Friday 31 December 2010

Here is the mirror with the raytrace material on it, to give the glass reflective look. I was going to keep this as a test, but now as it works I will keep it as the final thing. It works well, as when one of the voices appear in the mirror it will have good clarity, so will be very legible to the viewers, which is an important thing.




Here are some more images of the room i have been building. I have added a light fitting with a skylight attacthed, to give a more eerie vibe, and colouring it green, really shows the style lighting wise that i want. The texturing process is now basically done for this room, and I am pretty pleased with the result, as it keeps in with the aesthetic that I wanted.

Thursday 30 December 2010

This is the next stage of the room, I have added 2 omni lights and two skylights, and changed the colour that shines to a dark green and blue, to give the scene the eerie vibe that i am trying to achieve. I feel there is still more work to do to it, but it is definitely going in the right direction.

room

Here is an example of my room so far, I have textured it pretty much how I want it, but thought id display it for any feedback etc. I will be refining it as I go, but this is what I have as it stands. The lighting still needs to be dun, whcih I will do at some point.

Tuesday 28 December 2010

This is my about a half way through of my alleyway flashback scene. So far I have a lot more texturing to do, but am pretty happy with the lighting, although it may need to be a little brighter with more contrast as I go through it. I have chosen these specific textures, because I wanted to give the alley a run down, inner city look, which i reckon I am achieving using this method.

Sunday 26 December 2010




Here is my second environment completed, which is the initial generic, creepy corridor/empty space, that james finds himself in as his flashbacks start. I have included different versions of it as they have been edited and completed. i have tried to keep the modelling as simple as I can, to let the texturing process do the work. As it wasnt meant to be any where in particular, just a figure of the characters brain, I pretty much had free reign on what i could do, and I feel as a product, it has turned out pretty well. I believe the textures used with the various masks and blending modes have helped massively to the outcome of the environment, which has turned out to be a relatively professional attempt I think.

Saturday 25 December 2010



These are the finished textures for my corridor in the shots 2 and 3. I am very pleased with the outcome, especially with the layering of textures, and blending to give the illusion of dirt and wear on the surfaces. Although it came out well in my opinion I had to vigorously experiment with different variations before I came to the right outcome, but overall am glad with the result.

Thursday 23 December 2010


Just putting up what i've done so far on the texturing front. This is the 2nd shot that I have done, I am really happy with it so far, maybe a couple of tweaks afterwards. I still have to do the side and back walls, and the doors, I will spend a fair bit of time on this, as I really want to achieve a very professinal result, but keeping within my aesthetic.

Friday 17 December 2010




As I prepare for the texturing process for the room, I have looked into some more aesthetic examples of existing cg rendered room environments. I am a big fan of these examploes, as it gives the overall vibe and style that I want. With the use of blending, masking, and composite mapping I hope to emulate this level of texturing for my main room environment.

Thursday 16 December 2010


I know I seem to have done a lot of tests on this 1st shot, bt as I feel it is what establishes the scene I believe it is important to get right. I have added the trees and bushes to almost give a vigniette around the edge of the shot, whcih i'm fairly happy with, just needs some more touching up, but when the camera tracks through this shot, I reckon it will look really good. Also this is a quick mockup, but gives the vibe of the actual shot 1.

Tuesday 14 December 2010



I have found these two examples of corridors as a guide to show how I am trying to keep the geometry very simple, and trasform it using textures. My aim is to find a nice balance inbetween these two exampes, where I dont want it to clean and clinical, as it doesnt evoke the terror ridden scene ethat I am attempting to achieve, but on the other hand the second example has an almost derelict, emptiness about it, which is too much to the other end of the spectrum, which wouldn't suit either. I will try and use aesthetic from both versions to gain the best look for  what I am going for from this establishing shot.











































These are more designs that I have done to show what I am looking to make, model and use in my finished film. I have included designs from all aspects such as environment backgrounds, characters, clothing, bedside tables, doors, bed, locker, windows, and the chair. I believe that the final ones that I have picked work well for the style of narrative and aesthetic that I have chosen. Character wise I have chosen to go down the realism route, as I think that it suits the realistic styled backgrounds, rather than having stylised versions. I have decided this because I believe that having characters that aren't on the same realistic tip as the backgrounds and the rest of the film, would make it look disjointed and out of place, which is why I have chosen to do it this way. With the alleyway, it is set in an inner city environment which is a little harder to see in the design sketches, but will look more real after the texturing process has been completed. I will be using brickwork, with a real work, almost destroyed look to give it a typical inner city aesthetic, also with some graffiti to give it the urban environment feel I am going for. The first part of the alleyway scene I want it to remain very simple, and stay very suspiscious and mysterious, so when texturing to not let on what it is, keep it quite generic, but with keeping the un-nerving moody look, with the use of textures and lighting. Lastly the room and corridor are going to have similar feels to them, as they link together quite nicely that way. They will have eroded plasterwall and stone, as it is a pretty old building. Icould go a long way with it, and make it look almost derelict, but in essence that would be going too far, so I will tone it down, just make it look old, and run down, but keeping certain standards that a mental hospital would have to adhere to in reality.