Figure 1. 2D Sketch. Door Designs. Variation. Ideation. Materials. Pre-Production.
After several rough sketched in the pre production research regarding the intended design that could be used for the hero asset I was able to narrow down two possible door designs in which I found had illustrated the most potential and room for development and continued refinement. From this shortlist of designs I am can contrast and compare the differences between these design and reflect upon how they could best convey the horror themes and atmosphere that I have researched and planned during the early stages of this module.
To gain a constructive outlook of these horror door design I felt that reaching out for peer feedback regarding these two design could expand the perspective of the designs illustrated through these sketches and provide more insight into the perceptions that these designs convey. Through this process I believe I can better decide upon the final hero assets design and further develop it to express the advise given from these responses to adapt and improve upon the design already created. One of these responses I received commented "I think number 2 Could give a lot of style to the wood" said Josh Dawson. A response that I have found interesting in understanding what elements of a design catching the eye of the audience and whilst this response has been useful in identifying clear observational traits in which I feel that the style of wood comment serves to highlight the importance of defining a chosen art style and how design is altered by personal perceptions. However as I have already decide upon a realistic art style the wooden structure being observed as stylised would become a problem with properly conveying the horror aesthetic. A reason that has enforced the design process of the horror door and the decisions made that has driven the workflow I have illustrated in this development phase.
Another comment from these two designs was "I agree, though I do like the locks on 1 keeping the door shut I think that adds a lot of storytelling!" said Adele Richards. This response has shown the narrative elements that can be conveyed through design and how its interpreted by an audience an element I have tried to focus on in giving the door asset personal character and a narrative purpose shown through visual design. Comments such as this help to witness the observation by others that the design and how its perceived enforces useful aspects of the door in which to convey visually.
(Update) From receiving these responses I am pleased to have had more insightful feedback in which to reflect upon with these designs and which helped in gaining more ideation and developed elements to enforce. Hearing what the audience prefers is valuable research in development of the horror door and I will take what I have received by my peers and use it to enhance the design of the final door asset and create a hero diorama which takes into consideration the impressions of others an important perspective as the door is meant to have meaning behind its design and leave an impression upon each observer and I feel that by hearing other opinions on these designs I can broaden my thought process and help in the continued development and improve of the horror doors visual design.
Figure 2. 2D Sketch. Door Design. Annotation. Steel material. Productional Design. Component Breakdown.
After contrasting and comparing the two designs I felt that had more promise for the horror doors finalised design using this rough sketch as a base for the core design template.
I have chosen to use the steel door concept shown within Figure 1. I have chosen this design as I feel that its material and texture illustrates the reinforced design demonstrated through the research made within pre production and serves to enforce the themes of the horror door this portraying strength and power an atmosphere that gives the door a purposeful visual design and conveys a narrative through these elements.
This chosen design sketch will be useful for expanding upon the elements researched and developed upon all ready such as colouration, lighting and material and the next objective will be to expand upon the finished design and also create more digital artwork instead of sketches as digital will allow me to better representative artwork pieces to convey the horror doors intended design and illustrate my work flow and process's through this production phase as showing my development in creating my asset provides context and illustrative development for the horror door for planning of creating the 3D model representation using the 2D artwork as concept art.
Figure 3. 2D Sketch. Door Designs. Colouration. materials. Productional Design. Variation. Adobe Photoshop (Founded 1990) (Current Version 2021.22)
Once deciding upon the style of door that I wanted to develop for my hero asset I then began experimenting with my colouration options and the way the materials are conveyed through a more digital framework. I have looked at different variations of the materials and colours presented as I wanted to illustrate and examine which expanded elements could be conveyed visually and add depth to the horror asset core design template using the horror genre and themes demonstrated through pre production.
Out of the three optional illustrations I believe that option 1 the first silver door colour more accurately portrays the steel material and colour scheme that is representative of the research and planning I have demonstrated previously. The silver simplicity and bold metallic reflective surface best encapsulates the dominate and demanding presence that the doors design is presenting these these elements. I also find it to be more eye catching to the observer a factor which is essential in a hero asset as the base for becoming a "hero asset" is to be a centre piece of an environment and convey a strong focus in which to present to an audience. Through this descriptive I feel that this first colouration example serves to demonstrate these aspects and for this reason I have chosen to continue using it as a bases for the core colour scheme representing the horror doors main material.
Alternatively, my second favourite would be the burning red design as I feel it's very creepy looking and portrays a very horror like design and it would be useful if I continue to experiment with this idea and possibly integrate it into the original grey design but have it more saturated and downscaled in hue. Regarding the rustic design colouration I feel that it conveys a convincing worn down aesthetic whilst also presenting an unoriginal colour pallet. An aspect of the design that I have attempted to demonstrate through the visuals of the horror door. Although I feel that it could add depth and detail to highlight more of an aged and strong presence and through incorporate some rustic design elements into the final design could would help give all these designs some role in the final door design and produce a more expansive and horror focused design in which to present the horror door hero asset.
Figure 4. 2D Design. Door Concept Design. Colouration. material Colour Scheme. Production Design. Colour Breakdown. Adobe Photoshop (Founded 1990) (Current Version 2021.22).
Having a consistent colour scheme is important in making my hero asset fit my horror aesthetic and enforce the sense of fear and danger I want the doors design to exhibit. The primary colour scheme decided upon is a grey or greyish brown saturated scheme in which to illustrate the steel metallic door design and brightened silver material.
I have incorporated visually the usage of colour in which to convey thematic elements such as weathered rustic colouration in which express the age of the asset which I feel can demonstrate upon the feeling of power and force the door is exhibit visually and is enforced through lighting and colouration. Within my secondary colour choice presented through the 2D conceptual artwork I have focused on red as it is very powerful and horror oriented. I believe that by using this lighting effect illustrated beaming through the door and even gaps within the aged door material that this can peak the audiences intrigue into the mystery factor of what hides under the door a factor which can provide the door with more detail and contextual elements in which to illustrate a purpose for the doors design and presence. The usage of these bright dominant colours express the doors themes and can visually draw the attention of the audience, an aspect of design which is useful for presenting an asset is important to the environment.
Figure 5. 2D Designs. Door Concept Designs. Colouration. material Colour Scheme. Production Design. Colour Variation. Optional Styles. Adobe Photoshop (Founded 1990) (Current Version 2021.22).
Through the colour scheme planning and development for the horror door I have experimented with optional concept idea of additional colours and features which are reflected though the silhouetted designs made in pre production and serve to add depth and character to the doors visual design aesthetic. From this ideation process I have looked at designs from a blood red lighting that illustrates a stained and heated atmosphere and a black mist effect that insinuates a spiritual aura around it. From these effects I believe it has helped within the production process of planning more details in which to express themes of dread and fear through design and does so in different ways. I find that the the red effect demonstrates an intimidating and dominant presence which exudes a sense of tension and power an effect useful in capturing the attention of the viewer and drawing them closer towards the asset and making it purposeful within the scenery.
Whilst the black mist and scratch design give of an eerie foreboding atmosphere which I feel helps the door present as if its hiding a shadowy figure behind. An element I find interesting to convey more of a mystery factor to the door which is an interesting concept to pursue. However I believe the red is notably more powerful in lighting and design contrasted with the steel metallic material colouration and its for this reason that I feel I will continue with my initial concept idea of the red concept for the final designed door asset. Overall I am satisfied to have experimented with other ideas as it has given me a wider range of options and give me a change to reflect and decide on each designs positives and negatives elements a valuable production process which can illustrate my development process of this module and the workflow presented within the reflective journal.
Figure 6. Door References. Proportions. Measurements. Sizing and Scale. Reference Image.
In preparation for creating the 3D model representation of the hero asset. Proportions and scale are necessary aspects of an asset to represent as it effects the overall quality of the doors accuracy and will serve useful for adjusting the design to fit these parameters and accurately portray the asset in 3D once the 2D designs are finalised. In order to gain more measurements and scale research I looked the website doornmore.com a site that gives sizing scales and metrics from height and weight using inches as the main source of measurements.
"The height for fiberglass or steel doors are fixed at 6 ft. 8 inches tall and 8 ft. tall. The standard door thickness is 1 Âľ inch." Quote from paragraph Exterior Doors
From this I can properly and accurately design the horror door to represent a steel door that is seen in real life refences an element that is important when designing an asset for 3D development modelling and presenting a working and functional stationary object such as a door.
Figure 7. 2D Design. Door Concept Design. Proportions. Annotated. Sizing Test. Production. Adobe Photoshop (Founded 1990) (Current Version 2021.22).
Whilst in the production and designing phase and exploring the more technical elements of designing an asset such as a door. I have used the research I have explored and used a basic design template and used the height and length measurements to plan and prepare the steel door for development in creating an asset that is to scale and is accurate within the bounds of reality.
As my door is made from steel I have made adjustments to made it thicker in length and height so that I can illustrate the strength and durability of the steel metallic material the door is using. an aspect of the design that I feel can help in the horror theme and making the asset look more intimidating and scary as a result.
(Update) I have measured the proportions that a typical door has been illustrated as using cm as the metric for measurements an element I feel complicated and is unrepresentative of the research I have explored. I have altered the scale and width so that I can convey the assets more horrific themes and style and also fit the door within scenery to enforce its design within the environment
Figure 8. Environment. 3D Render. Dystopia Alley. Scenery Piece Reference Image created by Johnny Fehr
https://www.artstation.com/johnnyfehr
Following the research and planning made during pre-production regarding environment and scenery research which can be found within Figures 52 -53 in Pre-Production these references were served to demonstrate and depict my intent hero assets mood and atmosphere through the visual design and assets used which are common with the themes and genre that horror door will use to enforce its intimidating presence and reinforced design.
I referenced towards industrial design with pipes and a rustic aesthetic which has been evidenced through my research and material preparation and follows a consistent colour scheme and material structure which emphasises these textures and materials. Through my research and early design for the diorama's designs another reference image I have found helps present the aged and damaged environment aesthetic is the artwork Dystopia alley created by Johnny Fehr. I found that this environment piece was useful in illustrating the use of lighting and VFX as the rain and light rays highlight the raindrops and build a scene which is damp and moody, a feeling which helps to bring attention towards the stairways and lead upwards to more bright lighting, evoking a sense of sadness and depression themes which are illustrating visually and and are subjective. An element which gives the artwork more importance and makes it unique for each person viewing it as the reaction may differ.
This aspect of the environment is valuable in learning the importance of lighting and how artwork can be perceived differently and it has allowed of more reflection and interpretation on my part. An element which I can apply towards my own hero asset and help enforce it themes and atmosphere using techniques and lighting to provide context to the areas that need focus, which is essential for any hero asset as being the core of the scenery is a key component for any asset that needs to become the focus to a observer.
Figure 9. Game Reference. Rusted Steels. Silent Hill (1999). Konami. Team Silent. PlayStation 1. Door Design. Reference Image. https://silenthillwelcomesyou.tumblr.com/page/164
The silent hill franchise has been a huge inspiration for the type of design template the door concept that the hero asset could follow. This has included the environments references for conveying the environment in which can best suit the atmosphere and themes represented through the doors visual design.
I have examined metallic and rusted grates referencing media such as Nightmare on elm street's (1984) boiler room environment as the scenery is shown to use rustic pipeline and hot steam to build environment which has served as useful references for the type of scenery that my steel door would best suit within. Silent Hill's (1999) is another great reference of a dirty metal type environment that can serve an example of how my hero asset could look like within a world such as this games. My next task will be to model and then texture this sort of environment using my references in materials to give my hero asset a diorama that best suits it them and art style.
Figure 10, 11, 12, 13. Materials. Steels. Real-Life Samples. Reference Images.
I have compiled reference images of textures that I feel are relevant to the environment design that will house my hero assets diorama. By researching more decaying and rustic scenery from media and games such as Silent Hill (1999) I have found an consistent design aesthetic that enforces the horror themes of the door and presents a tense and foreboding atmosphere for the environment that I will design along side the steel door.
Imagery that represents the themes and materials reflected through the research and designs of the door includes:
Metal Grating
https://www.turbosquid.com/FullPreview/Index.cfm/ID/331544
Metallic Panel Tiles
https://www.englishsalvage.co.uk/reclaimed-galvanised-metal-60cm-square-tiles_item_26353
(Update) Out of these references the materials and colouration I feel best encapsulates the fitting scenery I have designed for the environment includes the metal grated flooring material and the usage of rustic panels which I feel compliment the pipe aesthetic and damp underground nature of these textures that i have demonstrated inspired the 2D environment designs concepts. Its through this that I believe these textures have provided useful reflection and references in which to design the aesthetics and colouration of the hero asset, illustrating the aged rustic and metallic design which enforces the horror appearance, an aspect that enforces the design of the steel door and works well within the environment shown within the artwork and final 3D diorama.
Figure 14. 2D Environment Design. Illustration. Concept. Ideation. Steel Pipes. Corridor Design. Industrial Inspired. Adobe Photoshop (Founded 1990) (Current Version 2021.22).
Figure 15. 2D Environment Design. Illustration. Concept. Ideation. Wires. Corridor Design. Hallway Design. Adobe Photoshop (Founded 1990) (Current Version 2021.22).
From using the research and material planning demonstrating previously I have designed basic linework block outs for the 2D design that can serve to illustrate the initial designs that are planned to house the horror door hero asset. Environment designs that express the themes and material using shown and serve to build the intended atmosphere and sense of dread.
An element that the horror aesthetic is exuding visually and enforced through the usage of objects added to the scenery and the variations I have illustrated through these designs of the possible environment for the hero asset. I have experimented with pipes and wiring as core contrasting details for the sceneries. From using the horror theme I have tried to block out an environment that can illustrate the type of area my door would fit within. While also adding some depth and perspective that can catch the viewers attention and entice them to walk closer towards the door. A narrative element which is enforced through the environment design and steel door which suggests the narrative intention behind the perspective and narrow design of the scenery and what lays behind the door.
6Figure 17. 2D Environment Design. Illustration. Concept. Ideation. Wires. Corridor Design. Hallway Design. Colouration. Lighting. Colour Scheme. Textured. Adobe Photoshop (Founded 1990) (Current Version 2021.22).
Figure 17. 2D Environment Design. Illustration. Concept. Ideation. Wires. Corridor Design. Hallway Design. Colouration. Lighting. Colour Scheme. Textured. Adobe Photoshop (Founded 1990) (Current Version 2021.22).
Whist colouration of the environment examples has allowed for variational planning and experimentation of the use of colour within the scenery I have used a similar range of colours shown through the horror doors colour scheme as to keep within the horror aesthetic thematic continuity between assets. Through this I have used a colour pallet consisting of browns, greys and red's, these were the main colour pallet illustrated through the pre production planning for the hero asset. Setting the atmosphere and mood of the scenery as dark and oppressive provides a prominent fixture for the doors presence with the environment towards the door position focusing the audience attention.
With the use of red lighting I have tried to build a atmosphere that is ominous and dangerous an through these designs I feel that I have accomplished this effect as the way the red adds focus to what is behind the door adds to the mystery of the asset and provides it contextual purpose within the environment an element that's important in giving it the title of hero asset.
Figure 18. 2D Environment Design. Illustration. Concept. Ideation. Corridor Design. Hallway Design. Comparison. Colouration. Colour Scheme.. Breakdown. Annotation. Adobe Photoshop (Founded 1990) (Current Version 2021.22).
I have shown my process in creating my environments for my hero asset digitally within photoshop. I have listed the colours found within the scene such as browns and greys as these are common colours in a horror themed environment as well as the setting of a corridor steel work style environment and I have attempted to have them look different whilst keeping with the dark ominous atmosphere that I want the chosen environment to exhibit.
I have shown my linework contrasted towards the final painted versions and included annotation of the contents of the artwork and by doing so I feel I have broken down the key factors in these environments, and with this process I can better decide on my preferred designed environment for my hero asset. Whilst both of these environment designs express interesting visual elements and mood. I feel my favourite design so far is the the pipe corridor environment scene. The reasoning for this is the almost entrancing element to the corridor as it conveys a dark and damp atmosphere which helps bring the door to more of a focus through its unique design, and use of colour and lighting, an aspect that is essential for the hero asset as having the door serve as the main feature within the scenery and although I enjoy the use of wiring within the environment I feel that it conveys a very typical cluttered aesthetic which is an area I would like to avoid, as having a more unique and expressive environment for the diorama will provide more complexity to its purpose within the environment and how its perceived by the audience.
One aspect of the pipe environment is the darker colour scheme and this is something I feel is better out of the two. From this I think I will take these factor into the designing process of the final chosen environment as the process of comparing and contrasting these two design templates has served to better plan and develop the systems needed to convey the correct atmosphere and mood of the door and provide more understanding of the scenery needed to create for this hero asset.
Figure 19. 2D Design. Steel Door. Horror Genre. Illustration. Final Design. Concept Art. Colouration. Adobe Photoshop (Founded 1990) (Current Version 2021.22).
Above is the final 2D design concept for my horror themed hero asset. After various research and development illustrating the process's in planning for the steel doors design with research including materials, lighting and environments serving to create an asset that is visually distinctive and representative of the horror genre.
I believe that I have designed a door concept that demonstrates a design aesthetic that is imposing and powerful with a strong presence felt through the design of the hero asset. A feature that is useful for reflecting critically on the development of this module and the work output i have produced. I feel that the intended design of this steel door has been achieved as its use of colour presents an asset that is dominate helps illustrate the horror theme and breads a sense of danger and mystery with whats behind the door and this is an important factor is presenting my door in my chosen theme and style. Whilst I believe the design I have chosen helps present a strong door that is recognizable as needing to be closed with the inclusion of the chains and blockage which I feel enforces the fear of whats lurking behind the door and all these factors help contribute to an hero asset that is unique and dominates within a scene, and its because of this that i am pleased with the overall design. The next task will be to take this concept art and visualise into the 3D pipeline to bring the door into the third dimensional and provide more depth and perspective for the horror door.
Figure 20. 2D Design. Steel Door. Horror Genre. Illustration. Final Design. Concept Art. Adobe Photoshop (Founded 1990) (Current Version 2021.22). Colouration. Updated Design.
(Update) After designing a more refined and complete illustration for how the steel door will be presented. I wanted to hear feedback regarding the design so that I could reflect and make alterations to adapt the design for more improvement and development.
The responses that I have received from peer feedback on the design of the horror door serves as insightful and productive allowing for more in-depth and detailed design inclusion to enforce the themes of the door and add to its complexity. It also provided more clarity in the functionality of the door and how space and positioning effects an assets core features. An aspect of my asset that I have altered throughout this was the inclusion of features and more detailed asset depictions this would include a clearer pipe model as well as the placement of the lock chain and steel barricade. Through this I feel I have created a more accurate depiction of the intended steel door which can be illustrated as functional from a real life representative and serve as a game ready prop that enforces the strong design of the steel material aesthetic while operating to build a dense and foreboding atmosphere in which to use as conceptual art from the 3D modelling phase that this succeed this 2D development design process.
Figure 21. 2D Design. Steel Door. Horror Genre. Angles. Turn Around Designs. Final Design. Concept Art. Colouration. Adobe Photoshop (Founded 1990) (Current Version 2021.22).
From designing the initial front perspective of the horror doors design. Illustrating the hero asset from various other perspective serves to further develop the asset and provides more illustrative angles such as side and 3 quarter perspective in which will become useful for translating the door into the 3D pipeline.
This will serve as the next objective for this module as reflecting and referring to this contextual artwork along with the environment art will help to expand upon the chosen design of the door and atmosphere and represent the design and aesthetics in a different artistic discipline. uses the same colour scheme and core design found from the research and development phase of this module in order to produce the 3D model of the doors low poly variant using the adobe Maya software . a program I have experience and knowledge of as having previous experience of the process and workflow pipeline needed for the modelling of the door which will be documented within the journal and deconstructed as seen already through the 2D development artwork.
I have found this process to have been helped in my perception of development of drawing and conceptual artwork to provide illustrative artwork for 3D assets. From this experience I have gained more experience within the design and digital principles and will next use similar principles to adapt the horror door design into a 3D discipline
Figure 22. 2D Design. Steel Door. Horror Genre. Angles. Turn Around Designs. Final Design. Concept Art. Adobe Photoshop (Founded 1990) (Current Version 2021.22). Colouration. Updated Design. Red Lighting
(Update) After re-designing the door and reflecting upon the decisions made to the aesthetics and component found on the steel doors design.
I have adapted the same process of refining and adapting the artwork to be consistent and concise visually as to help with moving towards a different art principle. alternations made for the turn around concept art illustrative of the changes produced within the refinement and development stages and present these designs with more accurate and defined positioning and scale which will further serve as valuable preparation has to correctly understand the function of the hero asset and how features such as the doors opening hinges operates. As this will effect the efficiency and professional standard of the asset, an element I wish to represent accurately when produced in 3D.
One aspect of my hero asset that I want to explore more in-depth is the function the horror door could be used within a hypothetical game scenario. Through carrying out this research I wanted to develop and expand upon this module and reflect on how the door asset would be used to interact with a player and effect a games world.
One aspect of this I would need to focus on is how the door is presented and ensuring that its perceived with agency and purpose with the scenery. This would serve as an important factor to consider with its position within the environment as the effect that the hero asset has over the perception environment will effect how the audience views, within a game I would need the asset to be interactable and give a goal for the player to accomplish this goal could be as simple as for example, opening the door.
Having a goal such as this the player would need to find a way to complete this task and by looking at my hero assets design I have given it a chain lock which is keeping the door close and by the player searching the environment that the door is in could lead to an event in finding an item that could break the lock and complete the task. This is a simple way in which I could give a player agency with in relation to the door and provide a gameplay feature for the player which would make the door and opening it an objective to complete whilst still giving the asset a prominent and purposeful hold over the hypothetical game environment in which would be needed to present the importance and power of the horror door within the scenery.
Figure 23. Block Out. Maya. 3D model. Modelling.
From using the early development made towards the 3D during pre production illustrated in Figure 30. I have demonstrated the base modelling principles in the creation of a door structure using Adobe's Maya software and blocking out the low poly model for development and progression through the regular 3D asset pipeline.
I will use this critical reflective journal to deconstruct and demonstrate my process's and workflow through the creation of the 3D door model using the artwork and development made in the planning and research stages. This block out as allowed for preparation into the core design that is needed from a stationary door consisting of a frame and door panel made from rectangles and referencing the imagery and planning made from pre production and serves as a useful base for demonstrating my core understanding of the 3D software and process's needed to develop the hero asset in another discipline other than 2D design.
Figure 24. Block Out. Maya. 3D model. Sizing. Propositions. Front angle.
Figure 25. Block Out. Maya. 3D model. Sizing. Propositions. Side Angle. Perspective
Scaling and proportions has been an essential area of focus for understanding the aspects of asset design that is required for properly illustrating the development of a 3D model and how it looks in relation to other fixtures.
Following the research and preparation seen from Figure 6 I have taken this into practice by scaling the door base and contrasting its width and height with a pre-made Maya human model found from the prefab settings within the software. This technique was used as to accurately have a to scale reference in which to compare my door to a human scale, and properly portray the size and shape of my hero asset so that it can be represented realistically and to a professional standard for when I present the finalised 3D hero asset
Figure 26. 3D Model Maya. Low Poly Modelling. 3D Asset. Early Draft.
From using the left base design found in Figure 72 on the Pre-Production page I have used the 2D concept art to create all the components illustrated through the design and made into 3D versions of the same designs for the hero asset. This includes the hinges, handle, frame, chain, lock, steel beam and the metallic main door that is modelled to scale and proportion to fit within a scheme to scale, fully implementing the core features of the design and representation of the horror door using the Adobe Maya software.
Following the low poly model I will further adapt the function that will help demonstrate the functionality of the door, for instance demonstrating how the door can animated and functionable. From this deconstructing the process of creating the separate components that made up the door helps to document the workflow and pipeline of 3D modelling and preparing the model for the high poly sculpting of the details needed to add depth and complexity to the horror door to add to its realistic art style and improve upon its base design.
Figure 27, 28. 3D Model Maya. Low Poly Modelling. 3D Asset. Feedback. Areas To Fix. Reflection.
After modelling the base Maya door and intending on taking the low poly asset into Zbrush for sculpting the high poly details on the base model. I first wanted to hear feedback on the initial asset from peers and access any criticism that could could be used to adapt the model and improve upon it before I made the decision to begin the high poly process within another software.
One response I received was "be careful with negative space" this comment is referring to how one side of my asset door is very plain and bare. On reflection I agree with this assessment of the usage of space used on the model and does make the model look less professional and inaccurate to a doors positioning of components and space which includes features such as the hinges in relation to the doors handle. The plan to overcome this issue is to alter the position of the metal hinges across to the other side of the model in order to fill the negative space, and create a more functional 3D door that can operate when opened and closed accurately to real world examples. This has lead into more constructive feedback such as " It doesn't make sense for the hinges to be on the same side as the lock. also I really like how strong the door looks definitely feel like its trying to tightly lock away whatever is behind it!" From these responses on the usage of space I have altered the positioning of the hinges and through this and amend the main issue my peers have expressed through feedback. This experience has been useful in gaining a better perspective on important factors such as positioning and the usage of space that can accurately portray a stationary object for game ready purposes. A factor that this feedback experience has provided in my continued learning experience.
Figure 29, 30, 31, 32. 3D Model Maya. Low Poly Modelling. 3D Asset. Wireframe. Updated.
Following my peer feedback on the adjustments that could be made towards the hero asset positioning and accuracy to the reference material I have made the alteration that I feel more accurately present the horror door through renders of interest. This has served to demonstrate the door from different perspectives a function that is useful in illustrating the accuracy if the model to the real world material and also provide more renders to show of the design of the door.
I find that Figures 26 - 37 serve as valuable renders of presenting the door from a more expressive perspective, showing the door opens illustrates a functionality of the asset and allows for a different point of view not witnessed in many of the main renders that I will use to express the horror doors themes and atmospheric door illustrated visually and enforced through its use of perspective and design.
Figure 33. 3D Model Maya. Low Poly Modelling. 3D Asset. Poly Count. Wireframe.
Figure 34, 35, 36, 37, 38. 3D Model Maya. Low Poly Modelling. 3D Asset. Poly Count. Components. Wireframe. Complete Asset Door.
Having a low poly model in Maya is extremely important in the development process of any 3D model. This is to ensure an asset can run within a game engine and not use as much memory and space as possible an essential feature to create a 3D model for a project and presenting it as game ready.
From within Maya the Tris count in total of the base model for the door is 8838. This includes all components of the hero asset in its low poly form, and is a useful function to prepare an asset for further development and planning for demonstrating an asset to a professional standard. The next task will be to export an OBJ of the low poly versions and import them into the Zbrush software individually and then sculpt the details into the models base in order to create the high poly depth that will illustrate the horror doors themes and design illustrated through the 2D concept artwork in preparation of the texturing process within substance painter.
Figure 39, 40. 3D Model Maya. UV Unwrapping.
One area of 3D modelling process I have found difficult in the development of learning this software and the pipeline of 3D asset creation was the process of UV unwrapping under the asset modelling discipline.
Originally I didn't understand the important of this process and would just carry out the automatic cutting of assets but with more experience and practice I could see the issue with this, as this effects the texturing of the asset and how the steams are seen though. This is important to learn as companies will look at these assets in a portfolio and look for errors in the UV and this can affect the possibility to finding employment within the industry and 3D modelling fields. Whilst I undergoing the UV unwrapping for my hero asset there are important factors to complete in order to have a 3D model texture clean and readable. One factor is to straighten the UV's and this is carried out to ensure the texture will be straight as well. Another is to consider the scale and positioning the whole set of cut UV's and to keep them within the same square as this can make finding certain unwrapped UV's difficult and make the texturing process unusable.
One element to consider of modelling within 3D is the usage of textile density a process that I have discussed within pre production under the article by blog.teamtreehouse.com/asset-workflow-game-art-3d-modeling
A process which produces a consistent sizing for the UV's and is important in having the textured present, accurate and to scale for the whole of the UV maps. From this research and personal experience I have learnt practically the procedure of texture preparation and how to avoid the issue of stretching UV's a feature that has helped further my personal development within the 3D discipline and producing UV's maps that are ready for the texturing process in the 3D pipeline.
Figure 41. 3D Model Maya. UV Unwrapping. Seams. Texturing Process. Textile
One aspect of modelling to consider in UV unwrapping is the process of repairing the seams of an asset once they are cut and sawn and through this process the texturing of the asset will appear more professional as a result of this procedure.
From unwrapping the component asset models in a way that will conceal the seams the best way possible out of view of the observer. This would be carried out by cutting and sewing the seams from side views. A process that can be mainly seen with trousers in real life, as down the sides of the leg the seam can be seen to hold the material together and minimize the texture material quality. A process that is important even in 3D principles.
Figure 42. 3D Model Maya. UV Unwrapping. Layout. Textile Sizing. Texturing Process.
Before I placed my hero asset into other software for further development in the 3D art pipeline I have checked the model for errors with geometry and UV face's issues. The reason for this was to ensure that the 3D model is clean and will not cause issues further into development in other disciplines such as texturing.
This exercise has served as useful practical learning in the development of finding solutions for more technical errors that can occur in the process of 3D modelling and has allowed for reflective observation on how to overcome these issues in an objective and concise manner in which can improving upon the skills and knowledge that has been gained from working within these practices. As the process of evaluation of more technical aspects of an asset is useful development to re-visit as it will effect the time consuming progression of a 3D model and could if not considered result in a worse final presented model and mean having to backtrack from other development software a system that is unpractical and not professional in sense of time management and quality. This a factor I have wanted to avoid by documenting and deconstructing my procedure during this stage of development and through reflecting upon solutions and the process's necessary in accomplishing the best outcome of quality and professional standard that I have illustrated through this journal for this modular study block.
Figure 43. 3D Model Maya. Low Poly Modelling. 3D Asset. Components. Breakdown.
For reflection on the creation of the individual components that comprise the hero assets horror door I have illustrated these assets as divided components This process is to allow for the Zbrush pipeline to become more accessible, accurate and provide more detailed to be explored through the use of separating these components and then later attaching them to make up the final hero asset.
I have divided my door model into four main components which include:
Main door
Outer frame
miscellaneous assets
Pipe
Steel plank
Lock and chain
Whilst another reason for ease of motion is to allow for the reflection on the components used in the model from a more comparison perspective with the components serving to demonstrate there purpose in making up of the door asset and illustrates the horror door in a state to present its deconstruction of the components used and the way they function for the hero asset.
Figure 44. 3D Model Maya. Low Poly Modelling. 3D Asset. Components. Breakdown. Updated Model. Simplified.
(Update) After some further development into the practicality of the components and how to plan how my door would function I have made the range of assets slightly shorter as the add more focus to the door and the key features that add to its themes and depth.
I discovered that my original layering and positioning of certain components were not in the correct placement for a door object to open and close in a realistic manner. From adjusting the components I have narrowed the range of material that need texturing and through this I am more able to accurately represent the intended door design and illustrate its features including the functionality of the door. A function that will add depth and professional presentative skills to the door an aspect I would like to incorporate in this module study block.
Within the horror door I have illustrated and designed accessory assets that were are designed to enclose the structure of the door adding functionality behind the doors enforced fixtures and add depth to the environment design.
I also wanted to add a game like element to the asset and I felt the best way to do this was to add interactive assets to the model if this was to be implemented into a game engine. With this metal pipe model I took inspiration from the steam pipe scenery my asset is set within and placed into the door causing it to be difficult to open and this is illustrated in the doors design as shown in. Figure 21.
An element I feel helps to illustrate the need to keep the door shut narratively and add depth and detail to the hero assets design giving the door more personality and presence through the usage of other assets within the scenery which also builds upon the atmosphere created through the visual design of the environment and hero asset exuding a sense of danger, a thematic element illustrated through the doors research and planning material.
Figure 45. 3D Model Maya. Low Poly Model. 3D Asset. Metal Pipe.
Figure 46, 47, 48. 3D Model. Maya. Animating. Positioning. Motion. Functionality.
One development short cut I have learnt from my previous experience within 3D software, this is the feature of pressing the D key within Maya when modelling an asset. This allows for the opportunity to rotate an asset in the direction of my choice demonstrating the functionality of the asset to move and be adjusted which is an element of animation that demonstrates and developed upon in future for presenting the door in open and closed functions.
I have modelled my door asset in different part ranging from the frame to door base. This was made to help within the animation possibility and demonstrate the use of rotate that the door is able to illustrate through Maya. Through this feature I can position and animate the horror door in ways that can be expanded to illustrate the game ready functionality of the hero asset an element that I feel enhances the presenting process of my final asset and creates a more interesting and detailed hero asset module project.
Figure 49. 3D Model Maya. Low Poly Modelling. 3D Asset. Sizing. Scale.
After creating the individual assets for the horror door I have examined the metal pipe model and have adjusted issues with the model such as sizing and shape. This process was made in order to best fit it within in the sizing and parameters, however after presenting the previous version of the door I was given the advice to increase the sizing of the metal pipe asset shown in figure 45. As to better present the asset and document the process I have come to when designing an asset for a functional use.
This means focusing on a variety of more production issues within the software which includes ensuring the sizing and proportions of the asset as to be representative and to be accurate and to scale of a human hand. I achieved this accuracy through using a basic human prefab model and place the asset in relation to the other model and work on the sizing with a accurate reference to see the pipe would fit and be consistence with the proportions of the rest of the assets used within the hero asset. I believe that through this process I have produced a model that is more realistic and will illustrated development and accuracy of scale in relation to another asset. An aspect of the development process which plays an important role in the doors enforced design and having accurate sizing in which to demonstrate efficiency of the model scale which is shown consistently through the other accompanying assets.
Figure 50. 3D Model Maya. HyperShader. Materials. Texturing Preparation.
Working through the 3D modelling process and preparing the hero asset for the material and texture process I found that some materials that were used originally for my door asset where either complex or unlabelled and this made texturing my asset more difficult and harder to organise materials for each individual asset component.
This issue was fixed through the usage of using Hypershader within Maya as to manage and organise the materials that I would need for my hero asset and by using this process I could better plan my process and continued workflow for the texturing phase within substance painter for the materials and colouration, and serves as a technique that I have demonstrated through this development experience within the 3D modelling principle.
Figure 51. 3D Model Maya. Low Poly. Pipe. Smooth Edges. Modelling. Positioning.
Whilst modelling my assets and reflecting upon there effectiveness within a game engine and functionality I have re-visited the low poly models and applied a technique in which to ensure that the assets are using the minimal usage of tris and smooths the edges of the asset so that to avid gaged edges .
Through this process I can keep the model's poly count low whilst also making it look more smooth and higher in quality from a distance. This is a detail that will help in contributing to making sure my hero asset can function within a game engine and demonstrate a technical and productive value to the 3D pipeline, an important factor when modelling assets in Maya ready for further software and development process's.
Figure 52. 3D. YouTube.com. Tutorial. Video Reference. Pixologic. Zbrush. Hard Surface Sculpting. High Poly modelling.
Once the low poly Maya model for the door was completed as well as of all its components I then proceeded to reference and research as done previously with the Maya video research. I have following a similar process in the preparation for beginning the high poly sculpting process of material and details within the Zbrush software this included material reference within areas such as metal and steels and the process of hard surface sculpting. An area that applied to my hero asset as the door model's main material is steel and hard surface sculpting will serve to add dense and rustic detail that Maya can not apply.
One tutorial I found valuable as reference was a video made by Vladimir Silkin and shows in real time his process of sculpting onto a steel helmet. This video was appropriate in finding brushes, and alphas that can produce a dented metal look that works well within the shiny metallic material within Zbrush. Its through this planning and research that I feel has assisted in my accuracy whilst sculpting my own steel assets and has given me a wide insight into the process and development to 3D sculpting. This has served as valuable knowledge for myself as 3D is the discipline I have the most experience within and research that has improved my learning development.
Figure 53, 54, 55, 56, 57, 58. Pixologic. Zbrush Sculpts. High Poly Modelling. Breakdowns. Annotations. Process's.
After the creation of the low poly Maya models were created and imported into Pixologic's Zbrush software I then began the production process of sculpting the details and steel design that is represented through the 2D design artwork found in Figure 21. This process was used so that once the assets were transferred into Zbrush I could then create the high poly versions of the assets adding dents and general scratch marks to enforce the metallic rustic aesthetic illustrated through the pre-production's planning for the hero assets.
Within these development breakdowns I have illustrated my procedure within the creation of the high poly hard surface sculpts annotating and comparing the process of creating these higher quality models using the base of the Maya model and illustrating the range of brushes and alphas used within the sculpting of the details and how to adapt a base model and include features to enforce the damaged and aged material in a more accurate manner.
I have shown the active points of the high poly sculpts after decimating the assets to help within the baking process, a feature that is important for making the hero asset game ready and safe memory within a game engine. By also presenting the low poly models for contrast on the difference between the software and the development made through this pipeline this has help in presenting my realistic art style and showing my workflow between software. Which I feel I have been able to show my development in with these breakdowns as a representation of my process journal within in the Zbrush software.
Figure 59. Textures. Zbrush Sculpt. Rustic Aesthetic. Steel. Chain Damage. Metallic Material.
Creating realistic metallic assets requires detail and in-depth knowledge of how hard surfaces rust and corroded material are effected over time.
I have examined this feature through my research into metallic materials found in Figure 10. and how to replicate the effect within a 3D software which has been reflected through tutorials as found in Figure 52. With this effect I have been able to add details that help to illustrate the worn aged materials found within the hero asset. A feature that helps emphasise the horror themes and rustic aesthetic. Which has been demonstrated through the usage of industrial and metal surfaces and the realistic art style that provides assets with real representations of how the materials change with age and how it adds to the damaged and aged scenery the assets belong within.
Figure 60. 3D. YouTube.com. Tutorial. Video Reference. Substance Painter. Zbrush. Hard Surface Texturing. Realistic Metal. High Poly Texturing.
Having created the high and low poly versions for the 3D hero asset I have referred to tutorials as a guide in producing texturing that can accurately convey the realistic art style chosen for the horror door and create materials that portray the metallic hard rustic design that the door portrays through the colouration and texture detail that is shown through my 2D design illustration.
One tutorial I have found useful in understanding the effectiveness that the substance painter software provides textures is a Video created by Victory3D. In which demonstrates the texturing process in software and uses textures in realistic material and effects such as rust to accuracy convey the aged steel material to a professional and realistic fashion. In the timestamp 5:54 the tutorial illustrates the process of adding a rust mask a feature that helps to demonstrate a metal surfaces aged and worn material and through this video reference I have found a tutorial which has helped in my continued learning practice and provides a realistic art style in which i can compare and contrast the textures I create for my horror door for quality assurance and the ability to find areas of development to improve for my hero asset. A system that has provide an educational resource in which to develop my skills in software and broaden my experience for working within digital practices and the process of creating game ready asset in a realistic art style.
Figure 61, 62, 63, 64, 65, 66. Substance Painter. Colouration. PBR Materials Breakdowns. Annotations. Process's.
Following on from Zbrush I have followed a similar process when illustrating my development within the texturing process used within Substance Painter. Illustrating the materials and colour scheme areas that have been expanded upon within the researching phase of creating a consistent colour pallet seen within Figure 4.
The process after creating the high poly sculpting in Zbrush was to export and bake the low poly Maya models onto each other using substance painter to then texture the final assets within the software. Through using this process it allows for the saving of a lower tris count whilst also adding the high poly detail as a flat texture a function that is useful for creating a game ready hero asset and producing a professional and functional asset without over using memory within a gam engine for presenting.
Within these breakdowns of my hero assets texturing process I have listed common brushes that can be seen in the models high poly sculpt and I have also included the base material that I have used for each of the textures. This mostly being steel and iron as as to represent the realistic art style and horror themes that I have used for my hero asset. I have added the colour schemes seen in the textures for the assets as I feel I can demonstrate aged and worn art style through the colours used in the texturing process and by documenting them I can better illustrate these aspects of my substance workflow. I also chose to add the textured UV's which I believe better illustrates my process between software and how the texturing is applied towards the models and illustrates a 3D representation of the assets illustrated in previous 2D designs.
Figure 67. Texturing. Substance Painter. Rustic Aesthetic. Steel. Pipe. Metallic Material.
Using the techniques and experience I have learnt from using substance painter and the research observed from Figure 59. on the texturing process of metallic materials.
I have applied similar process's towards my own hero asset components such as the steel pipes within the environment. Through the usage of rust and corrosion material masks I have produced assets which have demonstrated the realistic worn surfaces design which has added depth to the assets detailed models and enforces the aesthetic of the environment and enforces the damp and dirty atmosphere that is shown through the textures and environment that the hero asset exhibits through its design and visuals.
Figure 68, 69, 70, 71, 72, 74. Substance Painter. Colouration. UV Maps. Asset UV's.
Figure 75, 76, 77, 78, 79, 80. Substance Painter. Texture Maps. Breakdowns. Annotation. Asset Textures.
Texture maps presented on hero asset include:
Normal
Albedo
Height
Roughness
Metallic
From each individual asset that forms the horror door's asset model. The texture maps and UV's presented by the finalised model have been used to highlight the variety of the materials and colours presented within each object and conveys the technical procedure of texturing the materials shown in the UV maps and the breakdown of the material maps illustrating the components required for accurately presenting the metallic hard surface materials illustrated on the final horror door asset.
UV Maps of each individual models include:
Door Panel
Outer frame
Hinges
Handle
miscellaneous assets
Pipe
Steel plank
Lock and chain
These texture maps and UV's serve to illustrate the materials and range of assets depicted within the hero assets presentation and can be illustrated more in Figure 86. With the use of marmoset viewer and the process of presenting the materials and quality of such presented in the metallic surface material used on the hero asset aspect of the development process which has provided technical experience and knowledge of texturing and material reflective surfaces and are through themes and research made towards this hero asset horror genre and the atmosphere this conveys.
Figure 81. Low Poly. Chain Model. Zbrush. Metallic Material.
Figure 82. High Poly. Chain Model. Substance painter. Metallic Material. Rustic Aesthetic.
Using an expansive range of software for this module has allowed for a process of development which has been illustrated through the production of the hero asset. transitioning an asset from the low poly to the high ploy and then the texturing process has given me the chance to observe and document the way that these software's interact with each other and demonstrate the production pipeline of creating 3D assets for a game environment .
From this chain model I have demonstrate the procedure of smoothing the edges of the low poly Maya model using Zbrush and then proceeding to use the metallic silver colour scheme and rustic aesthetic shown through my research and development in pre-production to create an asset that is realistic in art style and present the industrial metal surfaced material in which to illustrate the hero assets horror elements and enforce the door and environments themes of dread and rust. A feature which I believe I have illustrated through this examination into the process of software's and usage of colour which is shown consistent through the whole hero asset in a concise and planned manner.
Figure 83, 84, 85, 86, 87, 88, 89,90. Render. Red Lighting. Original Textures. Steel Materials. Created in Marmoset. Horror Door. Hero Asset.
Following the process's within the 3D pipeline and demonstrated through this critical reflective journal I have produced a variety of renders within the marmoset software demonstrating the usage of lighting and texture maps shown to represent the doors horror themes and materials.
From these renders I have presented the final hero asset horror door showing the full 3D model and presenting the doors restricted, enclosed design whilst also presenting the colour scheme chosen for the model shown within Figures 20, 21 and the Lighting effects illustrated through Figure 64 of Pre Production. Through these renders I feel I have been successful in accurately portraying the metallic material design which I have used for the doors textures. Using a colour scheme that is dark and oppressive presents a door that is horrifying and intimidating themes that I have conveyed through the horror doors design and usage of red lighting. This is an element of the environment which adds a more dense and intimidating presence for the door to convey visually.
(Update) After presenting these renders to my peers for a response on their thoughts and opinions following the completion of the horror door. I gained from this experience a better understanding of the perception that the door has had on an audience and ways to improve and develop the hero asset to ensure it is more impressive and presentable for the final submission of the module.
One of the vast improvements and areas that I altered from these renders shown in Figure 78 is the colouration presented for the metal door. On reflection I can observe that the original textured door felt very dulled and uninteresting in variety of colour, an area which makes the door seem unfocused in highlighting aspects of the door to focus on. It also seemed to lack in depth and variety of detail as the metallic material was said to have failed a more narrative design feature which is a component that I have discussed in my journal and is not represented in depth in these renders and this led to more revisions and changes being made towards the horror door in aspiration to adapt and develop to be more representative of the quality of the design imagined for the horror door and illustrated within 3D to a more professional and accurate standard.
Figure 91. Render. Marmoset Viewer. Materials. Textures. Gloss, Reflective, Wireframe, Albedo Textures. Layers.
Marmoset viewer has the ability to observe the material maps being used on the hero asset can be viewed within the software to present the range of metallic and albedo maps being presented through this hero asset. Through the different material textures presented I have been able to deconstruct the different materials maps conveyed on the asset which includes maps such as reflective and gloss which demonstrating the process of texturing the materials and the usage of reflective materials illustrated in the hero asset and the workflow and process's used in the texturing stage of development for this module.
I have kept a low poly count from the Maya model of my door while baking the high poly sculpting onto the asset. I have then added the material textures like the steel reflective surface which illustrates my door themes of horror and strength through its steel textures and enforced design that keep the door shut and adding to the narrative illustrated through the doors design.
I have submitted my hero asset within its current form and relied on peer review feedback for possibly insight and advise for alterations that could be used towards the horror door to improve its quality and thematic elements. Overall I was successful in receiving a wide variety of insightful and useful peer feedback on the horror door. In which can be used to enhance and develop upon the door asset further for presentation and rendering outcomes.
Whilst the feedback I have received mostly consisted of positive replies regarding the design and thematic elements illustrated through the horror door. My main focus during this peer review I was interesting in observing was the advise and adjustments that could be made towards the horror door from options from peers on what could be improved upon. One Response I received was "make sure to be careful with the background and the texture of the door, if too much stuff clash then it becomes to much for the viewer, don't be afraid to try different colours and materials" This comment is valuable in regards of the texturing process of the horror door as this affects the overall feeling that was perceived from this response and effects the general quality of the hero asset. This response serves as a common reply on the subject of texturing and a lot more feedback I received revolved around this metallic colouration topic for example "I think right now the textures are a little busy and its hard to distinguish certain aspects/details of the door." Because of responses such as these I feel I should revisit and experiment with my textures and materials more critically as it serves as a main criticism I have found in relation to what I could alter from the horror doors design, in order to gain a better quality assured and distinctive design for the doors textures I will reconsider ways in which to adjust the texture to represent the concerns given from feedback such as this.
Another response mentioned "Add bigger dents and scratches to really show the power of whatever is behind the door" and on reflection by examining my door more objectively, which is provided through this outside perspective I can attempt more critically to incorporate these more distinguished features toward my hero assets textures design which I feel will further illustrate the horror theme being conveyed and demonstrate and will enforce the evil presence being presented through the visuals of the doors design, and its these of these feedback responses that I've been able to think of ways to alter the hero asset for the better and with more attention to detail.
Figure 92. Metallic Surface. Material. Steel. Substance Painter Texture. Markings. Detail.
Figure 93. Metallic Surface. Material. Steel. Substance Painter Texture. Markings. Colouration. Horror
Following the feedback acquired from the peer reviews on the quality of my hero asset I considered ways that could improve upon the door using this feedback to develop the asset and provide a horror door that is more recognizable and visually distinctive.
One aspect of the door that was suggested for improvement was the amount of detail that was represented on the main fixture of the steel door model. It was advised I add details such as dents and markings in which to add to the horror themes presented, from this feedback I re-made the main door panel and using the brush tools within substance painter. Included hand marks and scratches to the metallic surface of the door.
(Update) Through this feedback I was able to further illustrate the horror aesthetic of the hero asset and add depth and more visual narrative context behind the doors design an element of this module I have explored and developed upon in the stages of development working on producing an asset which can show a purpose within an environment and illustrate a narrative through visual design. A feature that through this development of re-creating texture has allowed for improvement and critical reflection an element which has improved upon the quality and performance of the hero asset and module result in retrospect.
Figure 94. Metallic door. Final Textured Steel material. Substance Painter Texture. Horror Aesthetic. Hero Asset.
Re-creating the main door texture has allowed me to evaluate the areas of which needed improving upon and what could be expanded upon to further illustrate the themes and aesthetic that has been shown through my research and development stages of creating this hero asset.
From reflecting upon the original texture found on the horror door I felt that the door needed a more varied and interesting usage of colour which would still be representative of the colour scheme chosen using the horror theme but would also allow for a more distinctive and brighter tone in which to help identify the focus of the asset this being the door base. The use of metallic material meant that the range of materials would be short and would require more colouration and detail to the asset to flesh it out and provide it a more expressive and eye catching design. A feature I believe I have been successful in creating with the updated usage of silver material for each component found on the door asset and the scratched metallic texture that illustrates the aged and strong material i which demonstrates the horror aesthetic and feeling of tension and fear that the door symbolises.
Through the feedback received by peers on ways to enhance the door and the themes being portray through its design I wanted to incorporate more damaged and worn surface details in which to enforce these horror elements and bring more narrative context behind its design. This was produced with the usage of red and scratch marks, features which highlight the danger and intimating elements enforced through the visuals and I believe that the red helps to provide more tension and blood related imagery in which can make the door more visually disturbing and horrific. Themes that help provide the hero asset which a more expressive and interesting visual design.
Figure 95. Annotation. Comparison. Breakdown. Texture Update. Horror Door. Hero Asset. Adobe Photoshop (Founded 1990) (Current Version 2021.22).
From these changes I have contrasted and compared the door models in hopes of identifying the main difference that the changes have made to the quality and effectiveness of the horror door through these alteration made in texturing and use of colouration. The main differences between this doors renders that can be observed is the usage of light and the colouration of the doors panel. The original design colour of the steel door that was used on the left design presents a more dark and damaged design whilst the more modified design shows a door with more variation of colour and a lighter pallet, adding focus towards the doors centre and more successfully presenting the other assets within the scene. This provides more visibility, an area of the original design that was lacking in clarity and reflection.
This was the reasoning that has guided the adaptions that were made and has resulted in my opinion with a more visually compelling and recognizable hero asset which has been accomplished through the use of criticism and the desire to re visit and develop the design of the door further.
Figure 96. Annotation. Breakdown. Original Texture. Steel Material. Horror Door. Hero Asset. Dark Colour Scheme. Adobe Photoshop (Founded 1990) (Current Version 2021.22).
Figure 97. Annotation. Breakdown. Updated Texture. Steel. Scratches. Red Print Design Rim Lighting Material. Horror Door. Hero Asset. Lighting Colour Scheme. Adobe Photoshop (Founded 1990) (Current Version 2021.22).
Through annotating the observational differences shown in each render I have been more successful in identifying the improvements made to the final design of the door and understanding process required for iteration development which has revolved around the colouration and tonal differences found from the perceptions of the steel materials represented in each render.
From contrasting the difference in annotating the components found through out these doors features I believe I have learnt the value of contrasting and deconstructing an asset in which to evaluate the features on display this development to adjust and improve upon my workflow of the designing process. Through this experience I have gained a more critical and reflective opportunity to develop a design from feedback and references and re visit areas in which to further improve upon aspects that can be seen as lacking in areas of presentation. An area I feel has been achieved through this experience within the development of the hero asset.
Figure 98 . 2D Designs. Diorama Concept. Angles. Perspective. Corridor Diorama. Adobe Photoshop (Founded 1990) (Current Version 2021.22).
Following the design of the door and creation within a 3D perspective, using the research and planning for the nature of environment that will house the hero asset and convey the horror theme. This and been seen through Figure 54 in Pre-Production. I have used references and the materials found within the hero asset to design a consistent and atmospheric Diorama in which to house the horror door. I have sketched rough thumbnail examples of the diorama environment I feel best fits the aesthetic design of the door and adds context and depth to the scenery to enforce the themes and atmosphere of the horror door from a variety of different perspectives referring to research and references such as Nightmare on elm street's boiler room (1985) https://www.imdb.com/title/tt0087800/?ref_=ttmi_tt
This environmental design has enforced the horror aesthetic and allowed for designs that express the industrial style referenced in other media and can be reflected of the designs of environment I have shown in Figure 17. An environment which uses the tight enclosed layout and one directional corridor to position the horror door within the focus of the scene to create a sense of entrapment and enclosure. Through doing this I believe I can build an atmosphere of dread and fear through the design of the diorama providing the audience with little room to escape and produce an atmosphere that provides the door with power and focus within the scenery.
Figure 99, 100. 3D Model. Diorama. Block Outs. Perspective. Corridor Diorama. Maya Model. Created in Maya.
Following the research and planning made in the creation of the horror doors environment diorama I began to model the block that best encapsulates the designs represented using the 2D designs and references as a guide to create the 3D representation of the environment using the material research and designs found in Figure 90.
From these two base examples of the environment scenery that I have intended on representing the diorama for the hero asset. I have referred back to the early 2D design found from referencing industrial pipework environments and can be seen in Figure 17. From this I have designed scenery that uses long pipes and and a narrow corridor perspective I have blocked out in Maya an environment that is influenced by previous media and industrial aesthetics and which I feel is suitable to the metallic rustic horror door asset, which then provides an atmosphere of sense, dread and fear within its long hallway, this focuses the scene and positioning of the area towards the door for the audience. This ensures the door is the main focus of the horror asset a key function of any hero asset.
Figure 101. 3D Model. Diorama. Block Outs. Perspective. Corridor Diorama. Maya Model. Created in Maya. Created in Maya.
Figure 102. 3D Model. Diorama. Block Outs. Perspective. Corridor Diorama. Maya Model. Created in Maya. Created in Maya.
Refining the diorama and taking more influence from the Silent hill's franchise (1999) rustic aesthetic. I have given the diorama more depth and a tighter visual perspective more representative of Figure 92 then 91. As the shape and size of the environment mixed with the placement of the door demonstrates the purpose the asset has within the scenery and stands out in contrast to the usage of the pipes and flooring.
This diorama was further improved through the inclusion of larger pipes and metal flooring enforces the metallic aesthetic industrial design and creates an atmosphere of danger and power. These are elements that I have illustrated throughout the design of the horror door asset presents an environment that gives the door agency in the scene and enforces its these and oppressive atmosphere. Something that I feel this designed scenery is successful in portraying with its enclosed tight design and the usage of industrial style components to enforce the horror aesthetic expressed through the research and visual design of the hero asset.
Figure 103. Textured Model. Substance Painter. Wall Asset . Environment. Rustic Material
Using the scenery that the hero asset inhabits to enforce the themes and atmosphere illustrated through the visuals of the rustic design, which has been inspired by Figure 9. Has served to provide an environment which has been tonally consistent visually and through the usage of colour pallet and art style.
Through textures produced in substance painter I have designed an environment which has presented the dark and dim light atmosphere which enforced the horror style and provides the hero asset which contextual scenery in which to give the asset a place within the world. A feature that has been useful in adding depth and expansive detail into the atmosphere of the scenery and improve upon the quality of the hero asset.
A function that has allowed for more development and adaptive improvement within the 3D creative pipeline and which has been shown throughout this critical reflective journal and the process in which I have explored within this module.
Figure 104, 105. Interior design. Research. Presentation Design. University Examples. Layouts. Artwork Presentations. Reference Images.
For the presentation sheets of the hero asset I have been planning the format and layout that I could use to present the process and final outcomes of this module by demonstrating my workflow pipeline and the develop process I have used regarding this study block's produced hero asset.
In researching possible layouts and and design in finding the most optimal fashion for showcasing my work in this module I have referred to outside references which I feel can provide a more unique and illustrative presentation formats in which to present the work produced. I have examined how interior design presentations present there more physical objects and look at the usage of both materials and the designs the structures as interior designed items. Through this references from Falmouth university's student projects under the subject of interior design I used this subject as reference for understanding how more stationary object can be presented, and the range of illustrations and practical work can be contrasted effectively within the presentation format.
https://issuu.com/falmouthuni/docs/ann_rehemaa_-_exploratory_design_portolio
Figure 106. Layouts. 2D Designs. Test Layouts. Adobe Photoshop (Founded 1990) (Current Version 2021.22).
After researching examples of presenting work from interior designs I have sketched many layout design tests to choose from for presenting my asset. I have experimented with different layouts for my work with the intention of best showing my artwork to illustrate my process and development with my hero asset and the components that have resulted in my final horror door.
Out of these four example layouts I believe my first layout is the best formed and this is because I feel space is used efficiently and gives the artwork a prominent view to the viewer, which best presents my artwork and provides space for my written evaluations for the process I have created and how I decided on the final designs.
Figure 107. Presentation Layout Tests. Adobe Photoshop (Founded 1990) (Current Version 2021.22). Compiled Artwork.
Whilst planning on the positioning and usage of artwork for my presentation I created a few mock up layouts. And after deciding on a design I feel helps present my workflow and the work produced in a clean and organised manner, which I believe this layout accomplishes. The next objective following this early design practice will be to place my final artwork into the assigned areas and use reflective writing to describe my process and decision making to illustrate to the audience my hero asset and the development I have made to create it.
Update) I originally scheduled to present both my 2D and 3D models at the same time however on reflection this, would have been a mistake, the reasoning for this being, it would have made my presentation sheet cluttered and unfocused which is an important factors when designing presentation sheets for assets and models.
Learning from this experience of the most optimal formatting layouts in which to design the presentation's of the hero assets I have created two presentation sheets in which can express the best renders and perspectives in which to illustrate my development process throughout this module and highlight essential aspects of the assets design in a focused and concise manner.
I also have extended the range of presentations created multiple production sheets which will serve to illustrate my individual workflow process's and present the pipeline of development in presentation my skills in the 3D artist discipline and organising the layouts following the research made in Figure 96. I strongly believe that I have been successful in the creating of presentation sheets which can be perceived easy to read, eye catching visually and shows the different components and software's used within the development workflow that's been exhibited through this horror door and my critical reflective journal.
ArtStation. n.d. Johnny Fehr. [online] Available at: <https://www.artstation.com/johnnyfehr> [Accessed 26 December 2020].
artstation. 2020. Dystopian Alley. [online] Available at: <https://www.artstation.com/artwork/XnNrnY> [Accessed 26 December 2020].
Silenthillwelcomesyou.tumblr.com. 2011. Welcome. . . To Silent Hill. [online] Available at: <https://silenthillwelcomesyou.tumblr.com/page/164> [Accessed 17 December 2020].
Door & More. 2010. What Is The Standard Door Size For Residential Homes?. [online] Available at: <https://www.doornmore.com/help/what-is-the-standard-size-for-residential-homes.html#:~:text=The%20standard%20size%20for%20an,30%20and%2032%2Dinch%20widths.> [Accessed 4 January 2021].
Treehouse Blog. 2015. Asset Workflow For Game Art: 3D Modeling [Article] | Treehouse Blog. [online] Available at: <https://blog.teamtreehouse.com/asset-workflow-game-art-3d-modeling> [Accessed 17 December 2020].
Drink, F., Design, I., Models, F., Models, 3., Models, M., Models, C., Models, B., Models, L., Models, A., Models, R., Models, O., Models, F. and Floor, M., 2006. Texture Other Metal Textures Alex. [online] Turbosquid.com. Available at: <https://www.turbosquid.com/FullPreview/Index.cfm/ID/331544> [Accessed 6 January 2021].
Englishsalvage.co.uk. 2014. Reclaimed Galvanised Metal 60Cm Square Tiles. [online] Available at: <https://www.englishsalvage.co.uk/reclaimed-galvanised-metal-60cm-square-tiles_item_26353> [Accessed 6 January 2021].
Pinterest. n.d. Porcelain Tile, Glass Mosaics & Hardwoods | South Cypress | Industrial Style Bathroom, Industrial Style, Daltile. [online] Available at: <https://www.pinterest.co.uk/pin/530369293589503535/> [Accessed 6 January 2021].
Storyblocks.com. n.d. A Rusted Metal Texture. A Very Grungy And Worn Looking Material.. [online] Available at: <https://www.storyblocks.com/images/stock/a-rusted-metal-texture-a-very-grungy-and-worn-looking-material-bfub90brsjiskjiku9> [Accessed 6 January 2021].
Adobe.com. 1990. Explore The Photoshop Family Of Apps | Adobe Photoshop. [online] Available at: <https://www.adobe.com/uk/products/photoshopfamily.html> [Accessed 17 December 2020].
Autodesk.co.uk. 1982. Maya 3D Software | Computer Animation Modelling Software | Autodesk. [online] Available at: <https://www.autodesk.co.uk/products/maya/overview> [Accessed 17 December 2020].
Pixologic - Home of ZBrush. 1999. Pixologic : Zbrush - The All-In-One-Digital Sculpting Solution. [online] Available at: <https://pixologic.com/> [Accessed 17 December 2020].
Substance 3D. 1982. Substance Painter | Substance 3D. [online] Available at: <https://www.substance3d.com/products/substance-painter/> [Accessed 17 December 2020].
Marmoset. 2012. Marmoset | Creators Of 3D Rendering Suite Toolbag & 2D Art Suite Hexels. [online] Available at: <https://marmoset.co/> [Accessed 17 December 2020].
Youtu.be. 2020. Metal Surface Tutorial. [online] Available at: <https://youtu.be/N2ztly1-Zmc> [Accessed 17 December 2020].
Youtu.be. 2020. How To Create Realistic Metal In Substance Painter. [online] Available at: <https://youtu.be/5PeP7YiNCjg> [Accessed 18 December 2020].
IMDb. 1984. A Nightmare On Elm Street (1984) - Imdb. [online] Available at: <https://www.imdb.com/title/tt0087800/?ref_=ttmi_tt> [Accessed 18 December 2020].
University, F., 2019. Ann Rehemaa - Exploratory Design Portfolio - Interior Design BA(Hons). [online] Issuu. Available at: <https://issuu.com/falmouthuni/docs/ann_rehemaa_-_exploratory_design_portolio> [Accessed 18 December 2020].