Modeling of the environment – Scenography and props
When modeling the internal environment of Vajont, I had to keep in mind three fundamental requests: The size of the room and the resulting arrangement of the interactive objects:...
When modeling the internal environment of Vajont, I had to keep in mind three fundamental requests: The size of the room and the resulting arrangement of the interactive objects:...
As we have already seen here, texturing allows us to tell part of the story without disturbing the screenwriters. By using small visual clues, it is possible to communicate...
Most of the production phases in a 3D project involve a moment of research and reference studying. Character artists look for images that they will use to identify the proportions...
How much history can a detail reveal? I think my work as a texture artist can be summed up in this one question. Texturing is not just the application of color to a 3-D model, it...
How important are hairstyles in defining the ages of characters, their ages and their cultures? There is only one answer to this question: a lot. Probably, if we had not decided...
I can claim that Vajont’s concepts have grown as the general idea of the work itself matured. Since the appearance of the characters in the piece are inspired by real-life...
Many of you will probably already know about the production pipe-line of a VR experience – or a video game – but we still believe it is important to clarify the...
The focus of our VR experience is definitely the human relationship. Time, in ‘Vajont’, passes in the presence of characters who, for the whole duration of the piece,...
To date, about a year and a half has passed since Artheria was founded. I have always found it a little difficult to explain to people outside what we do, which sometimes seems a...
When modeling the internal environment of Vajont, I had to keep in mind three fundamental requests:
I based this work on the concepts and visual studies made by Thomas.
Iolanda’s (the director of Vajont) idea was to give centrality to the table where the most important dialogue of the experience takes place. Therefore, I recreated a room that would develop precisely from the table. The area is as large as the maximum trackable surface allowed by a Vive headset.
After putting a lot of effort into searching for a good arrangement of spaces and objects, following the concept realized by Thomas, we came to define the following situation:
As you can see, we chose to dedicate a wall to each character: the wife is represented by the objects in the kitchen area; the opposite wall is dedicated to her husband.
Thomas’s help has been fundamental in researching visual references for every element that exists within the experience, and it is precisely to those images that I started modeling the various props.
Since there are relatively few images of the interior of a 1960s kitchen, a time when cameras were the prerogative of only a few people – and the main images were taken during the main rites of passage: baptisms, first days of school, confirmations and weddings – for the reconstruction of the props, we mainly used references from the advertisements of the time and from what was on sale in online stores!
The objects were then placed within the room’s layout by rearranging the items in VR until we decided on a sort of ‘final setting’.
As you may know, I am specialized in character modeling, which I’ve been working very hard on over the years.
So I can’t deny that modeling some objects was a real challenge. I never thought I’d find myself creating a braid of garlic and onion in 3D!
Yet it is precisely the presence of everyday objects that influences the perception of space: its credibility.
As I already mentioned, I modeled each object in the double version of high-poly and low-poly: the high-poly version, containing as much information as possible; the low-poly version, optimized to be rendered in real time.
Also, in this case, I used Zbrush, software purely used for organic modeling, for the creation of the most detailed assets. But I used Maya for the retopology, thus obtaining the low-poly version.