose within an environment. I will also look at ways to demonstrate through visuals a foreboding atmospheric presence that the door will exude as well as give it a narrative backstory that can be seen through the design and environment. Through this plan I believe I can make my hero asset more unique and distinguishable from my door references, which will result in an asset that evokes a strong reaction from the viewer using the themes and design of the door to enforce these feelings of fear and horror.
Silent Hill 4 The room (2005) is a video game that is a core inspiration for the type of horror door that I wish to create for this module and is referenced many times in my research and planning as a door that has prominence within a environment, from the chained design to the position in the scene. This door serves an an excellent reference for how a stationary object can take priority in an environment and draw the player in to its visual design.
"Help me! There's something wrong with this room! Help me! Help! Let me outta here!" - Quote by Henry Townshend main protagonist of silent hill 4. Quote from https://silenthill.fandom.com/wiki/Room_302
From this quote it illustrates the power and control that this door evokes within the environment and the characters within it, which helps it identify as a hero asset as its importance within the experience can not be ignored. Through this example I am able to demonstrate how a stationary object can be used to great effect which has provided insight and context to how I can portray and design my own door asset to evoke similar emotions and importance within the environment that I choose to create for this module. My next goal will be to further explore and research similar concepts using outside game reference to broaden and develop my theme further so that i can design and present a hero asset that is unique and enforces the themes and ideas that I wish to display through the design and environment that my hero asset exhibits.
By the end of this module I aim to develop my hero asset idea and produce a final design which I can then create a 3D model within a variety of different software including a game engine to show that its functional and game ready for presenting.
Other stretch goals I hope to reach by the conclusion of this module include:
3D diorama
Game ready hero asset
Optional textures
Animated model
Professional Presentation sheets
(Update) Reflecting upon my stretch goals from this module I was able to achieve the majority of what I set out to accomplish by the end of this study block. For instance I was successful in creating and documenting the 3D horror door model shown through my design preparation and ideation. I then build the model using Maya and other software using the 3D pipeline and workflow in creating the low and high poly models and then Texturing the asset for placement within the unity game engine.
By creating extra optional texture maps for the door and environment this has given flexibility and choice for the way the hero asset is perceived and serves as useful experience for experience of a theme and genre whilst also giving options for feedback and decision practice when choosing a more finalised and core design. A is practice that has allowed variation in the visuals presented and shown through the presentation sheets which have illustrated and shown the best renders and portray of my finalised hero asset and on reflection of its quality and ability to conveys the themes and style I have intended. Overall I am please with the outcome as I have used the opportunity to demonstrate the pipeline and workflow which I have used reinforcing my practice and skills within 3D and design principles and serve to present the horror door with the context and imagery needed to present the hero asset that I have focused on creating during this modular study block.
One aspect I that I haven't implemented was the inclusion of animation for the door diorama. The main reason for its exclusion was time constraints and wanting to focus on the core brief and workflow needed to demonstrate the creation of the hero asset. However with more time available I would like to add a feature such as this as it would add more depth and detail to the horror door which would improve its overall quality.
Narrative behind the hero asset
For my hero asset I wanted the asset to have a narrative element which would explain the design and also illustrate horror themes I have chosen to display for this module. One goal for this asset was to have a narrative being conveyed through the door asset itself, cementing the concept that the door is more than just a stationary object and has an affect on the environment that can be observed through more then a written narrative.
Narrative Synopsis: I'm always walking past this door but recently it has began looking different. It started small such as a strange smell coming through the gap, however it has now started changing in appearance the wood frame has began to contort into twisted shapes, the wood has become rotten to the core as if its been eaten from within.
(Update)
Although finding the originally narrative effective, the more other worldly and Lovecraftian elements to narrative gives the doors description less accuracy towards the final designed horror door and I believe it needed to be changed for this reason I wanted a more grounded and functional door design that would be more practical and achievable considering the time constraints and scale of this project. One reflection of this description I wanted to provide a more detailed and narrative heavy description that would serve to better illustrate the environment and feeling that the audience should begin from viewing the hero asset and for this reason I began to re work the narrative to become more accurate and function regarding the design and way its perceived, which on reflection I feel I have been successful in portraying.
(Updated Narrative Synopsis)
Echoing water drops, scraping steel and an alluring red light which draws me near a long tight corridor leading nowhere but forwards and the hot pipe steam that's filling the air. The hard metal grates become louder with each step I take and the bright steel door stand before me. Its reinforced steel exudes a strong and dangerous energy and the chain and pipe lodged within present signs of previous encounters. The red prints and scratches should serve as a warning yet the harsh red light draws me closer as if wanting to be opened. I cant help but wonder what lays on the other side and although everything in my body is telling me to run. I cant help but be tempted to see what its hiding.
https://silenthill.fandom.com/wiki/Room_302
https://evil.fandom.com/wiki/Room_1408
https://silenthill.fandom.com/wiki/P.T.
https://evildead.fandom.com/wiki/Fruit_Cellar
In order to design my own hero asset door I have first looked at other horror doors in media and games for inspiration and reference to how an object such as a door can have a role in an environment more then set dressing. This research has included doors from P.T (2014 ) a teaser demo, Silent Hill 4 - The Room (2004) released by Konami, Room 1408 a Steven King short story published in (1999), and Evil Dead released by Sam Raimi in (1981)
One element I found in common between these doors was the focus on the front angle of presentation which I believe is used to attract the viewers attention and evoke a foreboding and menacing presence from there design and position. Whilst I feel that these door have achieved this feeling of horror through these features have also observed that these door examples show a simplistic and unaltered design from a traditional door design, which is a factor I believe I could expand and experiment with in order to improve and separate my hero assets design from my reference material, which I can display through my intended atmosphere and narrative through this more expressive and unique design plan that I will explore and develop further in my researching stage.
Figure 6. Reference Video. Silent hill 4 - Room 302 (2004). Youtube.com. Intro. Video Game. Publisher Konami. Chained Door. Horror Genre.
Silent hill 4 the room (2004) published by Konami and created by Team Silent. This is the forth game in the franchise and its premise is of being trapped within an apartment room with a chained up door being the main obstacle and set piece of the environment. Through promotional material the door is displayed as having an important function with the room itself and is showed to have narrative influence of the story as a result of its design and place within the scene. As research into the type of horror hero asset I wish to create this game serves as a key reference for what a hero asset using a stationary object is capable of producing.
In the video uploaded by the YouTube channel Falypoo. But owned and trademarked by Konami as the rights holders of the property. Its shows the chained up door of the game using different angles and music to build an eerie atmosphere that draws the attention of the audience towards to doors simple yet effective design. Having a traditional door mixed with the chained aesthetic makes for a powerful image and illustrates the mysterious and trapped feeling that this doors design evokes I feel helps represent the feeling of isolation and dread that this door presents and the use of cuts to focus on the chains helps illustrate the enforced design that makes the door more intimidating. Whilst the use of music creates a powerful scene that helps the door look imposing and strong, which I believe is successful as through the game this door is used as a barrier and the design of the door helps to impose these fear feelings for the player. And its for this reason that I have studied this game and the door within it as these feeling s of dread and powerful enforcement are elements I wish to illustrate with my horror doors design and by researching other games and medias portrayal of a station asset that is given prominence within a scene I can best learn useful presenting aspects such as the use of angles, lighting and design and this game I feel is a great example of an asset that is important to the world and feels like a character on its on. And its these aspects i want to implement into my horror doors design.
Figure 7. Reference Video. P.T (2014) Youtube.com. Intro. Video Game. Hideo Publisher Konami. Guillermo Del Toro. Supernatural Door. Horror Genre.
P.T (short for playable teaser) was a short playable video game in (2014) meant to serve as a demo for the upcoming Silent Hills game before its cancelled by Konami.
"P.T.'s original purpose, as a teaser for a collaboration between Hideo Kojima and film director Guillermo Del Toro on a "Silent Hills" game project", - written by Sam Machkovech from arsTechnica.com
This line up of prominent creatives is what made P.T so important to play and although it was a demo its atmosphere and gameplay is what helped evoke such as powerful reaction from the gaming community. I recall playing it and being impressed by its lack of cutscenes and gameplay mechanics as I felt it helped to immerse the player and make the choices made more impactful.
Through this video clip which was uploaded by the YouTube channel Sweetest13Poison. All rights are owned by Konami. Serves to illustrate how a door can effect an environment and narrative. For example in the video clip the bag talks about the door and how it is "Another Reality." This adds to the atmosphere and builds tension in the scene as well as giving the door a purpose and power within the environment. And its through this description of the door that I feel creates a creepy and immersive atmosphere which enforces the horror themes while staying subtle. Narrative is used to give the door and its design a purpose within the game and its this element that I believe my hero asset can take influence from as I intend to have my horror door visually distinguished and able to illustrate a narrative through its design and place within an environment and its through a reference like P.T that I am able to understand how a feature like this can be used in practice and within a game environment. Which is useful knowledge for future plans and development for my hero asset door and further research I make.
Figure 8. Reference Video. Evil Dead Remake (2013.) Youtube.com. Movie. Director Fede Álvarez . Chained Cellar Door. Horror Genre.
https://www.imdb.com/name/nm1793079/
https://www.imdb.com/name/nm0000600/
Evil Dead is a franchise originally created in (1981) directed by Sam Raimi, and its remake in (2013) by director Fede Álvarez. In the cabin where the majority of the movie is set there lays a chained up basement hatch door in the centre of the scenery. This serves as an important asset as the hatch door is relevant to the movies narrative and environment setting in both the original two movies and remake which places importance onto the asset and its purpose within the environment.
"the beginning of the film it shows a group of people killing a Deadite. The Necronomicon and the broomstick are found down here."
This synopsis from https://evildead.fandom.com/wiki/Fruit_Cellar demonstrates the prominence of the cellars purpose within the movies narrative as well as the usage of it within the scenery the movie is set in. Which can be further illustrated through this short video clip from the remake. Showing how the cellar door is used in a horror setting and the effect it has on the environment. This video clip was uploaded by the YouTube channel Netsco. All rights are owned by production company Renaissance Pictures and Distributed by New Line Cinema. This video serves as useful reference for understanding the way an item within a scene can hold power behind its usage and how it effects the atmosphere of the environment. For example the way that the cellar is used brings focus to its chained design and enforces the feeling that its dangerous and is holding something back. This is further shown in the clip when the monsters of the film (the Deadites) taunt and scare the victims in order to get a strong reaction and evoke the horror sense that the atmosphere builds.
The use of the cellar enforces the strong and reinforced look that is similar to references that I have researched doing this hero asset module such as in Silent Hill 4's Door as seen in Figure 5. I feel that the chained aesthetic provides an intimidating and powerful image that is used to weaken the audience and bring them closer to examine a feature that is valuable in a horror setting and creating an asset that has a purpose visually and narratively. I feel that this research is relevant into my hero asset idea as it provides insight into the ways a stationary object can be used to reinforce themes and narrative elements as well as draw the viewer towards the asset through narrative or design and this is useful for making an asset essential to an environment which is the core principle of a hero asset.
https://stephenking.fandom.com/wiki/1408
https://www.imdb.com/name/nm0405632/
1408 is a short story written by Steven King and published in November (1999) the movie adaptation of the book of same name was released in (2007) by director Mikael Håfström. In the story the protagonist Mike Enslin stays in the room (1408) and a manner of supernatural occurrences takes place within the room as the story goes on. One aspect of the book and movie that I enjoyed was the way in which the room is giving a personality and control within the environment, as it is depicted as being self aware and driving the victims to madness. I believe that the door of the room holds importance as its shown as locked and keeping the protagonist away from freedom and its this type of helplessness and fear of isolation that are interesting concept to consider when giving an object such as a door. Power and agency within a scene, and whilst I found this story by Steven king to offer a unique and bizarre narrative for a story.
I ultimately found the door and story to not be very scary yet it offered a different perspective of horror and a way to perceive themes of danger and loneliness which I believe can be used for my own horror door as themes to enforce the horror genre and atmosphere I wish to present through the design and environment.
Once I had decided on my choice for the hero asset that I could begin to create. I continued to develop and research the idea of a door that could be used within a scene as a hero asset.
In creating a mood board of doors using images I had found by searching on google images for references using the horror theme as a core aesthetic design idea. This lead me to finding a variety of different door shapes and designs, with some notable doors being from PT to resident evils door transitions. I have tried to find similarities between these design which could be used to understand the core principle of a doors features and proportions. Which will become useful for when I begin to design and create the door that I will eventually design for this module. Having a door which exudes a tense and foreboding atmosphere which could help with my understanding of this type of asset and the overall feeling I want to express to the audience with the doors design and place within the scenery.
I have taken images of doors from mediums such as video games as having an asset look and function as if it is interactable allows the door to function practically and gives the hero asset more prominent and purpose within this type of interactive medium. Which is an aspect I have taken into consideration while designing the type of horror door I intend to make for my hero asset and this mood board serves as useful reference and planning for the horror themes and genre I have chosen to focus on within this study block.
Figure 10. Reference Images. Doors. Horror Genre. Varied references. Complied Imagery. Google Searched Horror Door. Mood Board. Created on Adobe Photoshop (Founded 1990) (Current Version 2021.22).
Figure 11. Actor: John Travolta. Pulp Fiction (1994). Movie. Briefcase. Mystery factor. Reference Image.
https://www.imdb.com/title/tt0110912/
While researching other objects with purpose and a sense of intrigue it lead me to watching Pulp fiction (1994) a movie directed by Quentin Tarantino that has an item that has a key factor in the narrative of the films world, that being the suitcase that the viewer never gets to see the whats within it. Its this mystery that drives the story and has lead people to speculate on whats inside for years with fans making strange ideas and theories on its contents, and its this mystery factor that I want my hero asset to exhibited with the audience wondering what is behind the door and giving ideas on whats behind it. Pulp fiction is a good reference in understanding how people can interpret something they cannot see and how it can effect the world of the asset and the people viewing it.
Quentin Tarantino has said that "it's whatever the audience wants it to be" talking about the contains of the briefcase. Quote taken from Entertainment.ie.com (Seriously, what was in the briefcase in 'Pulp Fiction'?).
I feel that this is important in feeding into peoples speculations and ideas and by doing this the asset can mean different things to each of us and this is an factor I want to create for my door and will so with the design and the lighting presenting the door has containing a secret that should intrigue and interest the audience, an element I have will implement into the design of the hero asset.
Figure 12. Reference Image. Stylised Door. exaggerated propositions. Wooden design. https://bentofox.wordpress.com/
Figure 13. PT (2014). Door. Horror Genre. Image from Unreal PT. Wooden Door. Realistic. Reference Image.
In planning to create the horror door asset the style and design are important in presenting the hero asset with a consistent and concise aesthetic design and as I have intent to use the design to illustrate a narrative and give context to the atmosphere and purpose of the door role within the scenery. The visual style is essential in enforcing these aspects going forward in the developing of the design for the asset.
From these references above I have examined two different visual style in order to contrast evaluating how these designs portray the door they present and the themes and reaction they evoke. Through researching art styles such as photo-realism and stylised Cel-shaded visuals
(Cel shaded being the use of flat colours and less shading gradients, tints or shader graphs).
Through this I have examined how the use of colouration and scale demonstrate the horror themes of both designs, and while the stylised door from Figure 12 stand outs visually and is very eye catching through its exaggerated design I also find it is less dramatic and atmospheric a feeling which is shown with more effect through the simplistic design of Figure 13. with t its use of dark lighting and focus on proportion helping to draw focus towards the door within the scene. Through this observation I feel that a realistic design for my hero asset will help to enforce the themes shown through visuals and the atmosphere of dread and horror that will be presenting and I feel a realistic art style will use this to greater effect.
in PT Kojima revealed that the graphics were intentionally "Toned down to give the impression an indie studio was developing the demo" - https://silenthill.fandom.com/wiki/P.T.#Development
Through This comment by Kojima concerning the design of P.T I feel that the game was able to achieve a more creepy and ominous world which helps enhance to horror of the game and gives the assets a more dirty look which makes for a more uncomfortable atmosphere and its artistic choices like this which help make the game more memorable but also more scary as a result of Kojima's decisions. This has been useful information for me in learning artistic decisions for games and also how adding or taking away certain advantages can actually improve the overall themes and intended feeling that you want to audience to hold. From this planning I can take what I have learnt and attempt to apply it towards my own hero asset and the horror theme i have chosen
Realism is the art style I am looking most closely at the for the final door hero asset I have chosen this because I feel that with the horror theme having a stylised artwork it may affect the fear factor of the asset, and diminish the horror aesthetic I have used for this asset. One of my main references for a horror door that has impacted my design and themes is the door from Silent hill 4 (2004).
This is exhibited through the imposing and intimidating atmosphere that the door in the game presents and in the game the art style is used to enforce this dangerous door concept so that it can be properly felt to the audience. Its design is very realistic with the exception of the games aging graphics and hardware. However the realistic propositions and textures are used to enforce the mature horror feeling and this is an aspect I want to carry over with my own horror hero asset and the way it is perceived.
Figure 14. Doors. Real-Life Reference. Steel. Materials. Reference Image.
By using Google images to continue with searching materials and textures that can reflect my horror doors themes and genre. I have used google to find steel doors which while typical in design serve to demonstrate the look and reflective material that steel conveys through its colour and texture.
An element that I have focused on in my research as to further developed the idea of a reinforced steel door as to fit the horror aesthetic and enforced dangerous design which I have designed for the hero asset doors core premise.
Figure 15, 16, 17. Realistic Doors. Steel material. Materials. Reference Images.
I have narrowed down images of doors using this material style of steel which I could use as reference and to more concisely understand the materials and design shown through these doors which I feel are good representations of the metallic design and feel. I have looked at more than just the shape and material of the door, this includes the handle and hinges as they are important features in a door and affects the theme of the door and how it would function. By looking at aspects like this I have gained more insight into different forms of doors and with this knowledge I can experience with the designs and create a design that is intimidating and unique using the horror them as a base and these examples as reference.
I have looked at metallic material such as steel as I believe it would make for a powerful asset visually as the strength and sheen of a metal surface helps to build an asset that is not seen as weak and faulty. Out of these references I feel this is seen greatly in the Figure 17 which uses iron and a bluesish tinted steel material as well as the use of rust to create an asset that is reinforced and intimidating through its strong material and its this research that has helps cement my opinion on using these type of material for my hero asset.
Figure 18. Red. Colour Scheme. Colouration. Tones. Reds. Colour Theory.
Whilst trying to better visualize my hero asset and how its design will enforce its themes and power within the scene I have examined colour as an area in which can help the asset become more impactful and give it more of a presence and visually importance that can suggest a narrative through colour and design. Through this I feel can help the door become more unique and memorable as a hero asset.
As I have chosen a realistic art style I will incorporate a more varied and gradient colour scheme which will add depth and variation for the design brings more focus towards certain features within the door and scenery which will enforce the themes and genre being used for this module. Red is a colour which is commonly associated with blood and through this it can portray death and despair when used sparely. Through this I can greatly portray the horror door as dangerous and illustrate a more dangerous environment. Which is an element of colour which helps to flesh out and improve an assets design and add to the visuals of a project.
Figure 19. Colour Swatches. Colouration. Tones. Pallets. Saturation. Reference Images.
To gain a larger range of colour examples for when I texture my hero asset. I have used pantone colour swatches found online using a red hue that I feel is fitting within my horror theme and provides colours that are accurate to these colours. scheme. https://www.pantone.com/color-finder
The main colours on these swatches that are relevant to my horror door are red and brown, these are colours that are darker and more dominate which is useful when creating an asset that has themes such as horror. Its for this reason that the main colours I use for my door asset are saturated and dark.
As I have decided upon the genre of horror I have examined a colour scheme which can convey the themes of horror which are commonly dark and high in red and brown hue's. Through this it colour can be used to help add to the depth of a design and make for a more ominous atmosphere through colouration and lighting. The colours I feel emphasise the intimidating and scary nature of horror range from red to greys and black as they are colours which represent common fears in people for example darkness and death which helps better illustrate the style and genre I have chosen for this assignment.
Figure 20, 21. Colour Swatches. Colouration. Pallets. Saturation. Reference Images. Created on Adobe Photoshop (Founded 1990) (Current Version 2021.22).
https://www.adobe.com/uk/products/photoshopfamily.html
Within Photoshop's colour picker it has provided an opportunity to have more control of the range of colours I can experiment with and find the correct numbered hue of colours which is useful for having a consistent and concise colour scheme. This is valuable planning as it can be used when using digital software to create the horror door in its final design and using the colour scheme I desire to use for this module.
Colours Codes:
Red's
#840b0b
Grey's
#605951
#7c746b
Through these colour codes in photoshop I can have a more accurate range of colours which can be applied towards the hero asset and form consistency through the range and usage of colouration within the different software and versions of the asset which include the 2D design and 3D model.
Figure 22. Maya. 3D Modelling. Autodesk Maya Software (Founded 1982) (Current Version 2020.1). Logo Design.
https://www.autodesk.co.uk/products/maya/overview
As a 3D artist in practice I have a lot more experience and knowledge of software using 3D principles and for this module I would like to create a accurate model from 2D artwork which can illustrate the process and development of taking a concept art piece and bringing it into a 3D space following a pipeline and consistent development workflow. Adobe Maya is a professional software package which will allow for the low poly modelling process of creating a digital 3D model
(Update) Whilst I originally did not expect to fully complete a 3D model diorama for this module instead planning to only present a mock up design for the 3D using Maya. This study block has allowed for more practice working within time constraints and budgeting the usage of time and aspect of development to focus on. Using Maya has give more practice and opportunity to enhance my modelling skills and provides more depth and insight into assets design an element of this module which has been useful in my continued learning experience.
Figure 23. 3D Sculpting Software. Pixologic.com. Zbrush Software (Founded 1999) (Current Version 2021.1). Logo Design
By using Pixologic's Zbrush software I would be able to create the high poly sculpts following the work made within Maya. Zbrush is used to add details and and higher quality depth to an asset without increasing the tris count a feature important when considering using a game engine to run a asset within.
(Update) As with Maya I felt that time wouldn't allow for an in-depth use of this software, however by keeping my hero asset brief short which allowed for extra time to expand and develop the hero asset without over complicating the core design. A feature that was achieved and illustrated the final designed horror door and my reflective journal documenting my process and development through this module.
Figure 24. Texturing Software. Autodesk Substance Painter Software (Founded 1982) (Current Version 2020.1). Logo Design
https://www.substance3d.com/products/substance-painter/
With texturing of my asset I like to use the same professional software shown through the previous software examples through this I can further develop my skills within these software's and demonstrate a professional standard for the assets texturing process.
For the doors materials and colours I have referenced and reflected upon the choices made towards lighting and materials during the researching stage of development considering the use of colour scheme and textures shown through the 2D designs and development artwork of the horror door. Which is used to accurate portray the intended designs within a more 3D space and illustrate the metallic and reflective surfaces which the steel materials will portray once presented within the 3D model and software.
(Update)
Within substance painter I have successfully illustrated the design and the hero asset using materials and colour reflected within my research and which has also be expanded upon to add greater detail door illustrating the themes and horror genre of the door using this inspirations. I have also created variations design texture which have allowed for development and experimentation giving optional choice for the design of the door an element which is useful for working within the industry as a art director may want to see flexibility and choice which is useful to demonstrate.
Figure 25. Photo Editing. Reference Images. Adobe Photoshop Software (Founded 1990) (Current Version 2021.22). Logo Design.
https://www.adobe.com/uk/products/photoshopfamily.html
I have used adobe's photoshop software largely for the process of creating the final 2D design of the horror door asset. But also will illustrate turn arounds, development artwork, environment designs and the presentation sheets illustrating the final renders and development pipeline that has been used to create the hero asset in its final design. Given time I would like to expand upon this further within the reflective journal showing development deconstructions and artwork from my horror doors production Which can demonstrate the process's and planning which has contributed to the design and presenting of my finalised hero asset.
(Update) Photoshop is used as an editing software which can help enforce lighting and contrast for the artwork I create. This software has allowed for showing the process and development of research within materials references which have inspired the design that has been chosen for the horror door. Through the journal I have used this software to demonstrate the workflow made during this module illustrating examples of research and colour schemes which have helped in my process with finding the colours and style I desired for developing the horror doors design and the environment it inhabits.
Figure 26. 3D Rendering. Reference Images. Marmoset Tool Bag Software (2012). Logo Design.
Whilst planning for the best way I would present my hero asset within 3D I have reflected upon my regular 3D workflow and the software I have experience within and this has led me to decided upon the use of marmoset tool bag as the development software which can present the 3D hero asset in a simple and professional manner. This software is best known for rendering models and 3D assets. It supports a range of lighting and presentation options which is useful adding depth and a high standard for the way the hero asset is portrayed.
Having previous experience within this software being used within the past which includes my third year in Worcester University character model project and work I have posted on Art Station https://www.artstation.com/billy_carthew/profile. One benefit of this software I find is how it provides the viewer the option to view and interreact with assets in real time. A feature I feel is useful when presenting a 3D asset viewing it from a variety of perspectives.
(Update) Using marmoset has been valuable in illustrating the hero assets design and environment and has also provided more breakdown of the materials and texture maps which is useful to demonstrate from a technical perspective and serves to present the horror door on a more professional platform which has provided more experience and training using the software. A skill which is useful for presenting future 3D asset and building a successful portfolio of artwork using similar software practice.
Figure 27. Unity Engine (Founded 2004) (Current Version 2020.2). Reference Images Logo Design.
One goal I would like to reach by the end of this module is to present the 3D hero asset within a game ready state and shown function within a game engine.
Unity is game engine which would allow further development and expansion of my hero asset has within unity I could add effects and adaptive lighting feature which would improve the atmosphere and serve to illustrate a more professional asset model and add depth to the hero asset as a whole. However with time constraints and the scale of this project to consider my focus is to the horror doors core design and my journals reflective writing. These are areas that I intent to develop extensively which will produce a hero asset that is detailed and demonstrate the production workflow and process's that I have experienced within this study block and reflected upon within my academic writing.
(Update) From using the unity engine to show renders of the horror door in-game I added effects such as steam and fog which I felt adds to the atmosphere and environment of the asset. If I were to continue within this project the aspect of unity which I have experimented within within this module would be expanded and attempted more extensively. Though this experience was useful in demonstrating a 3D asset functionality within a game engine a function that is important in illustrating the assets functionality and useful capabilities.
Figure 28. Adobe After Effects. Software. (Founded 1993) (Current Version 17.5.1). Reference Images Logo Design.
https://www.adobe.com/products/aftereffects/vfx-visual-effects.html?promoid=1K8FDFPH&mv=other
(Update) After the completion of my horror door's design and 3D diorama. I wanted to look into ways that could more in-depth present the atmosphere and ambience of the hero asset in a less static and still state of presentation. Through this I could present elements in a more professional manner and serve as a presentation slice of video evidence for the hero assets environment atmospheric elements.
By using Adobe After effects I wanted to show visual effects (VFX) from a render of the final hero asset using a video format. From this I have illustrated the use of steam and reinforced the use of red lighting to a bloom effect which brings more attention towards the lighting and the mystery factor behind the door. And element important to the narrative of the doors design and given more prominence through the use of effects. The steam is used to reflect the environment and create a more tense and ominous atmosphere which was unable to present through unity as to time constraints. However through After effects these elements gave more focus and bring important context and mood to the environment and hero asset door. Which is an aspect that helps in presenting the hero asset as powerful and dangerous, themes that are necessary in presenting the hero asset in a professional and interesting manner.
blog.teamtreehouse.com/asset-workflow-game-art-3d-modeling
On my continued research into the 3D artist discipline. I have found an article written by Nick Pettit were they breaking down the workflow and pipeline of creating a digital 3D asset.
From this article showing the process of creating an asset using the 3D pipeline it documents the development process which shows the research and planning required to accurately present a real world object to scale and proportions. Whist also demonstrating the development process through to completion which includes the low poly modelling, UV unwrapping and the texturing phase of production, which also includes the discussion of Texel resolution when developing an asset for a game engine which is a process that's important when preparing an asset for the texturing process and quality assuring the model to a professional standard. An important feature that is illustrated through this article's work pipeline and is an element I will also demonstrate through this critical reflective journal.
Other aspects of to consider when 3D modelling are
Sizing
Polycount
Organisation
Regarding poly count I felt that this comment in the article under 3D modelling which mentioned "The polycount for a 3D model can affect game performance depending on how many other assets are in the scene." Serves as an important reminder within my planning stage of development to take in mind how an asset would function within engine. As creating a 3D asset would require more attention once implement and through this research it has widened my outlook on aspects of development to consider under the work process of the hero asset and this article has been helpful in understanding workflow and the process's that are essential under game art and digital modelling. Which is an aspect that I will use for when I begin the designing and modelling for the 3D version of my horror door hero asset once the design is finalised.
Figure 29. YouTube.com. Door model. 3D modelling. Autodesk Maya Software (Founded 1982) (Current Version 2020.1). Reference Video.
In preparation and study for creating my hero asset within the 3D discipline. Being able to accurately portray a door's design and function is important when modelling an asset that exists within the real world. As this is essentials for creating a 3D model from a 2D or observed object . Understanding how components and features work to form a stationary object such as a door is important in portraying the object and making it functional in a accurate manner to the real world asset using software such as Maya.
From previous planning regarding a door I expanded my research to include video references and examples for how to create a door using the software I have at my disposal. One video I found to be useful in the preparation for 3D modelling a door is a video by Kaitlyn berry which time lapse's the creation and development of building a 3D door asset using Maya I have Referenced this video as I feel it reflects a concise and easy to follow workflow which is consistence with a 3D pipeline and demonstrates the process of modelling that can enforce a workflow that is reflective of the 3D discipline. I have looked at this video and others as a guide in many ways when modelling to contrast and compare features such as scale and portions. Aspects which are important when developing a 3D object using a real world asset.
Figure 30. Door Designs. 3D Modelling. Maya. Autodesk Maya Software (Founded 1982) (Current Version 2020.1). Ideation. Base Mode. Preparation.
After the research made towards the use of 3D software and pipeline process's referenced through videos and articles that serve as preparation and planning for my intention to create the horror door using digital 3D software.
From using Adobe's Maya I am able in this early stage to create a base model which represents the bases of the intended door design and provides a visual representations of a door which can be interacted with and helps show the asset using a digital space. This has helped in presenting the propositions and positioning required for the asset to convey its presence and gives an idea for the scale needed to properly represent the door and improve practice within the 3D software for the development and refinement of the asset for when the final design of the door is decided.
Shown in Figure 72 the style and design of the door is important as it will effect the themes and atmosphere portrayed through the design and environment of the hero asset. This basic door structure serves as development towards the technical planning needed for accurately portraying a doors core features and use of scale and width, elements that are illustrate through the research and planning stage of development for this module and will help in properly representing a station object such as a door within 3D.
Figure 31. Reference Images. Pre-production Research. Research materials. Door Components. Breakdown. Created On Adobe Photoshop (Founded 1990) (Current Version 2021.22).
Whilst referring to door references I have examined in research for understanding the materials and common features found on a stationary object such as this. I found breaking down the core principle of the object will serve to find commonality in which can be used for creating a base design template which can then be expanded and altered when applying the themes, genre and colour scheme chosen for the hero asset.
By collecting examples of materials components that are found on a door such as the hinges and handles I am able to contrast these aspects of the object and then design way to incorporate these features under the horror theme I am working within. This will further my researching and reflective skills that I can use to examine and contrast materials and textures which I could use for my hero assets main materials. Until I begin designing stage of the type of horror door I want during the production phase of this module. I feel this planning has helped with my knowledge and understanding of the components needed to convey the chosen hero asset and the themes decided within this researching stage.
Figure 32. Reference Images. Pre-production Research. Materials. Wood Samples.
Softwoods
Pine
Cedar
Fir
Hardwoods
Oak
Ash
Beech
https://www.wickes.co.uk/Products/Flooring/c/1000886
I have researched multiple types of wood and by doing this I have been able to have a wider range of options for the door, by doing this I can test what type of wood would look and feel the most appropriate while using the horror theme I have chosen, wood components for the door would include the panel and frame for the asset.
By using wood for the doors main material this could allow for a more damaged and withered design creating a door that presents a history through its aged design. I personally prefer the more reddish hardwood material as I feel this makes more a unique and dominate colour scheme fitting with the horror aesthetic which most fit the horror theme, and would make for a creepy atmosphere when imagining the use of lighting and colour within the scenery. These material samples are useful references for reflecting on the use colouration and pattern, an element which would effect the doors design and how it coveys a narrative through the material. Through this I believe that hardwood would best encapsulate the more dangerous and aged wood type whilst still presenting the door as sturdy and purposeful a design description which enforces the hero asset premise.
(Update) On reflection of this wooden material research I find that whilst the wooden style could have made for a door that presents a historic presence and intimidating weathered design. The wood aesthetic is very commonly associated with doors and would be very traditional. This is what led to more research into none conventual materials that could be used for the horror door. Whilst another aspect of the doors material that I felt important in portraying is a strong surface which could portray a mysterious narrative reasoning for the doors design, and through this I felt that the steel material I have contrasted with the wood served to create a more reinforced and dominant material with the reflective surface, and through this I moved away from the wooden aesthetic and instead began to experiment with a more metallic material texture which could more accurately convey these feelings of power and strength.
Carbon, Alloy
Stainless,
Iron
Aluminium
Copper
Steel
Figure 33. Reference Images. Pre-production Research. Materials. Metal Samples.
To gain a wider range of options for the choice of core material used on the horror door asset to portray its themes and narrative design. I have researched types of steel and metal surfaces which can be referenced for finding a material that enforces the strong and stable door asset that can be seen as dangerous and powerful through visuals. From using a metallic base for the doors textures I feel this could be make for a stronger and aggressive visual design which can enforce the intimidating themes that I wish the horror door to portray to the viewer.
As a steel door can lack in colouration due to all components of the door sharing a similar material. One way to correct the uninteresting visual colours would be to add more gradient colour schemes and a clear base colour in which to centre the core of the doors design. Through this the door can convey the harder and rustic aesthetic and clearly define each aspect of the doors components through the usage of colour and visual design.
(Update) Whilst reflecting upon the research I have used during ideation of the metallic materials. I feel that the extent of the range of colour and reflective material was useful when I came to using 3D software and creating the texture maps to convey the shine and metal materials shown within the final 3D diorama. Using a lighter tone of stainless steel for the base door design helped to focus the horror door and catch the eye of the audience whilst also allowing for details such as rust and red tint to further emphasise the chosen aesthetic and horror themes presented using steel as the materials. This research was useful in understanding the importance of colouration whilst using materials and identifying the different types of material which is useful when planning and accurately portraying textures for taking into a 3D space an experience has give more development and practice for identifying the texture and colour of different forms of materials
Figure 34, 35, 36, 37, 38, 39. Texturing Software. PBR Textures. Texture Tests. Autodesk Substance Painter Software (Founded 1982) (Current Version 2020.1).
In preparation for the texturing process of the horror door asset. I have looked ways to gain first hand experience on the use of materials and colour research that I can use for planning the appearance and feel of the door asset. This led to experimentation of these features by using the substance painter software used in this phase of pre-production to check out materials and textures within the software so that I could witness a more accurate representation of how materials would look on base door model within substance painter.
I have tested a variety of different types of materials so that I could compare and contrast the differences and debate the effectiveness of materials considering aspects such as, colour, detail and quality I have used a variety of alternatives for experimenting with materials in substance such as rusted, paint and armoured steel. This was performed to find a material that would best illustrate the strong metallic feeling for the door and out of these examples. I discovered that the silver Armor steel to give the best sense of an aged texture illustrating history and strength which adds depth to the door and makes for a more intimidating design template helping with the themes of horror door.
(Update) I experimented with other materials such as iron and even wood as I felt this helped gain more insight into the texture process that I will use for the final decided colour scheme and materials and also provide more options for alternative designs as this would be useful in showing a more diverse range of choice and situations such as environments or lighting. These early material tests serves as good illustrated examples of texture development which has helped give me more of a visible representation of how these material could look on a 3D model and assist in the reflective writing as I have described my process's and decisions which has led to my conclusions of the textures shown in the final 3D model.
Figure 40, 41, 42. Texture alphas and materials. PBR Texturing. Autodesk Substance Painter Software (Founded 1982) (Current Version 2020.1).
Within substance painters tools there exists a large variety of options for features to choose from these include textures maps, materials prefabs and painting designs. These features are useful for understanding the range of choice I can work with and are at my disposal and I will use this planning for preparation into what feature I can I incorporate into my hero asset when I come to finalising the design and taking it into 3D development software such as Maya and Zbrush before moving into substance painter for texturing the finalised asset using the colour scheme I have chosen and the material that will enforce the themes and genre that will portray the horror door that is being created.
Figure 43. Texture alphas and materials. PBR Texturing. Autodesk Substance Painter Software (Founded 1982) (Current Version 2020.1).
Substance share is an online website that artists and designers can use for finding substance textures and materials among other tools in which to help with the texturing process of models and other 3D principles.
https://share.substance3d.com/
I have researched this website as I feel it could provide my hero asset with a larger range of optional and quality assured professional materials for texturing which the default substance painter textures provided could not. If I were to use this website I believe I could best illustrate my doors themes and artistic style in a way that the uses more advanced BPR textures and materials (PBR meaning: realistic shading/lighting models) using the bases of metallic and roughness map material textures that the horror door requires and that are not found in the base substance painter software's list of textures.
Figure 44. Silhouettes. Pre-Production. Door Designs. Ideation. Created On Adobe Photoshop (Founded 1990) (Current Version 2021.22).
Figure 45. Silhouettes. Pre-Production. Handle Designs. Ideation. Created On Adobe Photoshop (Founded 1990) (Current Version 2021.22).
After I had decided upon the themes and subject for my hero asset and by using the research and references that have inspired my planning development for the horror door. I began the early stage of blocking out clear rough ideation designs so that I could create a range of various designs that could illustrate a distinctive and unique design just from there silhouettes, as showing the door has a easily definable silhouette will help with presenting the horror door a visually expressive and identifiable traits that are useful for 2D designing of assets and character.
Through silhouettes designs I have the freedom and range to extensively show the planning and ideation phase of designing the horror door as well as the components that are needed for it, such as the handle's design which I have blocked out considering the same themes and horror genre whilst reflecting upon my references such as Figure 14. Which has guide towards possible style for the door object and provided an opportunity to study more unconventional designs and layouts within this module.
(Update)
From reflecting upon these early silhouetted design templates. I wanted to experiment with more damaged and abstract design which could convey a more unique and unnatural premise which could be shown through the design sketches in Figure 71. This can be seen through the range of silhouetted designs which has allowed for more a larger and expansive range of designs helping in the pre-production planning phase of choosing a design which can convey all the themes and horror atmosphere required of it.
Figure 46. Silhouettes. Pre-Production. Features. Horror Genre. Ideation. Created On Adobe Photoshop (Founded 1990) (Current Version 2021.22).
Through my initial silhouette stage of development, finding more unique and interesting additions to include within the design of the hero asset, would help to further demonstrate the design principles of this module and give it a more memorable and recognizable aspect which can be used to focus the viewers attentions and bring more importance within the scene.
I have referenced and designed traditional horror specific themed icons such as the handprints and blood as they are very iconic and attached to the theme. I felt that its inclusion would help give the asset more character and interesting design to help it stand out visually and give context for the implied narrative elements being conveyed through the visual design.
Figure 47. Sketches. Pre-Production. Door. Material Research. Ideation. Created On Adobe Photoshop (Founded 1990) (Current Version 2021.22).
Understanding materials and colour has serves to highlight the importance of how an asset can be perceived following the uses of these elements and components of the stationary object. Following this research and beginning to sketch rough designs to illustrate my process and workflow in the planning required for the design of the hero asset. I wanted to list and annotate common material types to help breaking down the components required and the material and textures that would be needed to authentically represent the stationary object.
Through annotation I have identified materials common with this type of asset. Finding that oak wood is a commonly used wood type which is observed through many reference imagery. See Figure 32. Through This research I have complied references that help in properly representing the components of a door and deconstructing the aesthetic design and materials which commonly describe this stationary object.
In order to greater understand the components and features presented through a common door base I annotated a drawing made visually illustrate the core design template of a door and the features that are needed to accurately portray it.
Through this process I can easily demonstrate functions and components that comprise the design of a door model which is useful research for the designing of the horror aesthetic, that will be applied to this base template to make the door more impactful and visually distinctive.
Components that are needed in a doors design include:
Handle
Hinges
Frame
Panel
This will become useful for when I design a more refined version of the asset as well as to begin the modelling process using the finalised 2D design as reference. Through this planning of important features found within a door model it will serve helpful for creating a more accurate model to the source material and references.
Figure 48. 2D Sketch. Pre-Production. Door Components. Breakdown. Annotated. Created On Adobe Photoshop (Founded 1990) (Current Version 2021.22).
Figure 49. Sketches. Door Designs. Variation. Horror Inspired. Pre-Production. Ideation. Created On Adobe Photoshop (Founded 1990) (Current Version 2021.22).
These thumbnail sketches were created to illustrate a wide range of options for the aesthetic visual design that the horror door could portray the style and horror genre that the door is conveying through visuals.
I have sketched rough early designs for optional visual designs especially designing door which present a narrative element shown visually and are distinct from each design all representing different elements enforced through design. This ranges from chained locked doors to burned decerped and damaged designs which all visually illustrate a different theme and idea behind the design an element important in giving the horror door a purpose and power over the scenery it inhabits.
(Update) I feel that this process has helped with my development workflow process and has allowed for ideation experimentation practice. An aspect of designing which is useful in showing my choices and work output within the early stage of development and the pre production pipeline.
Figure 50. 2D Sketch. Door Design. Favourite Design. Horror Inspired. Pre-Production. Ideation. Annotated. Created On Adobe Photoshop (Founded 1990) (Current Version 2021.22).
Whilst I have been rough sketching design ideas for my hero asset, above is a more refined door that I designed. I have shown my breakdown and annotated the components of this asset as well as include colour samples of relevant colours that are commonly used within representing horror and present primary colour scheme I intent to integrate into the visual design of the horror door to enforce its themes.
Through this process I am able to show my development and progression through the designing process and I believe this helps illustrate my steps taken in designing my asset which is useful process in improving my learning as well as my knowledge pre-production pipeline processes.
(Update) On reflection of my final door design this initial concept for the type of door shares a lot of inspiration when contrasted with my final chosen door design. This includes the hinges and handle designs with exclusion of the doors pattern as I felt the original design was chaotic and busy looking. I am pleased I altered the design slightly and defined the final look to be more accurate to a functional door, by giving the strong and intimidating design that I believe this exhibits. Its through this process that I can illustrate my workflow and reasoning for changing my doors design and refining it into the final horror door seen in the final presentation.
Figure 51. Sketches. Pre-Production. Door. Perspective. Angles. Ideation. Created On Adobe Photoshop (Founded 1990) (Current Version 2021.22).
Positioning and perspective is a valuable aspect in understanding how an object is perceived and the effect it has on the environment, as it can be used to create atmosphere and enforce the themes that the hero asset is portraying through the use of angles and perspective in which to focus the attention to centre scene and the observer.
Through this research and planning into perspective usage using a door to find the best positing and sizing for presenting the horror door I can experiment with the most successful way to evoke the tense and foreboding atmosphere that I wish the hero asset to convey and through these sketches I have designed angles which illustrate different ways in which to view a door. An aspect that is useful in planning and developing the use of positions and angle for when I create the finalised hero asset
Figure 52. Movie Reference. Boiler Room. Nightmare On Elm Street. Steel Pipes. Freddy Kruger. Environment Design. Reference Image.
Figure 53. Game Reference. Corridor Environment. Resident Evil 7. Door hero Asset. Reference Image. https://www.artstation.com/artwork/qABYQL
I have looked into the type of environment that my door would belong within, and some good examples I have referenced while considering my steel type door design is environments such as steel works and rusted aged areas. Some useful references I have found includes Freddy Kruger's nightmare boiler room (1985) and Resident evil 7 baker family house (2017). Theses share a similar dark colour scheme and saturated aesthetic which enforces the horror themes presented and builds an atmosphere and mood that is tense and unnerving. A component that I think is used through visuals to depict a narrow and focused environment design which highlights the central point of the scenery. An element I feel that is useful in focusing the attention of the viewer and making the centre of the room the core focus of the environment.
https://www.imdb.com/title/tt0087800/?ref_=ttmi_tt
https://www.residentevil7.com/uk/#_top
One fact these environments have in common through their design and atmosphere is the sense of a dirty and foreboding mood which is shown through the colour scheme and assets within, such as rusted pipes that I feel adds depth and context to the environments that will effect the audiences feeling and impressions of the world and its a factor I have focused on while designing my scene for my hero asset and how it is perceived.
Figure 54. Sketches. Pre-Production. Door. Perspective. Angles. Diorama. Ideation. Created On Adobe Photoshop (Founded 1990) (Current Version 2021.22).
As the environment serves to enforce and provide additionally design purpose behind the doors design and underlining meaning. Sketching dioramas perspectives and layouts are helpful in understanding the form and positioning that would be demonstrate my hero assets themes and aesthetic visual design. Through these rough sketches of the doors surroundings and possible environment design.
This has allowed for experimentation and planning regarding scope and size of the door and general environment space, which illustrates how it would fit within a realistic world space and axis. I have attempted to explore a variety of angles and perspectives for the diorama so that I can better illustrate the dimension's and positioning that the door requires to enhance the focus of the horror door asset and avoid wasted space within the scenery.
This planning and development will become important once I begin to finalise a design for both the door and environment and then begin the process of using a 3D pipeline to create the designed door within a digital discipline starting with Autodesk's Maya software for the low poly modelling workflow.
Figure 55. Diorama. 3D Model. Environment Design. Reference Image. Game: Among Us created by http://www.innersloth.com/gameAmongUs.php. Artwork by @hdxhexa
Using the premise of a diorama to illustrate my hero assets role within an environment. I began researching the typical design and perspective that an environment diorama consists of.
From this I am more accurately able to focus on the positioning and use space that is required in presenting an environment diorama. This will serve useful for planning and developing the sizing of the scenery needed for the horror door asset. This diorama reference illustrates an environment from the game Among Us (2018) and represents a heavily wired and metallic environment that serves as comparison for the type of surrounding mood I have researched in planning for my horror doors environment diorama and the type of material design that is referenced through Figures 34 -35.
The use of top down view and angler square perspective is useful for enforcing the diorama focus points within the scene and help to create the intended mood and ambiance. An element I wish to emulate through the design and positioning of the door within my hero assets scenery and which has been inspired through this researching stage.
Figure 56. Diorama. 3D Model. Environment Design. Reference Image. Artwork by Eddie Stevenson https://www.artstation.com/eddiestevenson
In order to build a greater understanding of materials, lighting and positioning for dioramas and environment pieces I have specifically looked at dioramas which I feel exhibit a similar sense of mood and thematic elements which share in my envisioned plan for the horror door hero asset that I am designing. And which Illustrates a similar genre style and use of colouration through materials and textures in which to reflect and contrast from my research.
From this dioramas such of rusty pipes and concreate it presents a very aged and weathered environment which is intimidating and unclean brings focus towards the red lighting and silver door which is central within the scenery. Through this example by Eddie Stevenson it demonstrates the importance of positioning and colour which helps enforce the area of interest within the scene and is an essential aspect to develop when I begin to design the environment diorama for the horror door, and its through this reference that I have considered these elements of design principles within in my researching stage of development. for this module
Lighting is an area I feel is especially important with my game asset that this is because I believe it directly impacts the atmosphere and impression that the viewer will have and this could break or make the assets effectiveness all because of lighting.
As my hero asset is using a horror theme I will my use lighting to enhance the asset and the environment surrounding it. Which is an element of the scenery I will focus on to achieve this horror feel. Ways I can enforce the horror atmosphere through lighting would include the amount of darkness as well as the possible inclusion of a coloured lighting effect such as red a colour choice that is seen commonly within horror media and evokes a feeling of danger and fear, an aspect that lighting can use to further illustrate the horror themes and create a more menacing and scary presence for the door, which I believe will help in the hero asset effectiveness portraying the horror genre and the use of lighting enforces these elements through its usage.
Figure 57. Devil (2010). Movie Poster. Horror Genre. Lighting Reference Image.
https://www.imdb.com/title/tt1314655/
Whilst researching lighting for the horror door I was reminded of the movie Devil (2010) and specifically the movie poster which illustrates an elevator door with a red beam of light directing the focus of the artwork towards the centre and the upside down cross visual effect which is symbolic of the movies themes and narrative relevance.
The main aspect I like in this image is the use of red and the lighting used behind the door. The type of lighting used here is a light ray and it allows the light to emit though the gaps illuminate the surrounding area. Its this type of lighting that I feel is useful for a horror theme and making an asset more ominous, because having a light, especially a red light beaming though a specific area captures the viewers attention and makes the lighting area an important fixture in the environment. Its for this reason that I want to experiment and test this type of lighting for my final hero assets lighting.
Its this use of lighting which I believe gives the poster more of an impactful purpose within the scenery, with the red beams serving to highlight the area of interest and evokes the horror genre that the movie is using. This has highlighted the effectiveness of lighting and how it can be incorporated to enhance an asset and give it more contextual relevance and meaning. An element I wish to evoke through my horror door asset as I feel it makes for a more interesting and purposeful asset aspects that any hero asset should try and convey.
HDRI Haven is website which provides lighting templates and material reflective surfaces. Wanting to expand my researching abilities within this module and study block I looked for ways to explore more detailed and varied lighting resources, and considering the realistic art style that has been chosen for the hero asset using a more professional resource for the lighting would help produce lighting effect which can greater enforce the horror aesthetic and themes of the hero asset
Figure 59. Lighting. Research material. Test Lighting Effects. Environment Samples. Reference Image.
When I began to put into practice the way lighting can effect the horror door asset I reflected upon the research and references of similar examples to produce a greater understanding of the type of lighting used and the way lighting would affect the environment.
Using HDRI Haven I examined how materials and lighting effects would evoke the themes and horror aesthetic needed to convey the tense and ominous atmosphere that is also reflected in the visual design of the asset. I feel that this experience in lightning has helped in my knowledge of presenting a finished hero asset, and I believe that my research and planning has been effective in my development and decision making for the lighting used for my horror door .
Figure 60. Lighting. Research material. Test Lighting. Environment Sample. HDRI. Colouration. Reference Image.
I studied a lighting system which is dark and concealing, an element I feel reinforces the horror vibe of the door asset can breeds mystery behind the design and atmosphere. I feel this best summarises the doors premise and will light the scene in a way which make for a more intense and confiding environment through the use of lighting effect.
Previously only using marmoset tool bag for the lighting of a scene I felt that default lighting availability limits the possibilities for use of light rays and depth which is limited is scope and which is the main reason for my decision to research skyboxes and find a scenery which could portray the type of lighting needed for the hero asset in a way which illustrates the presence of the doors narrative elements and creates an atmosphere that is dense and intimidating.
(Update) Whilst I felt that this websites range of lighting options served to provide more detailed and professional lighting features in which to use for environment. I also believed that time constraints would hinder the effectiveness of using such as website and instead I opted to use software I felt more experienced and comfortable within this being Marmoset tool bag.
Through this process I could create spend more time on refining the doors design and using effects to build atmosphere and basic lighting effects to present the finalised hero asset in a more achievable manner. Keeping the focus of this module to the create and design of the horror door asset, and through not perusing this site for more complex lighting I feel the lighting shown in the final asset is representative of my skills within lighting and the original envisioned asset.
Figure 61. Lighting. Research material. 3D illustration. Lighting Test. Environment. HDRI. Colouration. Reference Image.
Whilst experimenting with materials and scenes within the software such as the fireplace prefab which is the small studio environment template I found to offer a unique perspective for how lighting effects a scene and it serves to illustrate the usage and effect lighting has on an environment. https://hdrihaven.com/hdri/?h=fireplace
I wanted to find an environment which is darker and atmospheric as I feel this will help to give the lighting a more prominent role in enforcing the horror aesthetic and producing a more dense and creepy air of mystery for the hero asset and the environment it inhabits. An element I feel this example portrays through the unsafe of dark brown and yellows.
With my chosen hero asset door concept I have tried to incorporate a feeling of mystery and dread through its visuals and perspective viewpoint. However I also wanted to explore ways to give the door more intrinsic purpose without the need to show the design. This can be seen through the usage of silhouettes Figure 44 and how the base design can still evoke a strong narrative element for the asset without colour and I have produced another example through Photoshop to demonstrate this same research into planning the most productive way to use lighting and design.
I have taken a photograph at night to represent the effect that darkest has within an environment and illustrate that lighting can be used to great effect and draw the attention of the audience through limited and focused usage and through this provide an intense sense of danger and mysterious through lighting shown in the photo. The lighting technique being used is called Rim lighting an effect which provide light in the cracks of the door and hints at a presence and life behind the closed door. An element I have focused on through visual and now lighting to enforce these themes.
(Update) With the final 3D renders of the horror door I have illustrate a similar effect through this lighting technique emphasising the red glare effect illustrating a sense of fear and intimidation that I want my audience to gain from viewing the hero asset.
This alternative way of researching lighting has provided more hands on experience with how lighting is used within real world situations and has allowed for a more accurate depiction of the lighting effect through photography.
Figure 62. Lighting. Research. Photo Reference. Rim Lighting. Door. Night Lighting. Photograph
Figure 63. Lighting Research. Complied References Lighting References. Horror Genre.
In order to understand lighting and the types of options I have to enforce the horror themes shown throughout the research and reference material that I have examined for this module study block.
I have complied and created a mood board consisting of imagery containing uses of lighting from a variety of areas and a multitude of mediums illustrating how light and colour is used to brighten a scene and evoke dark and ominous atmospheres. Through this process I have identified how lighting can be used sparingly to highlight aspects of an environment and the effect lighting has when positioning and in placed to draw focus towards areas of interest for the view. An element I have found valuable in developing the horror doors use of lighting and purpose within the scenery. A feature that this lighting research has allowed for more expansive and detailed reflection within.
Figure 64. Lighting Testing. Red lighting. 3D Asset. Door model. Marmoset Tool Bag Software (2012).
Using marmoset tool bag for experimenting with the usage of lighting within an environment, one of the main angles I have used is the angle that I feel best presents the door as an intimating force and by doing this I think I have positioned the door in a way that makes the viewer feel small and helpless which are feelings that I intent the viewer to hold from viewing the hero asset.
Red is a common colour associated with horror and this is because of the connection to blood and death and while these are staples of the horror genre I also believe that the colour red helps make an asset more prominent on screen and also helps enforce as sense of dominance, which are all valuable feelings to have over a horror themed hero asset has they are supposed to have purpose in the world and be of importance to the player, by using an angle like this and colour I believe I can best encapsulate the assets the design of the door, but also the lighting which will further enhance the themes and emotions the door is meant to express.
Figure 65. Lighting Testing. Red lighting. 3D Asset. Door model. Marmoset Tool Bag Software (2012). Annotated. 3 Point Lighting.
From these early renders of the door using Marmoset to illustrate the intended range of lighting and the colour chosen for the horror door. I have annotated the use of lighting within the scene so that I can properly portray the development of the hero asset and demonstrate the process and research that has enforced my pre production phase of this module.
By identifying the light sources within the scene and the types of lighting needed for the 3 point light effect common when lighting an object which includes:
Front
Back Light
Point Light
Through this research I have planned and organised a system of lighting which will help illuminate the scenery of the hero asset reinforcing the horror aesthetic and provided context and atmosphere to the horror door to further illustrate its themes and visuals.
Figure 66, 67. Lighting Testing. Red lighting. 3D Asset. Door model. Marmoset Tool Bag Software (2012). 3 Point Lighting. Angles. Perspective.
From using Marmoset toll gab to view the base door model from a multiple angles I have been able to visualize what perspectives would best help convey the atmosphere and themes that will be enforced through the doors visual design and portray its menacing presence an element I feel is reinforced through the dominate red lighting effect shown in these experimental planning renders
I have used angles that I feel help build upon the horror theme and give the asset a more dominate and intense sense of purpose in the scene and by doing this I can illustrate the doors purpose and its personally which could be interpreted differently for different people, which I feel helps the door become more alive and scary as a result. I have chosen to contrast the the use of light and dark using the lighting in these examples such as the front view which makes for a more dark environment and gives of a menacing presence with the red behind the door suggesting evil intentions from within.
Figure 68, 69. Lighting Testing. Red lighting. 3D Asset. Door model. Marmoset Tool Bag Software (2012). 3 Point Lighting. Angles. Perspective. Variation. Grey Lighting. Brown Lighting. Alternative Colouration.
Alternatively I have also tested different types of lighting in order to broaden my options and also consider alternatives which could result in different atmospheres and impressions that the door could exhibit with the different lighting effects portrayed through this experimental phase of development.
I have look at a blueish grey lighting effect in this scene and although it presents the door with a mysterious and ominous atmosphere I also feel that it doesn't emit enough of a menacing and intimidating asset and for this reason I have chosen not to use a coloured light like this for my final hero asset. Another possible lighting colour I experimented with was the colour brown. On reflection i think this colour makes for an inviting and intriguing environment which could be give merit as the door is supposed to be opened and this would give the door asset more control in the scene and a intelligent personality which is an interesting angle to look towards.
However I still feel a colour like this doesn't evoke a very scary atmosphere as the colouration lacks a tense and powerful presence, brown lighting doesn't feel intimidating enough and its for this reason I don't believe will continue with this colour for lighting. Overall I am still pleased with my research and development that this lighting testing has allowed as I have gained more perspective and have challenged different ideas for the doors intentions which has been valuable planning and development for this module's hero asset.
Figure 70. Door Research. Alternative Designs. Gary Panter. Peewee's Playhouse (1986). Interior Design. Reference Image.
Gary Panter is an American cartoonist and is the artist behind the design of Peewee's playhouse set (1986). While researching more alternative designs which was suggested to me by my Lecturer Ady Smith. I found that this was an intriguing angle to look into for my door asset.
"We wanted to create a place where there are great objects and shape compositions everywhere the camera might point" said Gary Panter when talking about his work, and I feel that this is valuable understanding for myself in developing my door design and contrasting the artists work from my own. I particularly find the door in Peewee's playhouse to be very unique and central to the environment and by learning from this example I believe I have gained more insight into the importance of shape as well as the angle of which the asset is shown. As I am using a horror theme having an angle which exhibits a feeling of dread and fear I can best illustrate by hero assets importance in the world as well as the emotions I want to audience to have from it
Figure 71. Door Designs. 2D Sketches. Ideation. Alternative Designs. Variation.
After researching and experimenting with the shape and scale of doors I wanted to find a design that would be unique and interesting while in keeping with my chosen hero asset theme. I also began looking at different materials that the door could use as this would effect the perception and atmosphere that the horror door would exhibit and using materials that are known for being scary are a good way to encapsulate the sense of danger i want the hero asset to exert.
Material I looked into included:
Steel
Wood
Concrete
Fabric
Out of these designs, I feel that my horror themes and atmosphere would best fit the 1st and 3rd top designs as they are more angler and imposing and as a result, this is something I feel best encapsulates my intentions for my hero asset and the feeling I want the audience to have as well. Overall I found that this exercise offered myself a wider variety of options for to consider for the design of my horror door and the research and planning I have made on the material will come in useful for when I refine the design and begin the texturing process once the finalised design is decided upon for the hero asset.
Figure 72. Door Designs. 3D Modelling. Maya. Autodesk Maya Software (Founded 1982) (Current Version 2020.1). Ideation. Alternative Designs. Variation.
These three door designs present simple bases for the structure of a door and differ in style and shape so that I have a varied and diverse range that helps present a variation of design and propositions which is an element that is essential within the designing process.
Allowing for a wider range of choice and expansive research or development which can result in a more unique design for the hero asset. These doors examine a more angler and unique perspective for the design, whilst these block outs serve to present early representative of the concept ideation made, they also allow for a optional range of choice for the type of door I will eventually choose for the hero asset. A process which is useful in documenting for my reflective writing and discussion making an element important within my idea generation workflow.
(Update) Out of these designs I feel that a more traditional looking door design to the left helps add towards the realistic art style chosen for this module and fits the horror genre and themes of power and structure an element that the more fantastical designs lack and although there designs such as the wooden door in the centre. The decision to use steel and a reinforced intended design and material means that this design would be unfitting and unrepresented the mood and atmosphere that the horror door is needed for its style and design.
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