An indoor urban environment encompassing the world of robots and their relationship with human-made structures
Subway Grounds is an exploration of building a narrative world through modeling, staging, and texturing. The reality of humanoid robots is supported by the modern architecture of the space around them, the colorful nature of surrounding objects and lighting, as well as hidden images and textures scattered throughout the world.
Additionally developed for a VR Youtube 360 Experience, a user may look in all directions and experience an audio and visual environment as the camera navigates seamlessly through the scene. VR Development involved rendering an animaiton through a special panoramic camera inside of Unity itself.
Subway Grounds was created for an Interactive Graphical Environments class in the 3D department of the Eszanaki School of Fine Arts. The piece began with digital and traditional conceptual sketches before being approved for development.
The flow of this project uniquely began with models of hero assets and characters before the structural hard-surface foundations were modeled and imported into Unity from Autodesk Maya or Blender. An unforeseen addition, granted by extra time and an interest to improve my own skillset, was the rigging and animation of original characters. The artmature and animations were all created and imported from Blender, which were then looped from a few seconds to a few minutes with Unity's animation components.
The final few weeks of Subway Grounds focused on iteration and refining based on detailed critique from peers and professors. Most frequently, I recieved feedback on the resolution of object textures, the staging of the scene, and the placement of major sources of lighting.