initial idea

Initial Idea 1

Project name: Apocalypse Has Come

What is the product or Specialism?

For my Final Major Project (FMP) I have decided on the specialism of 3D modeling as I believe it is my strongest point which would allow me to not only be creating but also to create interesting environments with different stories within them. This scene in particular I believe could tell a very perplexing and interesting story, My idea for this project is a before and after scene, this would consists of 2 environment scenes, this would have similar architecture but the insides and smaller assets would be placed differently. at the end of this I hope to create 2 environment scenes imported into unreal with particle effects as well as lighting for both of my scenes to make both of my scenes look good for the final product.

What could you create and what could you include?

For this project I would make one environment scene and then duplicate it and further model it as it would create my second diorama scene. I would make these scenes to scale with the UE4 man to keep all my objects to scale and to make sure that the spacing would be realistic so that would make it seem like the scene would be usable if it was a real place.

My first scene would be the before scene, This would be a shop along a side walk, I would only be modeling the front part of the shop so I can fit this project in the time limit given. there would be a standing sign outside the shop with the words “we are open” embedded in base colour onto both sides. The shop would have the door on the right with a large window next to it with a shelving unit showing products to people who were passing by the shop, but also have shelves on the other side to hold other products which people in the shop could buy. The inside of the shop would have a few products, cans of drink maybe, (2-3 textures for the same mesh) cartons of milk (2 textures but this will be easy as I can just change the base colour of the label) as well as possibly a few alcohol bottle and packets of other products. the shop would have see through windows a counter and a till, with a small handing sign saying what other products could be found in the shop, however they would be further into the shop than I am modeling which makes the shop seem much more realistic but also saves me modeling and texturing a load of different assets.

My second scene is after the apocalypse, this would have the same shop, however the street would be the same but with the lighting I intend to give this scene it would give the scene an disturbing and perhaps dangerous feel to it. The sign outside of the shop would be broken as you could see the outline and the stand for the sign leaning against the floor but the swinging part of the sign advertising that the shop was open has been torn of as I would model the chain’s to be broken and perhaps has shown some strain, the window with the shelves that were once showing off the shops products would be smashed and she shelves almost bear with few products scattered over them, pieces if glass would also be modeled to be scattered over the shelves. (This would be on one UV map as this would just have a base colour, opacity, metallic and roughness map) The door would have the top window broken with scattered glass shards (once again on the same UV map) the sign near the counter would be hanging and I would (if I have enough time) be animated slightly to be dangling in the wind with the chains, the products on the shelves would be mostly gone with few scattered products around the store, this gives the effect that the store has been robber or looted. there would be the cash register open but with no money inside as this would give the reader the illusion that this was a robbery. there could be a few empty bullet or shotgun shell casings left around on the floor that shine in the light,. The floor would be more or less the same as it was in my first scene however I would add the effect of dried blood splatter, this leave the viewer with the question of how long ago was this incident, was it a year ago or a few days ago. I would then add a dust particle effect into the scene so it look like the after scene looks a little old and a rain particle effect on the street so it gives my scene a rather depressing feel to look at.

Both of these scenes would be presented in unreal engine ready for the exhibition so that my work can look as good as it could possibly be.

What style?

For this product I would try to make my scene and all my assets look quite realistic but not so realistic that people would think that its a real scene as I believe I would not be able to spend that much time texturing my assets for this product, but I also don’t want my textures to be so unrealistic it makes the scene look quite a bit dull.

Evaluation

Overall I am very happy with this idea. Not only does this idea show order and chaos, I believe I could complete this project to a good standard and have it in unreal with lighting and the particle effects so that the scene looks really good for the exhibition as people could look at the scenes and see how much change there is in my scenes.

Initial Idea 2

Project name: Oceans Rising

What is the product or Specialism?

For my Final Major Project (FMP) I have decided on the specialism of 3D modeling as I believe it is my strongest point which would allow me to not only be creating but also to create interesting environments with different stories within them. I have also applied for 3D modeling for university so making a 2D art piece would be good for honing my skills and making the best product I could make. for this my product would be a simple scene of a small boat at the ocean, a yacht or possible a sail boat at on the ocean bobbing on the water however from the point of view from my render you would see a huge tsunami heading towards the boat, this would show the theme of Order as the boat was peacefully sailing on the sea while its people are relaxing but also shows the theme of Chaos in the tsunami as it head towards the boat, its to big so the boat cant escape it and will surely be destroyed and the people killer, which also shows to the view of my scene that death can come to you at any time but could also be inevitable.

What could you create?

For this scene I could create a small boat. It could be a yacht or a fishing boat, even possibly a big speed boat that would be bobbing along the water, I would then model the tsunami in the direction of the boat, not to far away so the viewer can interpret that the boat can escape from the natural disaster but also not to close to show that all the people on the boat could do is wait for their inevitable deaths. this would give a small story to the scene however the viewer would get that from thinking quite deeply into my scene. I could also make a few islands nearby with some grass lands and rocks sticking out of the ground by using Unreal 4’s landscape tool and I could then paint textures to that the islands look like they have a sand outline but also a grass outline and the rock colour to make the scene look realistic but to also make the scene have a sense of feeling withing the landscape.

What could you include?

The grass lands would have small patches of grass and bushes from planes which I could texture with opacity maps to make the object look realistic, I could also model a few variations of trees and then use Unreals landscaping tool to randomize the positioning of the elements of components that go on the islands to not only save me time in position each component but it also dosen’t allow myself to position those components in a pattern which the user could reconise and therefore make the seen not only look more realistic but would also make the scene look realistic.

What style?

I would be creating these textures in a semi realistic style style, so the viewer could easily see that the scene if not a real pictures but might be able to make them think that for a few seconds upon initial looks at my final product. I will be doing this style of texturing my final models as it would allow me to get the best look for my scene as I feel most confident creating a semi realistic piece than making a realistic piece or a solid cartoon style final piece.

Evaluation

For this idea as my Final Major Project, while I don’t disagree its not plausible, overall I don’t really like the idea, for me it doesn’t allow me to tell much of a story or leave hints for the viewer, and in my opinion at least, it seems a bit to basic to do and a bit to simple for the exhibition, while I agree this is a plausible idea that does fir into the theme and I could do for my project I will not be choosing this ideas as I think its to simple to complete but I also think that the finished product wont be all that good and inspiring to the viewers.

Initial Idea 3

Project name: The Results of War

What is the product or Specialism?

For my Final Major Project (FMP) I have decided on the specialism of 3D modeling as I believe it is my strongest point which would allow me to not only be creating but also to create interesting environments with different stories within them. this scene in particular I believe could tell a very perplexing and interesting story.

What could you create?

For this project idea I have through about modeling a small tower like building. with one side to be immaculate, and to shining in its glory while the other side would be completely destroyed, this would be rendered with the immaculate side with a label with words along the line of ” before the war” and the other side with a similar label with the words “after the war” this shows the results of war and how it not only effect people, but the environment and the building that are there. This building would also have an empty car park out front to make it seem like the building was a commercial place or possibly even a residential building.

What could you include?

For my building I would model the immaculate side smoothly, all windows intact and shining in the light, Ill be sure to make them look realistic and I would use opacity so you could see through the windows, some windows would have a small array of curtains as some would not have curtains showing off the empty room, I of course would model the floors walls and the roof of each floor so the building would have some form of internal structure, however there would be a wall in the middle of the building, this would give the effect of a stair way being there with the door being at the bottom directly in line with it as it would be hiding behind the wall I would not need to model the stairs and texture them, I could them model the other side of the building to be crumbling, I would measure this by making a plane and the placing it along the door angle in the model of the double door entrance, so one door would be perfect while the other door would be destroyed and smashed. I would texture the ground around the building with a car park with barriers and an exit towards the back to give the effect that you would drive to the building before getting to the car park. The terrain around the building would be tiles texture that I would be able to model in substance designer adding effects such as cracks and height in the dirt, I can then scale that In substance painter and then I can use the landscape tool in unreal to add mounds and dips in the dirt around the building.

What style?

I would texture this building with a semi realistic art style, I would make the bricks in substance designer and then proceed to scale them appropriately in substance painter to give the building a bit of realistic design and height to it, I would texture the car park and other elements in substance painter and I would create the dirt surrounding the building in substance designer and scale that appropriately as well. this would make my scene have a sense of realism but to realistic that it would look like a really place to the viewer.

Evaluation

Over all I am quite pleased with this idea, this idea does effectively show both elements to the project theme we have to follow, I think I could complete this to a very good standard and be able to render the final product in unreal with lighting and be able to present it very well for the exhibition. I also believe that I could render this to look excellent and be able to have it on show on a PC for the exhibition which would allow the viewer to zoom in to get a closer look on my texturing as well as to see the modeling gone into making the final scene.

Initial Idea 4
Project name: chaos has befallen order

What is the product or Specialism?

MyFor my Final Major Project (FMP) I have decided on the specialism of 3D modeling as I believe it is my strongest point which would allow me to not only be creating but also to create interesting environments with different stories within them. this scene in particular I believe could tell a very perplexing and interesting story. my product would be that of an embassy in a conference hall that seems to have gone wrong. bullet holes lining the walls and chaos would be plain to the viewer, planes would make the paper scattered around the room helping the viewers emotions fall in the scene.

What could you create and what could you include?

For my scene I would create a conference hall such as the ones that are found in the us, often semi circle with curved stalls and seats for people to sit from with two main pathways which would make the seating seemingly spit onto three sections. there would be places that I would use and texture with 3 different textures for the same asset to include variance as there would be a lot of these scattered around the room which will represent paper, the room would be scattered win bullet holes along the walls as well as blood splatter spraying the walls in certain sections, the blood puddles on the ground still fresh showing that this attract was recent, the pedestal shattered with bullet holes, blood splatter on the stage slightly soaking a few of the pedestal components. the doors would be closed but I would models the handles and the bulges essentially modeling half of the door to give the scene a good realistic feel to it.

What style?

when texturing the assets in this scene I would use generators as well as substance designer to help me work out my textures as well as using modular textures so that I can scale them to fir on any size as these would be needed for all the stalls as well as the stage which would be made out of the same type of wood. I would use substance designed to create a texture for the walls and then line them up in the UV map so that the texture will like up perfectly in my final product.

Evaluation

Overall I really like this idea and I think that this idea would be not only fun to make as I can try experimenting but I could also try to improve my product as I import it into substance painter, I think that the scene would be quite fun to texture as I could use a normal map to give the effect of blood puddles as well as splatter along the walls, using an alpha to create the trail of where the bullets have hit the wall, possibly from an SMG or a HMG has trailed hitting the wall which I think will help the viewer sink into my scene and start to feel the emotions of what happened here, emotions of horror, fear, and despair as they look upon the scene.

Final Idea Evaluation

After much consideration looking back over my three ideas as well as creating a tally from people I have asked, my first idea seems to be the best one. Personally its the idea that excites me the most to complete for this project. I like this idea most as I believe that this idea if the best idea that I would be able to do as I believe that I can complete this idea not only to a high standard, I can complete it well and in time. It allows me to experiment with lighting in unreal but also allows me to show off what work I have created.

Final idea

Project name: Apocalypse Has Come

What is the product or Specialism?

For my Final Major Project (FMP) I have decided on the specialism of 3D modeling as I believe it is my strongest point which would allow me to not only be creating but also to create interesting environments with different stories within them. This scene in particular I believe could tell a very perplexing and interesting story, My idea for this project is a before and after scene, this would consists of 2 environment scenes, this would have similar architecture but the insides and smaller assets would be placed differently. at the end of this I hope to create 2 environment scenes imported into unreal with particle effects as well as lighting for both of my scenes to make both of my scenes look good for the final product.

What could you create and what could you include?

For this project I would make one environment scene and then duplicate it and further model it as it would create my second diorama scene. I would make these scenes to scale with the UE4 man to keep all my objects to scale and to make sure that the spacing would be realistic so that would make it seem like the scene would be usable if it was a real place.

My first scene would be the before scene, This would be a shop along a side walk, I would only be modeling the front part of the shop so I can fit this project in the time limit given. there would be a standing sign outside the shop with the words “we are open” embedded in base colour onto both sides. The shop would have the door on the right with a large window next to it with a shelving unit showing products to people who were passing by the shop, but also have shelves on the other side to hold other products which people in the shop could buy. The inside of the shop would have a few products, cans of drink maybe, (2-3 textures for the same mesh) cartons of milk (2 textures but this will be easy as I can just change the base colour of the label) as well as possibly a few alcohol bottle and packets of other products. the shop would have see through windows a counter and a till, with a small handing sign saying what other products could be found in the shop, however they would be further into the shop than I am modeling which makes the shop seem much more realistic but also saves me modeling and texturing a load of different assets.

My second scene is after the apocalypse, this would have the same shop, however the street would be the same but with the lighting I intend to give this scene it would give the scene an disturbing and perhaps dangerous feel to it. The sign outside of the shop would be broken as you could see the outline and the stand for the sign leaning against the floor but the swinging part of the sign advertising that the shop was open has been torn of as I would model the chain’s to be broken and perhaps has shown some strain, the window with the shelves that were once showing off the shops products would be smashed and she shelves almost bear with few products scattered over them, pieces if glass would also be modeled to be scattered over the shelves. (This would be on one UV map as this would just have a base colour, opacity, metallic and roughness map) The door would have the top window broken with scattered glass shards (once again on the same UV map) the sign near the counter would be hanging and I would (if I have enough time) be animated slightly to be dangling in the wind with the chains, the products on the shelves would be mostly gone with few scattered products around the store, this gives the effect that the store has been robber or looted. there would be the cash register open but with no money inside as this would give the reader the illusion that this was a robbery. there could be a few empty bullet or shotgun shell casings left around on the floor that shine in the light,. The floor would be more or less the same as it was in my first scene however I would add the effect of dried blood splatter, this leave the viewer with the question of how long ago was this incident, was it a year ago or a few days ago. I would then add a dust particle effect into the scene so it look like the after scene looks a little old and a rain particle effect on the street so it gives my scene a rather depressing feel to look at.

Both of these scenes would be presented in unreal engine ready for the exhibition so that my work can look as good as it could possibly be.

What style?

For this product I would try to make my scene and all my assets look quite realistic but not so realistic that people would think that its a real scene as I believe I would not be able to spend that much time texturing my assets for this product, but I also don’t want my textures to be so unrealistic it makes the scene look quite a bit dull.

Mood Boards

Here I have created my first moodboard for my final idea. This mood board represents quite well the devastation and rubble from an apocalyptic like event. we can see the dust settling on surfaces, rubble lining the streets and the wake of destruction that as clearly fled past in these images. Now I see these images of being days after an meditative apocalypse while For my scene I wish to create a more slow taking apocalypse, like a zombie or a virus apocalypse instead of a nuclear apocalypse for example. So for my scene it wont be layer upon layer in dust and dirt, my scenes will be more recent than he scenes in these images but from these images I can pick up the destruction and the rubble from all of this.

Here I have collected a number of imaged for research that I can use for my shop in my scene, from here I can show off how the feeling of my scene should feel as it should feel the same for the viewer as it should be for my shop as well. the feeling that the shop is old and decrepit, beaten down as it has been exposed to the elements of time. the inside should be nearly organised in terms of main assets and but pieces such as the counters, shelves, however the smaller places assets, such as the prooducts should be spread around to create the feeling that the shop has been looted and clearly quite a big event has happened here withing the time frame of thew two scenes.