Following my submission of the hero asset module for GART702. I have been able to completely remodel the horror door assignment and improve upon it. Using what I have learnt before and what I have learnt since in an attempt to develop it further and greater improve upon my skills and workflow for this model and the final hero asset horror door asset.
The main areas I wanted to develop further for the asset was the detail and complexity of the models within the scenery, the rustic aesthetic and the colouration found within the industrial setting of the diorama. Also the quality of the assets including the door with geometry additions which can show the horror door with more complex topology and give the asset a more distinctive style helping give it more depth and interesting features to show within the environment.
Figure 1, Ambient Occlusion, Maya. Horror Door Diorama. Render Image. Arnold Render
Using Arnold within Maya I found that it served to greater improve the renders lighting and clarity in the details and shadows found within the assets environment. The usage of Arnold has also given more more of a professional practice in the rendering pipeline of 3D and has allowed for a more clean and impressive diorama render compared to the horror doors original material render images.
From this render I have illustrated the low poly models diorama and door. I believe that the Arnold has provided my renders with a cleaner and more defined range of renders that couldn't be produced with the original render setup.
Figure 2,3,4,5,6,7, Ambient Occlusion, Maya. Horror Door Diorama. Render Image. Close Up Renders Arnold Render.
Within Maya I have taken renders of the 3D diorama using Arnold to gain perspective and angler shoots of the environment and door model in ways that best encapsulate the detail of the metallic steam room environment and show the doors reinforced steel aesthetic and bolted design.
With Arnold I have been able to show real-time renders focusing on angles which show the use of metal pipes and steel as well as the nuts and bolts that help reinforce the assets within the environment. An aspect that was missing from the original hero assets design and on retrospective an area that needed improving in better presenting and illustrating the industrial and metallic scenery. Using Arnold has allowed in presenting with its clean and high quality renders produced.
Through this experience I have gained insight into more advanced usages of the Maya Autodesk software and ways in which to better present and illustrate my 3D model. A function that is important in enhancing my work output and the experience in software that I have.
Figure 8. Nuts/Bolts. Metallic assets. Diorama piece. Mya Models.
By creating assets in Maya such as metallic bolts and nuts I have been able to add extra complexity and details to enforce the themes and atmosphere that is evidenced through the documentation of my hero asset production. Creating a variety of different bolts helped the scenery represent the industrial and metal environment that I have wanted to portray and shows a more realistic scene through its usage on pipes and other assets that add to there depth and the overall dioramas detailing features on show. An aspect not present in the original hero asset model but makes for a more interesting and complex range of assets through this detail inclusion in modelling.
Figure 9, Ambient Occlusion, Maya. Horror Door Diorama. Render Image. Wireframe. Material Editor. Arnold Render
Figure 10, Maya. Material Graph. Editor.
Whilst in Maya's material editor I was able to create graphs that would serve to highlight the ambient occlusions as well as add a wireframe material effect which would adjust the lighting found within the scene and produce more high quality and detailed renders. Although I used marmoset for the main source of lighting for the diorama I have found that understanding Maya's Arnold feature serves as useful knowledge in showcasing clearer asset renders and is useful in breaking down my process's and presentation of the assets that I produce.
Figure 11, Ambient Occlusion, Maya. Horror Door Diorama. Render Image. Arnold Render View.
Figure 12, Ambient Occlusion, Maya. Horror Door Diorama. Material Editor
With the material editor added the ambient occlusion and wireframe shaders to the hero asset produced the effect found in figure 9. Which provided a clear and detailed visual render of the asset in its wireframe that would be shown in my presentation sheet, a feature that has improved upon my illustrating of my workflow as well as showing my professional standards of work that has improved as of these implementations.
Figure 13, Steel Pipe. Rustic Sculpting. Environment Asset. Zbrush
Adding dents and worn sculpting into the assets was important in mu recreating of the diorama as it improved upon the quality and detail of the assets of the hero asset and how my experienced and development in the 3D asset production pipeline. An area I feel that I have documented and illustrated through this journal and the final finished hero asset.
Sculpting damage and dents into the assets was useful in conveying the rustic design as well as the worn aesthetic of the assets seen in figure 13. Using zbrush and what I learnt from the previous hero asset version I wanted to incorporate more detail and damage giving the environment assets more age and belonging in the world an aspect important in building atmosphere and an interesting scene.
Figure 14, Steel Pipe. Rustic Texture. Environment Asset. Substance Painter
Figure 15, Steel Pipe. Rustic Texture. Environment Asset. Substance Painter. Close Up.
One aspect of my hero asset that that have wanted to develop further and improve was the detail of the assets pipeline and depth and detail of the texturing process. As seen on the original dioramas pipe work that extend of detail of the texturing and quality of the baking process was visually lacking and this was an area I felt would have been improved upon.
Following the rustic design of my diorama plan I have used substance painter to enhance upon the usage of metallic steel and rust to better convey aged material that would convey the industry design of the scenery. An area I believe I have been successful in seeing the renders of the hero asset and the way in which the assets and door match visually and blend with each other creating a consistent and concise colour scheme and environment.
Figure 16, Steel Pipe. Rustic Texture. Environment Asset. Substance Painter. Original model
Figure 17, Steel Pipe. Rustic Texture. Environment Asset. Substance Painter. Updated Model
One area of the updating of my hero asset has been the need to develop upon further the effectiveness of the textures and models as well as the general complexity of the 3D assets. As shown within my research and planning for this module I have wanted to illustrate a metallic rustic environment which takes inspiration from several outside references and environments such as industrial steel works. Through this design concept I have needed to create assets that can simulate this environment and bring the atmosphere and world to life.
On reflection of the pervious hero asset seen models shown with figure 16 the area that needed changes included the geometry and complexity of Maya's software in 3D and required additional inclusions such as bolts and valves. Aspects of the design which has provided more interesting visuals and helps to illustrate the intention of the asset and makes for more professional standards of models. Reflecting upon the comparison of these two different stagers of development has meant I have been able to examine the areas of this module that I needed to spend more time on and through this experience I can visually see a clear difference in quality and effectives of replicating a pipe within a 3D environment. The use of adding a valve and more bevelled geometry has allowed the pipe in figure 17 to look less flat and dull visually and makes the asset more interesting for the environment it inhabits.
As for the textures the original asset is a little too shiny and visually uninteresting with a small amount of colour and depth would makes for a rather plain texture map and asset as a result and from this perception when remaking the texture within substance painter I wanted to add a rustic metallic style to match the rest of the hero assets models and provide it with a more realistic colour scheme and aged design. An addition which I believe that resulted in a higher quality of texture and pipe asset through its more advanced range of colour and steel material bump maps
Figure 18, Horror Door. Low Poly Sculpt. Maya. Steel Door Model. Metallic.
Figure 19, Horror Door. High Poly Sculpt. Zbush. Steel Model. Metallic.
Figure 20, Horror Door. Baked Asset. Substance Painter. Steel Model. Horror Aesthetic. Rustic
Breaking down the process of creating the horror door is useful as the door is the key fixture within the scenery and serves as the core of the hero assets focus. Following my remodelling of the diorama there were key features that I intended on altering. This included the complexity on the doors low poly geometry, the high poly detail to enforce the damage metallic style as well as the the use of a steel roughness texture to convey the horror theme. I redesigned the entire door model from scratch as I felt that the original design of the door wasn't practice and let to a confusing design. I also wanted to add detailed such as bolts around the door frame a feature not included before as it would enforce the steel and reinforced design of the door symbolised the industrial concept of the asset. I also chose to implement claw marks into the low poly models geometry as to symbolise more horror aspects to the asset and to also improve upon the detail and complexity of the asset as a whole this is an improvement over the original door as the marks were textures and not sculpted into the model itself. This development has resulted in a more advanced and interesting mesh that helps add depth and more unique aspects to the door giving it more personality and deeper dominance over the scene.
With the high poly model in zbrush my goal was to add more dense and high quality sculpting using more brushes and roughness alphas as to better demonstrate the metallic doors style and enforce the horror aesthetic. Dents and scratches were features that I felt would add to the doors damaged and intimidating design and creating it in zbrush means that the baking of the normal maps would produce a more detailed and visually interesting mesh in which to texture within substance painter.
As for the texturing creating a colour scheme and consistent design to my development work and concept art was an important factor in the creating of materials and textures found on the model. Taking the hand print feature from the original doors texture was useful as to give the door a more ominous design as well as focusing on the metallic rustic aesthetic that is shown with the high poly and shows through the texturing process as a result of the baking procedure resulting in the final finished door model seen in figure 17.
Figure 21, Texture Map. Horror Door Textures. Materials.
With my better knowledge of ambience occlusion (AO) I have used it for the texturing process of my hero assets models including the main door itself. Figure 18 shows the texture maps found on the asset which involves the normal, metallic, roughness, albedo and AO maps as well as height. All features that add to the doors detail and style and make for a better asset with the inclusion of the AO map as seen in the Maya renders using the same material feature.
Having updated the textures of the assets on the hero asset I have kept the original intended template of metallic design and improved and developed upon its quality and visual style which included a more advanced high poly sculpting of design on the steel door as well as a more damaged stained rough steel texture which enforced the theme and intimidating presence that is being portrayed through the visual design. An area that I feel has been successful in portraying for this module and hero asset.
Figure 22, Horror Door. Materials. Diorama, Horror door, Hero Asset. Environment Piece. Diorama. 3D Render. Marmoset Viewer. Materials. Textures. Gloss, Reflective, Normal, Wireframe, Albedo Textures. Layers.
With marmoset viewer Viewing the hero asset with the texture maps is important to demonstrate the effect that the metallic style has on the piece as well as the colouration and complicity of the low poly models which can be seen better in Figure 8.
Figure 23, Horror Door. Materials. Diorama, Horror door, Hero Asset. Environment Piece. Diorama. 3D Render. Poly count. Tris.
Comparing the original diorama tris count to the updated version shows a clear increase in numbers of triangles and vertices. This is mostly down to the additions of more complex geometry as well as inclusion such as bolts and nuts on the assets adding to the count and detail of the low poly models. I feel that this improvement of complexity has allowed for a more visually interesting diorama and door which helps in demonstrating the atmosphere and them of the hero asset and provides more depth to the environment.
Lighting in Figure 33. shows the process I have taken in marmoset in lighting the diorama using 3 point lighting and the usage of the effect on the environment as a result of the shadows and red light giving the scene its horror style. I have kept the core colour scheme from the original horror asset using silver and red as the main use of colour to convey the metallic scenery illustrating the industry style of the environment however with the updated model I have incorporated more rustic steel and a darker grey tone as to build a more dramatic and dimer light scene to convey the horror aesthetic whilst highlighting the red of the scene bring more focus and central positioning of the door as the main piece of the diorama.
The use of brown and grey within the seen helps to give the atmosphere a more aged and rustic design helping enforce the visuals of the scene and separate the door as a individual asset bring it more relevance and importance within the seen whilst also feeling apart of the scenery. While the red helps portray the danger and mysterious nature of the door furthering the horror style and making for a strong colour scheme and atmosphere due to the colours used.
Figure 24, Horror Door. Colour Scheme. Lighting. Coloration.
Figure 25. Comparison. Breakdown. Asset Update. Horror Door. Hero Asset. Environment Piece. Diorama. 3D Render. Adobe Photoshop (Founded 1990) (Current Version 2021.22).
Figure 26. Comparison. Breakdown. Asset Update. Horror Door. Hero Asset. Contrast
Contrasting and comparing my originals submission of the hero asset to the updated finalised diorama. There are clear and distinctive differences that can be observed on viewing the assets together and spotting the changes. For one the usage of of colouration and colour scheme is a lot more blended and natural in the updated hero asset. (Right) Whilst another change is in the saturation and brightness of the scene, as the hero asset is meant to represent a horror door the way in which the original asset (Left) has a higher exposure and contrast makes the model look unrealistic and glaring an element which makes it look unprofessional. In contrast the updated asset is a lot more realistic with its shadows and contrast and symbolised a dark and dirty environment in which the door resides within.
The experience in contrasting differences and acknowledging faults I have found to be an important feature in improving my workflow and developing my 3D work as a whole and this ability to compare my work I feel leads to an improvement of artwork and knowledge of industry practices and process's within my chosen disciplines.
Figure 27. Comparison. Breakdown. Original Asset. Horror Door. Hero Asset. Environment Piece. Diorama. Presentation Sheet. 3D Render. Adobe Photoshop (Founded 1990) (Current Version 2021.22).
Figure 28. Comparison. Breakdown. Asset Update. Horror Door. Hero Asset. Environment Piece. Diorama. Presentation Sheet. 3D Render. Adobe Photoshop (Founded 1990) (Current Version 2021.22).
Taking my experience from redesigning the hero asset has served to highlight clear differences and the improvements that have been make to the visual design and quality of the model. Through contrasting the presentation sheets of the diorama I can better demonstrate the improvements of the hero asset through additions made to the assets of the scene and the use of colour and effects to portray the horror asset. I believe that the inclusion of the girders and newspaper helps to give the diorama more detail as well as enforces the aged environment and industrial style and through comparing the presentation sheets I believe that the improved blending of colour scheme and detailed scenery helps to give the scene more depth and helps the door stand out further with a more structured and believable environment for the atmosphere to convey.
The improvement on illustrating the wireframe was produced using the material editor in Maya as shown in Figure 12. As well also changing the quads to polys to produce clearer renders of the assets and wireframe. The addition of photoshop adding smoke and additional lighting glare for the red light helps to enhance the presentation sheet of Figure 46 and produces a higher quality and professional standard of presentation which best conveys the intended horror hero asset and the work that I have provided for the module.
Figure 29, Steel Pipe. Rustic Texture. Environment Asset. Comparison.
With the update of the assets and textures within the hero asset I have attempted to add more depth and colour to the assets such as pipes. Including rust and more rough metallic materials.
Through this I can easily identify the effectiveness that an upgraded model has with the aesthetic and visuals an area that improves the scenery and shows the art style and colour scheme in greater detail and quality.
Figure 30, Additional textures. Variety. Horror Door
Figure 31, Additional textures. Variety. Horror Door. Angle
Wanted to explore more optional design and texture that's could be used on the assets and door of the hero asset I have created two other texture maps which I feel use a similar colour scheme and theme to show an alternative option for the doors final texture. I believe that the most effective re-texture is the (Lefts) more rustic texture as I feel that is stands out from the rest and helps present the diorama's aged atmosphere and dangerous door concept. Whilst the centres retexture feels less effective and only seems to look more darker and damaged in its steel. Through this experimentation I have be able to develop the door in more detail and explore more optional designs with allows for more choice and gives me more to show and gain feedback from.
Figure 32 Steel Pipe. Rustic Texture. Environment Asset.
Through the use of rustic and aged steel materials I have attempted to give the assets more history and a sense of age. A theme that I feel gives the environment more storytelling ability and allows for more vibrate textures with the use of orange and browns.
Colours that are common with rustic materials and helps me show my develop process through exploring optional ideas for the hero assets design and texture. An area of 3D modelling which is helpful in having more concepts to explore and discuss there implementation if approved through feedback and peers.
Figure 33, Horror Door diorama. Rustic. Alternative design.
Taking the alternative texture of the more rustic design I wanted to experience within the diorama and witness the in packed the alternative textures have on the scenery of the environment. Through this I have been able to have a wider range of optional designs to choose from and help to show more ways in which the door can be presented.
However after contrasting the original updated door texture and this more rustic design I feel the lack of distinctive colouration and less effective colours scheme on display makes for a more dull and uninteresting scene with these alternative textures and for this reason I have reverted back the my original updated texture choice as I feel that the colours are more vibrate and help to make the assets and door stand apart and give more personally as a whole.
Figure 34, Lighting, Marmoset. Original Door. Environment Piece. Diorama. 3D Model. Render Image
Reflecting on the original diorama's lighting I used a very basic area light with an additional direction light the serve as a source for the red glare under the door. This made for a scene I felt was good in focusing the areas of interest that being the door however in retrospective I can see that the lighting doesn't add much depth and detail to the environment and looks rather bland overall.
Having remade the diorama I also wanted to fix the lighting and add a 3 point lighting system which should fix the issues seen in this image and will greater improve upon the ominous atmosphere and light emission sources found in the scene.
Figure 35, Lighting, Marmoset. 3 point light. Light Sources Key light. Fill Light. Backlight
Figure 36, Lighting, Marmoset. 3 point light. Light Sources Key light. Fill Light. Backlight. Directional light.
Taking lessons learnt from my lighting module I have been able to greater understand the usage of lighting and the way in which to have light naturally add depth and shadows to a scene. Using the 3 point light system I created a brown fill light to made the scene more damp and darker as well as to add some colour and resemble a factory setting. I have set up a back light above the asset to serve as additional lighting and give the asset some light around its edges.
Figure 37, Lighting, Marmoset. 3 point light. Light Sources Key light. Fill Light. Backlight. Directional light.
As for the Key light that is the red glare light source which is placed behind the diorama and is reflective through the doors scratch marks and underneath the door gap to reinforce the themes of horror and danger and to give the scenery a more ominous and foreboding atmosphere a feature that was present in the early diorama drafts though to less of an effect due to the difference in colour correction and consistency and the usage of shadows and strength in the lights effectiveness.
Figure 38, Final Design. Horror Door. Hero Asset Model. 3D diorama. Environment Piece. 3D model.
Reflecting upon the final render of the hero asset and its lighting I believe that I have greatly improved upon the general lighting effect and atmosphere of the environment due to the improvement of the lightings reflect surfaces and horror themes. This experience has served useful in understanding and formatting lighting principles and the way in which light effects a scene and its atmosphere and contrasting this updated hero assets lighting to the originals I can observe a clear difference in depth and a sense of ominous scenery. An area that has been important in building atmosphere and enforcing the hero assets style and concept.
Figure 39, 40, 41, 42 Horror Door. Hero Asset Model. 3D diorama. Environment Piece. 3D model. Angles.
Reflecting upon the original hero asset and its overall effectiveness in portraying its themes and atmosphere I reflect on the responses that I received following my outreach in feedback from others including industry people found on Artstation for example the responses I received from Erika Moya stating "Could change some of those for vents, add some holes where the tubes connect into the wall, some newspaper or trash on the ground, if its a more industrial place maybe a toolbox and a ladder"? other things put around the door so it looks less empty. When things are too perfect and too "clean" it looks off, you got to add details that tell you a "story" about it. Look up "environmental story telling" - Erika Moya.
Originally I agreed with the feedback from the responses however I wanted to focus on the door as the key feature in the seen however on reflecting I believe that these extra additions such as trash and newspaper helps to provide the diorama with more depth and adds to the atmosphere and element that is important in giving the scenery personality and demonstrating the style and environment being portrayed. Which while remaking this hero asset informed my choice to add aspects such as paper on the floor and other assets such as girder which give the scenery more depth and add to the general atmosphere and horror aesthetic of the piece.
Figure 43, 44,45, 46, 47, 48, 49 Horror Door. Hero Asset Model. 3D diorama. Environment Piece. 3D model. Angles. Horror Door Renders.
From the renders I have taken from the scene I have wanted to focus on the hero assets core feature the door as well as the way the environment presents it in a way that enforces the themes and atmosphere being conveyed. through the usage of angles I have focused on perspective positions which best portray the door as dangerous and intimidating features that are demonstrated through its design and environment.
Even before the updated model however with the more detailed door and diorama illustrating the rustic aesthetic and aged rough metallic environment theses renders best demonstrate these aspects and give the horror asset more personality and focus through angles of portraying the door as large and strong. Traits that give the hero asset a strong visual style and present the door as the horrific and dangerous stationary object that it is portraying.
Figure 50, 51, 52, 53, 54. Horror Door. Hero Asset Model. 3D diorama. Environment Piece. 3D model. Presentation Sheets.
Having Updated my horror door I have applied the differences towards the presentation sheets and the overall quality of the presentations as well. This was done through adding features in editing such as smoke and more expressive glare effects to the renders found in the presentation sheets. An effect produced with photoshop to enhancement and further illustrate the horror themes of the hero asset and add more to the atmosphere as a whole.
A feature that has enhanced its showcasing ability and gives the renders more depth and detail. The general style and wording of the presentation have not change as a believe they are still useful in giving a consistent art style that reflects the hero asset and makes for a horror aesthetic that is commentary to the horror door. An area that has not altered with the updated diorama and door.
The remaking of the hero asset for the module has allowed me to reflect and improve upon my work to find way to improve and develop upon my current workflow and skillset and whilst reflecting on the successfulness of this resubmitting I believe that I have produced a more developed and professional standard of hero asset that fits the criteria of the module and has shown a clear improvement in 3D asset creation and the pipeline of creating a hero asset whilst also demonstrating a clear understanding of the principles of 3D modelling and the advanced areas of developed that is expected of a masters student.
In conclusion I am happy with the final rendered diorama and door and feel that its improvements portray an intimating and ominous hero asset that shows detailed assets and textures that enforce the horror aesthetic. As well as create an atmosphere of dread and fear feelings that I have wanted to convey from the beginning of this module and overall I feel has been accomplished. The addition of more hard surface modelling and complex geometry has helped in my learning process for creating more advanced assets in 3D software and the usage of Arnold for rendering has allowed more to understand the effeteness that lighting and renders that have on displaying an asset in more professional standards of software and practices and through this experience have been able to explore and develop my abilities further an aspect that I feel that have been successful in presenting my improvements and advancements in quality of product and skill.