Team Members: Angel Noriega and Ethan Tri
Research Question: How does the real world environment complement set design?
Research Project Description: Many set designers look to real world elements not only to build an effective set that encompasses the mood and directorial vision of the story, but to also make it as visually believable and engaging as possible. In a growing number of film and television projects, set designers have begun to utilize 3D scanning as a cost-effective method to quickly create different set variants, consisting of digital models of location, props, and even actors, in preparation for production. This project is designed to explore the interrelation between 3D scanning and 3D software, like Maya or Blender, and how they can be utilized to compile and connect a series of seemingly unrelated scans and models. To test 3D scanning’s effectiveness in ensuring visual consistency in the set design process, we took scans of a variety of everyday objects and placed them together in one seamless scene. The set we aimed to create was that of a bedroom that conveys an ominous mood that could be incorporated in a horror or drama film. To accomplish this and answer the question of how the real-world environment can complement and enhance set design, each of us studied various objects, scanned them, and compiled them together into a coherent set.
Timeline for Concept Development, Process and Production
10/27-11/2: Research on set design from Pinterest and various resources, pooling together images that makes a coherent flow.
11/3-11/9: Begin the scanning process, finding and scanning various objects that could work together before placing into 3D software.
11/10-11/16: Splitting up the work process and creating the base of the bedroom, and other essentials like the door, window and possibly tables and chairs.
11/17-11/23: Begin adding the scanned objects, and adding textures and lighting
11/24-12/5: Go back and polish anything that is possibly unfinished, adding finishing details and rendering image.
Description: We used Pinterest to look for ideas as to how we wanted to organize the room, the lighting that we wanted to accomplish, and what type of objects should be placed into it in order to give the room some personality.
Angel's Pinterest Board URL: https://pin.it/3MNxXk6ct
Ethan's Pinterest Board URL: https://pin.it/6XhxFmtZI
Below: Pins from Angel's Pinterest Board
I liked how the singular light source in this room creates an eerie atmosphere in the room, even though the room itself is not dark/scary.
Unlike the previous image, this room contains some monochromatic dark objects. However, the lighting in the room is brighter, and therefore sets a different, more lighter tone for the room.
I liked the angle in which the camera is positioned in for the shot. The room, though crowded, contains interesting items that are unique to its owner. The multiple pointer lights and how they impact the atmosphere of the room is important to recognize when determining what type of lighting we want in our room.
I liked this room for its layout and its simplistic, yet effective placement of objects and furniture. The warm glow of the light was quite interesting when compared to other rooms.
Description: After hefty discussion, we decided to have the bedroom look like it was from the early 2000s, with the limited incorporation of technology from the 20th century to help indicate its old age. The room itself is on the simpler side- to make it appear that it’s not over bombarded with possessions [in an effort to differentiate it from a typical child’s playroom and fit the desired mood] we limited the number of scans and positioned them away from the center of the room to maintain plenty of empty space. Ethan masterfully designed the room so that it contains basic necessities, like a bookcase, bed, and closet, without making the room feel crowded or crammed.
Below: Detailed Snapshot of Bedroom Design
Description: I used the photogrammetry app Polycam to scan a good number of my personal belongings. I then transferred the objects as GLTF files and uploaded them into Blender, where I UV unwrapped them and exported them as FBX files into Maya.
Below: Polycam Captures (Left) and Original Photographs (Right)
Included Items: Pile of Clothes, Boots, Books, and Steel Tumbler
Included Items: Typewriter, Globe, Penguin Plush, Shoes, and Trash Bin
Above: Captures of Items in Polycam App
Included Items: DVDs, Fisherman Hat, Backpack, Candle, and Art Supplies
Description: Ethan Tri compiled all of our files into a single, coherent set. The predominant colors that we chose were blue are a clash of blue and worked surprisingly well in accomplishing the desired tone/mood.
Below: Final Renders of Bedroom
Render of Bedroom
Detailed Render of Desk
Detailed Render of Closet
Research Project Description: In conclusion, we found that the real-world environment does not only complement set design pretty well, but it also enhances the set's aesthetic and the film's authenticity as a whole. By using 3D scanning to incorporate objects, locations, and/or people that the audience might recognize into our set, to ground the set in realism, we were able to make our digital composite look as close to real life as possible without having to physically create the actual set. If we were working for an actual film, we would utilize our scans and rearrange them and our existing 3D assets into different set variations and to see which one best suits the story direction. This approach is overall beneficial in the sense that it enables set designers to test their design in a fully rendered 3D environment where measurements and shots can be worked out easier and more efficiently.