For the first task, I chose to do the Connors task of making a 3D model that would fit a horror game. For this, I would need to research horror games, find references to the planned model, make the model, and finally texture the model.
To start, I decided to look into a specific type of horror game, a genre I am deeply attached to. The genre of horror game I chose is a 2.5D puzzle horror game. The games I decided to look into are Little Nightmares, Little Nightmares 2 and Inside.
Inside takes place throughout many environments, from the woods to a deep laboratory. The game has a generally realistic style for most of the game until it gets to the laboratory. I feel the wooded area could be an interesting area to model a prop from. This could also be an opportunity to make a model that would fit an old game idea of mine.
In Little Nightmares, the player adventures through many places, solving puzzles. The game is set in a world where the player is small, so all the assets are enlarged. The game also has a lot of realistic assets mixed with more fictional elements. There is a lot of the game set in a boat so making something from that area could be fun. I had the underground lab in my original idea, but I may change it for an underground fantasy level.
Little Nightmares 2 overall is very similar with a slightly different style. From my research, the games style is stretched and disproportionate making the game feel eerie. The game has a theme of screens and control. The game is also set in a more realistic world as it is set in the same universe as the first game. From this game, I feel a screen could be a good model, but the game also takes place in wooded areas, so that could also be good.
After all of the research, I have decided that I would like to model two things. The first is a log that will float on some water, and the player has to find a way to move it. And two, a large screen to display some messages in the underground lab area.
For this screen, I would like to take the elements of size as I like how large it is, and it fits the idea. The curved nature and low poly style aren't what I want to aim for. I like the lack of borders as it makes it more futuristic
This screen is flatter, which is closer to my idea. I feel that shape is slightly closer to what I'm going for. The screen feels more digital, which is what I want to aim for or as I want it in a lab. The screen has some elements I don't like. It is a bit big for my idea and it isn't as futuristic as I want to aim for.
I like how mossy this tree is. It makes sense and shows wear from the weather. The log in the scene will be in the water, so it makes sense to have moss. This log also has the kind of wear I want, as you can see elements falling off.
From this one, I would like to take the bottom as it makes it feel much more realistic. Adding the overturned end makes the tree feel real, and it makes it feel like it came right from the ground. I think it's a bit too rugged, and I would like it to be more mossy.
The TV screen was simple to make as it is a simple cube made to be slightly shapelier. I bevelled the edges to make them smoother and made sure to keep the TV thin. The modelling and idea creation of the TV room and consoles took around 40 minutes. The longest part was rendering and texturing. Most of the textures were made by me, but the matrix text is by CGMatter, which can be found here (https://cgmatter.gumroad.com/l/MgPXq).
Here is the final animation and a proper render:
The tree trunk was much harder to make as it had a more complex topology. I started with a cylinder and extruded from the base. I made the extrusions into the tree base and made the inner face into the middle of the tree. I added some sculpting to the model to make it more realistic and less rigid. I added a wood texture using the blender procedural texturing system.
Here is the final render: