ASSET BUILD & ANIMATION
BMCC ANI 401 ASSIGNMENT: Follow video instructions to replicate sci-fi hallway elements, which much be used in the final animation, as well as, a window and a moving camera. All other design choices were up to the students.
The first step was to learn how to model the required elements based on an example of a sci-fi hallway. 
EXAMPLE SCI-FI HALLWAY
FINISHED MODELS
INSPIRATION
My inspiration came from both the 1979 science fiction horror film Alien and 1986's Aliens, Directed by James Cameron.
Iconic "Chest Burst" Scene
Iconic "Chest Burst" Scene
"Breakfast Nook"
"Breakfast Nook"
Aliens Hallway
Aliens Hallway
Sci-Fi Hallway
Sci-Fi Hallway
Ripley Escaping the Queen
Ripley Escaping the Queen
Elevator Doors
Elevator Doors
MODELING
I decided to reverse-engineer the various elements from the film grabs with the intention of giving it the feel of the films as much as possible.
This proved to be difficult, time-consuming, exciting, and rewarding. I used all the knowledge of modeling I had learned up to that point and watched tutorials on how to achieve the desired results. Such as the elevator door, for which I used an atom array with the vertex spheres as small as possible. For most of the repeating elements along the walls, I used instances. I struggled with getting the right reflection off the windows but still could see space clearly.  
LIGHTING & TEXTURING
For the lighting, I wanted also to match the look of the films. I tried every light in different configurations, intensity, luminance, and color tones. Lighting is quite challenging to grasp when I didn't know how light and reflection worked for the atmosphere I wanted to create. I ended up having entirely too many lights. Trying to find the right ones to turn on/off or move was a huge problem I created for myself, which I was determined to solve.
Aliens has a very specific tone and texture. I also worked with a lot of texture, another problem. I was still grasping the idea of texture mapping and since a lot of my models are janky on the inside, I was getting really weird results. The solution was to fix the models by finding errant vertexes, edges, or gaps through dissolving, bridging, and sometimes remodeling. 
CAMERA & ANIMATION
Moving the camera. Camera Man Motion Rig. First Person. Footsteps and fall. Wide lens. 
Animated the camera, lift, lights, fans doors, 
SOUND DESIGN
I used sound effects to enhance the story. Since this was a student project I really wanted to use the pulse guns sound effect. Sound design is one of my favorite steps in the pipeline.

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