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Collaborative

Weeks 6 & 7

Thhroughout the last two weeks we have started on the practical work of our project. We first looked at brutalist archuteicture for the shell of the building and how we wanted this to look like.

Brutalist buildings inspiration

Whilst helping with the design ideas for the building itself, I also started actually creating the corridoor the player will walk through and th final room. We wanted a specific look for the corridoor, and I based my design off of the picture below.

Corridoor inspiration

I started by creating the shape with 7 sides and extruding this out to be longer. I then started making doorways that would fit the design also. I made them slightly slanted, fitting in with the corridoor itself and then creating a slanted shape at the top of the doorway. I then mirrored this and created 6 identical doorways going down the corridoor.

This design was a good start however the mesh on the doorways were messy and it could be improved visually overall. I decided to make a more simple slanted design for the doorways, with straighter edges. This would mean the mesh would be more compatible for Unity as well when it comes to inputting my models to VR. I then had to re do my corridor itself to enable it to be beveled, as somewhere along the design my mesh messed up meaning bevel didn’t work. Bevel gave the corridoor more depth and a subtle rounded shape. In the new design I also used boolean to mirror the corridoor, and dupliacted the shape to create beams going down the corridoor ceilings, this gave slight detail to the design.

Following a meeting with the team, and some feedback, I needed to make the corridoor longer, with five doors on each side. I used the same technique of duplication merging these together to create consistancy.

Longer corridoor
inside

I then worked on starting to create the ‘final room’. We had alot of ideas for what this room would look like, however the main points were there had to be a broken wall, and it had to include a pod where the people arriving would be euthanised. I needed to create a claustophobic and morbid feel to this room. I decided to make many designs to bring back to the team so we could decide on the best one together.

First, I made a simple beveled cube. I aligned it to where our narrative instructor said he wanted the final room to be which was the second to last room on the left of the corridoor.

Final room draft from outside

I then created a ramp leading down to the final room. Narritively we decided the sense of going down to your death could be emphisised by this design idea.

I then worked on a new design for the final room. This time I created a bevelled cube with less segments to create a more pointy design. The ramp design for this was similar however more steep and with more detail.

My final design would fit in better with the shell of the building as the design tends to be circular for the most part. I made a cut in half cyllinder and inserted an edge loop to create detail at the top. The ramp is more tricky for this design due to the mesh and polygon shape but this is something I will figure out if this design goes ahead.

Final room design 3 draft

I then decided to add more features to these three designs so we could see how they would look more finalised to decide on a design. I added two broken walls to the back of each design and a bed where the people would get euthanised.

I took these designs to the team and we decided that design 3 fitted the theme of the building best. However, some feedback was;

  • Bed should be replaced with a cyllinder pod which rises from the ground
  • Walls need to be blended in
  • Meshes and normals appear transparent in unity and don’t align so these need to be fixed.

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