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.

Tuesday, 7 December 2010



Here is a more detailed version of the 1st establishing shot, fully textured and lit. I have edited it a bit, added less lights, which seems to have gven it more of the effect I wanted in the first place. This is now very close to how I want the final shot to look, although it will be edited more in post to give more of a polished look perspective-wise.

These are a selection of the medicine bottles that will be being placed randomly in the medicine cabinet in the asylum room. I have chosen this style as they have quite a hospital feel to them. I think having them in a completely random order will work well, keeping with the anarchy of the room and aesthetic.

Monday, 6 December 2010


This is the model that I have downloaded for the two corpses that appears in one shot. I decided to download it as i felt that from a priority point of view it wasn't that high up on my list, as it only appears for one second in a 3 second shot, so I felt that it was the best option for me. it is fully mapped, textured, but not rigged, I may have to rig his arms to move them into a better position for the shot.

This is another version with more textures on it this time. I reckon this attempt looks more professional than the previous ones, and I am pleased with the outcome. Having the subtle graffiti on the walls of the pillars works well I think and definitely keeps in mind of my aesthetic.