Immersive Visualisation II - Part One
September 26th, 2019.
For this project, I’m feel quite inspired but also quite anxious. I’m not really sure if what I’m doing is too risky to translate correctly for the brief and it’s playing on my mind, but I trust myself and I want to give it my best shot. Our brief states that we need to create a castle scene – a castle in particular because it contains all of the elements needed for us to test out our learning for the next five weeks – however, I’m not particularly interested in creating a castle scene myself, so I wanted to create something that incorporates all of the elements my lecturers are looking for without straying away from myself and the kind of projects I enjoy creating. My scene requires a few things:
Shaders that animate elements of the scene, for example, a flag.
A modular design, so that elements can be repeated for cleaner workflow, for example, castle brick walls, turrets and barriers.
These are the things I’m going to have to think about and work around the most. It’s not a particularly difficult set of requirements, but it definitely requires some thinking so that I can check all of the boxes confidently and not stress out about the work that I’m producing.
When I first heard that it was going to be a diorama, I had an idea of doing something similar to isometric pixel art a lot of my friends and I used to create when we were younger. I began looking up a lot of these to use as references, as the kind of creativity that people brought to the table with creating scenes like these.
I like a lot of these ideas, but I don’t feel like these scenes art particularly true to the kind of aesthetics I like to create in my work, so I began looking up some references for the kind of scene I would like to create. I adore things like city scenes and neon aesthetics, so I decided I wanted to do something in that range of thinking – so I did research on these so I could deconstruct some of the elements of these and figure out ways of checking the boxes for my lecturers. I want to create something fun, electric and colourful.
After collecting these, I definitely had a better idea of how I wanted the project to look and play. I also feel as though this creates room for some ideas that can be implemented to really bring an element of wow factor into the final diorama. I have a small list of ideas that I think would check the boxes:
Rain Particle Effects
Animated textures of rain running down the building sides
A stream of water
Reflective puddles of water
Clothes lines
Telephone lines
Flag, or Flag Like Objects
Plants
Animated Signage
I decided, however, that I wanted to create a mixture of a futuristic aesthetic and a kind of slum aesthetic, as I think this would be more interesting and detailed for the tile/modular element workflow of the project. For tileable elements, I want to create some things such as:
Panels of corrugated iron
Panels of Wood
Repeated Plants and Small, Crowded Elements
Repeated and reshaped signage
Road
Brick
But we’ll have to see which of these will work best in my favour. I would like to experiment by creating some 3D tileable textures in ZBrush. I don’t think I’m hugely talented at creating textures myself, but I’ve found some really sweet tutorials that explain and break things down in a way that’s a lot easier for me to understand. I definitely would like to work on creating a wooden plank texture. In my first week, I’ve been finding Zbrush a particularly difficult program to work. There’s a lot of annoyances with the program that I’m not quite getting used to, but hopefully if I managed to get some practise in over the upcoming days I’ll be able to work out the kinks that are really annoying me.
For now, I’m going to be working on some sketches and some mock-ups for the environments, as well as doing a couple of little tests of the things I would like to produce in Unity. I don’t want to get too far ahead of myself with what I’m being taught, but I’m definitely scared of falling behind at this point. I guess some things are mentally a little harder to let go of than I thought.












