It's unorthodox, but it works for me!





Measuring Sticks...I'm all for it!


The cave area has significant lighting, cabling and cameras as would be expected in the modern world today. On the final visualisation scene this will not be included. The central theme for this project will be realism, to be able to see and hear what these caves would have been like when they were operational. The users will be able to engage in this realism and have an experience that they really are in the scene!
The dark areas of the caves and the Sherriff’s dungeon are haunted by characters from the past, prisoners talking amongst themselves whilst being watched by the eyes of the prison guard. The embedded sound effects within the visualised scene will give some more depth with users being able to hear these sounds and effects as they become a part of the history.
Technology
The technology used to utilise the look of the caves are Photoshop – to manipulate images taken and to create textures that will look realistic. 3D Studio Max will be the application that will allow the images to come to life, this program will create a photorealistic scene that will be a good simulation of the real life caves. Finally Quest 3D will be used to enable this 3D Visualised scene to become an actual application that can be walked through by users in their own time.
Below is an example of a small area of the cave region rendered using 3D Studio Max, this shows initial textures that have been used. The whole cave area and dungeon will be created first with these initial textures to get the colour and feel and eventually will be replaced with the final textures, added light and shadows that will make the scene.
Artefacts from prisons including items relating to prisoner identity, escape, and execution such as chains, neck ankle and feet restraints and possible the odd rat will be included so show and remind viewers of what prison life would have been like for inmates and prison staff. Alongside with trying to keep the visualised scene as realistic as possible to life as it was in those days, the modern signs and guides will be kept to enable users to read them and know which area they are in and where to go and explore.
Timeline
24th November 2007 - Agreement Brief
28th January 2008 - Proposal
7th February 2008 - First Draft of product complete
15th February 2008 - Final Draft of product complete
18th February 2008 - First meeting with client
19th February 2008 - Product brought into Quest 3D
29th February 2008 - Modifications in Quest to be complete
6th March 2008 - Product Complete to specification
10th March - Second meeting with client
24th April 2008 - Hand in evaluation and final agreed modifications to product
It was placed in the main room in the center. I wanted a round room with the hologram in the middle.
Obviously the scientists need somewhere to sit so i created a 'Star Trek' Bridge feel, but i thought lets give them some retro chairs for their comfort. I do like the reflection on the chairs and also the glass on the table.
Another image of the seating area. However you can se the raised walkway behind them - Again following with the Star Trek feel.
The sample room where all those lovely specimens are held. Being futuristic i have made them supersized and also in pods. You can see i have been watching the movie 'ALIEN' for this. It also feels like a game level which i intended.
A close up of one of the pods. These took ages to render when there is a whole room of them. I overdid the reflection/refraction but still happy with the result.
One of the legless bugs. I like the bubbly effect that i created in 3DS MAX for this. Again it took forever to render but it looks all slimey!!!!
