Using the research of the genre “sci-fi” I was able to come up with some basic designs, I started my research on Art station looking at various artist that I was interested in, artists like Benjamin Last, and his profession was concept Design. Searching for different concepts across Art station had boosted my ideas on what I wanted my hallway to look like, doing more research I began to know that “sci-fi” had a recurring pattern in its design; white walls shiny surfaces and clean depending on the theme base. If you are working towards a theme with a retro semi-abandoned look, then you would expect something to be broken within the environment the glossiness will finally peel due to age-related and not been maintained this will result in seeing the bare metal of the structure. I have gone with a similar approach to my project But that will be explained further in the blog post. Doru Butz is another artist I had interested in, his work evolved Sci_Fi environments Themed that seemed to be “punk” I began to Invest my time Looking at his work on how it was created, mostly focusing on the texturing. In his work, he mostly used the white, silver and copper theme for his materials. His work showed places that are semi abandon but are still in use by the public on rear occasions, his work reminds me of the altered carbon series on Netflix. Altered carbon has a lot of similarities to this artist assets.
I began to sketch out different variations of walls that had a very basic design, at the time I didn’t really understand the meaning “sci-fi”, I started to look at multiple games that would fit the category of my game proposal. Games like bio shock and Alien Isolation that were a big influence, they were unique and made you feel that the atmosphere when playing,, I like the water in bio shock but I like the look of Alien Isolation interior. I started to base my sketches off the alien isolation walls that were located in the main hallway(picture ) I liked the basic and summitry look that the walls had to offer, the way the white walls stands out against the other gradient of colors. I began to draw my wall with multiple angles: side view, front view, and back view. The method had helped me whilst I was at the modeling stage this allowed me to have a great view on what detail goes were, It wasn’t just my walls that I focused on it was various of props that I had sketched.I knew after I had modeled my walls and imported it into the Unreal engine the level, it would look bare and empty, Something I am NOT looking for in my presentation. I started to design power generator that would power a certain light or multiple walls that had electric components inside, I then sketched the box that the generator arrived in or was stored in, a manual book and signposts to direct you thought out the station. I intend to do over 60 different props that would just fit into my hallway alone, achieving this I would have to come up with pages of drawing and looking into a different artist that are experienced with sci-fi, If not artist then I would get my motivation playing a sci-fi game like SOMA. I want to spend as much time sketching as possible as it will help me with the basic knowledge of sci-fi this will resort me to come up with multiple new ideas for Project Aqua throughout the 2nd year and 3rd year.
Final renders of the sketches will be presented with a presentation sheet with rotations and annotations to deliver a more professional look for a portfolio piece. I have a good idea of what Layout I can use for presenting my work as I have seen it countless of times on Art Station. I want to take some of the designs out of the Fox 3D Entertainment blog and implement it into my own work because I feel like they have presented the work well.
Experimenting was something I started with, basing my project on the sci-fi genre, As this was my first project I started to like the theme that I had to choose, which is a white, gray and black theme. I was new to the sci-fi community I had little knowledge of how it was structured, created or even what the meaning of Sci-fi meant, sci-fi stands for “science fiction” something that doesn’t exist yet. The pictures you see below are what I thought a sci-fi hallway would look like “In my head” after looking at multiple images on google and games like Dead space, I started to draw out some design that resembled what I had seen. I had noticed that in most sci-fi environments light placements are located on the floors, ceilings, and walls. I was proud of what I had achieved at I only had limited time to work on this project, The more I had researched the more I began to understand. I was happy With my basic walls and floors but I began to feel less motivated so I had a break for a few days from this project, by doing this, it will help me to understand what an environment should look like.
With the final sketches, I then began to move forward into 3D, It was important that my meshes are the right scale, simply double checking the model’s height will avoid the mesh been too small or too big. the first step was drawing then it went to gray blocking then it when to the main stage making a high poly version of my meshes in 3DS Max. Using Sketch-up was appropriate for what I needed to do, Fast free and easy to use. This carried my 2D images into a basic 3D form. At this stage, there was no detail need because I could do that later in Photoshop. After modeling my walls in sketch up I started to arrange my meshes in an order that would look like a hallway, I repeated this pattern until I was happy with the outcome I wanted.
3DS Max was the next big thing because it involved me adding every detail I imagined, I was inspired by different artists, in my modeling process I have added some inspired detail that I had seen other people do but in my own work. As I am modeling using my own designs that I had created in my drawing and sketch up. Whitest I was in 3ds max creating the walls I started to imagining My self-walking down this sci-fi hallway that it is semi-abandoned, thinking what would I see plugged into this wall? what kind of wire is it? “if there were wires on the ground or even hanging off the ceiling?” if its abandoned nothing is getting maintained so deterioration will be shown on certain materials.
I have so many ideas on what I want to design, my main focus is including narrative so modeling small props like cups, picture frames, and belongings that were owned by other people who worked in the station.
For this idea I had decided to change the layout of the hallway, One of my goals was to create 2 hallways environments. Whilst experimenting I came up with a basic hallway shape (straight corridor). At the time I wasn’t thinking about how the player would interact with the environment let alone if he could even fit, but this was after creating all the assets I needed.
Here are my 3rd and final layout that I had chosen for my 1st hallway. Creating the hallway layout, I had taken width, length, and height into perspective. I have made the hallway bigger to benefit the player, allowing the player to feel less claustrophobic, and move more freely.
Here is a youtube clip I had made to show the progression of my environment (hallway-a)
The model now completed, The next stage will be to unwrapping the model. Unwrapping is best understood when you think of a 3-dimensional cereal box, you want to throw this box away but you rip it from each of the seams to flatten it, unwrapping is basically the same thing, this allows the texture to seamlessly pass through each polygon to make a seamless texture. After weeks of frustration and determination, I had managed to correctly unwrap my wall with 5 different UV maps, With my first wall I made everything modeler making the fps in the engine drop 10 fps. At that time I didn’t have the knowledge that you could attach the meshes after you have unwrapped the meshes, Making the fps be slightly better. A fellow student showed me that you can detach an area you want to unwrap, then collapse the modifications that are located in 3ds max, once each uv is unwrapped reattach the UVs into one. after knowing the method of UV, I went spending days unwrapping into only a few hours.
After Experimenting further on what I would like to see in my environment, it was essential to take high-resolution render shots on what I had modeled, This would benefit me as I will be learning new techniques on how to improve my render quality. I want to present my work as best I can; keep pushing myself to the limit. the screenshots below are some of the first stages of presenting my work.As time went on I began to learn more about how I wanted to present my work. Art station was my main page to visit the number of creative people that are on there influenced me. How do they show there work? how can I improve my own? I began to look at various of blog posts so that I could find a motivation… “that’s it” I began coming up with some crazy ideas that would fit the style of my environment. I started to experiment with different colors, by using the gradient tool in photoshop, I knew I wanted a bit of purple and blue in my background because it is my favorite colors… I had also wanted small bubbles for the background, but that didn’t work, so I replaced it with small dots instead. I set the opacity down to around 46 percent before you knew it my presentation sheets started to look more appealing.
I still haven’t fully understood the narrative that I want yet, but with more determination and research I will get the right narrative for my scene.I could do more better now I look back at my work and not think too big, what I mean by that is I made my project too big which will make it harder for me to model everything. I have learned to NOT thing big in the future.