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Minor focus 3D Modelling 

This page shows my minor focus of 3D modelling and the following information shows the inspiration for each of my completed 3D models and the design process sketches that I drew to use as guidelines to myself as to what i thought they could look like  and also a description of how each model was roughly made.

 

The models will also have information listed next to them as to when about in the game as to which they will appear. 

The starting house and area 

In order to get an idea of what I wanted the house to look like I looked at pictures of 1920's houses and used what they looked like to design a design document of all the elements needed to be included in a 3D model of what i imagine the house at the start of the game (Michaels house) to look like. 

hopuse inpiration.jpg
hpuse inp[iration.jfif

After looking at these images of houses that were built/ are from the 1920s I looked to see what each of these had in common and some of those features include:

  • big doors 

  • large windows 

  • small porch/shelter over the door 

  • use of wooden slates or concrete 

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I then designed the elements I wanted to include in the house that I believe fitted the astatic of a farm house in Wisconsin which is where this house is situated in the narrative of my game meaning that the house would not be up of concrete as most American houses in those times where made out of timber and many American houses still are also grand pillars and concreate chimneys like the ones on the right docent suit a farmhouse as farmers are not wealthy enough to afford houses made of marble especially in the early 20th century when the minimum wage was very low compared to the way it is nowadays.

house designs_edited.jpg

I decided to have the house be more like the image above on the left with having a wooden slate design , trees and bushes all around the border of the house, a big grand door with side panels , small windows and a high up letter box, a brick pond as I believed, that this would fit as whist yes this design is a farm house Michael inherited the house from his semi well off father after he perished in WW1 so I believe that the use of a fancy brick pond in the back garden showcases the wealth his father once had, leading up to the door is a gravel path possibly portraying how the house is out far in the countryside where no tarmac roads have yet to be built  or don't reach due to be so far out from other civilization. 

 

The downstairs windows are bay windows,  and the upstairs windows are normal windows with the backyard a portion of it is covered in decking to create a nice seating area I designed it to belike this as the garden for this house is also the main menu area where the player can start the game and come to relax hence the use of the patio and possible chairs to simulate the relaxation feeling.

The models 

House solid 2.PNG
House solid.PNG
House material 2.PNG
House material.PNG
house night.PNG
House material.PNG

The player characters  

Due to the game being a VR game I cant show the entire character due to the first person element of Virtual reality which means I was limited with what I can do for the main characters design however i was able to design the elements of the character that the player would see  which includes:

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  • the arms 

  • the legs/lower body 

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The characters designs where meant to echo the anxiety that the character is facing as well as the manual labour job that Michael partakes in so for example he would be wearing dungarees which are dirtied and damaged from working also the characters have damage from biting and other anxiety and job related injuries. 

 

(more information about this can be found on the character design page)  

The models 

Due to my lack of skills in 3D modelling in blender I had made these designs and the hose designs all very low poly designs however, I hope they still echo the information I am hoping to portray thorough them . I also believe that a low poly art style whist not very realistic could work for this game as I am developing for lower spec headsets inclosing the PlayStation VR that only has the processing power of the PlayStation its attached to and the oculus quest 2 which runs on itself as its a standalone headset.

ARMS 2.PNG
ARMS.PNG

In order to portray the damaged hands I looked into making the palms of the hands more bumpy and rough hopefully portraying the damage to the characters hands in a low poly environment when're detail is rarely seen. 

legs color.PNG
legs solid.PNG

Creating a lower portion of a body was difficult for more as with a rest of a body to use for proportions it was hard to get an model that was accurate at portraying the idea of what the characters lower body would look like.  As seen in the character design document the player would have overalls which are represented in this model by the blue cloth covering the lower torso area and they would also be wearing black boots, when originally designing this character i drew him to be bare foot however after consideration having a character who's working in a factory be bare foot is not only dangerous but most likely inaccurate as the character would want to be wearing shows in a hazardous environment like the factory.

The factory 

the factory is seen in the second level of the game , it is where Michael works and where it is first portrayed to us that Michael is aware that being locked up for "insanity" is a possibility 

in order to design a factory reminiscent of the factory's in the 1920's I had a look at a few images like I did for the house designs and drew up a small mind map of how the factory could look based off these images below: 

factory 2.jfif
factory one.jpg

After looking at these images of factories that were built/ are from the 1920s I looked to see what each of these had in common and some of those features include:

  • large squarer designs 

  •  lots of large windows 

  • made out of bricks 

  • smoke chimneys 

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I then took to blender to try and design a factory for the game that looks like these reference images and included the features both images have in common. 

factory colour.PNG
fac solid.PNG

Insane Asylum 

the insane asylum is a location that appears to only those who received the bad ending after playing through the game and receiving a bad dialogue score (more explained on dialogue explained page. The player goes here to be treated for the "insanity" that have been deemed to have as too many people got suspiosous of there mental stability that they reported Michael to the Asylum to be taken away.

in order to design a asylum reminiscent of the factory's in the 1920's I had a look at a few images like I did for the house designs and drew up a small mind map of how the factory could look based off these images below: 

asylum.jpg
asylum 2.jpg

After looking at these images of asylums that were built/ are from the 1920s I looked to see what each of these had in common and some of those features include:

  • pointy or curly design 

  •  lots of large windows 

  • made out of bricks 

  • large doors 

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I then took to blender to try and design a Asylum for the game that looks like these reference images and included the features both images have in common. 

asylum solid.PNG
asylum colour.PNG
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