Last week I discussed the approach we’re using to construct the world of ‘One of One’, our new short film project, and how I plan to bring it to life through the use of the 3D application Blender. (If you haven’t read it yet, check it out here!) In this segment, I’ll be expanding on that, and discuss our plans to make this 3D environment as rich-a-tapestry as possible.
So, what do I mean by a ‘rich 3D environment’? Something that’s visually pleasing? Well, certainly that, but I’m also talking about something else; Context, detail, and the enhancement of story. Because the sets here are all virtual, I’ve given myself the opportunity to do whatever the hell I want with the surroundings; so yeah, I can create the decimated city of my dreams, and yeah, I can add a huge crater to the middle of it, but more than that, I can create atmosphere, entertain the wandering eye, and hint at backstory and lore without adding a single line to our script.
One of One is set in a world where humanity has been reduced to a singular entity; our hero, Hannes Broadus. Hannes also happens to be the cause of this catastrophe; having masterminded a serum that allows the user to consume the knowledge of others (through eating their brains, no less) and inadvertently creating not only a war for knowledge, but a sea of reanimated cadavers hungry for their brains back. Now, this is all hinted at in the script itself, but we could only fit so much into 10 minutes. Using the city as a canvas, though, we can expand upon this dialogue and weave a story into the background. Let me show you what I mean.
We have plans to turn this short into a feature (eventually), involving a combination of vignettes branching from a larger narrative arc. In one of these vignettes, Hannes meets criticism for his new invention, and becomes the topic of debate during a local Mayoral Campaign. We thought it might be fun to hint at this through our Mise En Scene, and throw a dilapidated (and rather vandalised) campaign truck into the side of a building.
Here it is (pre thrown). It’s going to be relatively small in the grand scheme of things, so i haven’t gone crazy with modelling the details of the truck (and I haven’t textured the wing mirrors yet) but I’m quite happy with it.
We feel this not only acts as something fun to look at, but also helps to add atmosphere and history to the piece. A short, by its nature, is a peek through a window of time. These pieces of scenery, we hope, will help widen that frame and add some context; not only entertaining the viewer, but immersing them.
I’m working on a good number of ruined signs, buildings and city-like stuff to add to the background, including some relatively stupid things like this;
We’re also hoping to hide jokes, references, and perhaps even special-thanks credits, within the walls of the city.
Anyway, that’s what I wanted to share with you today! I’ll be updating you with more screenshots and ideas as they come. Hope you’ve enjoyed this quick little article, make sure to check back here every monday for more updates! (or go back in time and look at the older ones, they’re alright too.)
Thanks for reading,
(textures found at http://www.cgtextures.com/)