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Operating Room - Asylum

All Screenshots were done in Unreal Engine 4.25; except for the 5 at the bottom which were done using IRAY (mentioned in their description)
Duration: 7 Weeks

Story Summary: The Asylum, a place to heal and a safe haven for care. That is the case on paper. However, behind these walls it wasn’t long before the doctors and nurses realized what’s more profitable than a patient’s life… Their organs. With a hand in the organ trade, this isn’t a room you’ll see twice. “No Saviors in the depths of death.”

Project Goal: it wasn’t until the 2nd week that I had a goal in mind. Gathering more reference material, I started noticing a few scenes that had similar models of the main light and chair. This brought out my competitiveness and a one-sided competition with myself to create something that was truly unique.

Breakthrough Moment: The addition of “Blood Sucker” (Needle Device) was probably the biggest breakthrough in the project. It wasn’t the most difficult model having spent a lot of time researching engineering in the past. However, once I had the vision of it and brought it into the scene, it really solidified where the overall scene was headed.

Most Difficult Challenge: Lighting in reference to the overhead light in the center of the scene. The technical Difficulty was creating the bulb area inside the light to look like that while also producing lighting past the glass surface. I decided to have the lighting on the outside of the glass while using emissive channels and spotlights to create that appearance. Ultimately it was re-positioned to hit the chair better however, for most of the project it was facing the morgue area. The reason for this is that I believed it would look out of place to viewers without any story context and I wanted to emphasize with the light that this was not a room for saving lives. This and I wanted the camera to capture the inside area of the light.

Honorable Mention: Amber Glass Bottles. I wasn’t happy with how they were reacting to the lighting; thus, I went in and built the shader inside Unreal.

I learn from every project but with this one specifically I feel that I have gained a massive amount of knowledge more than when I first started. Once more, I want to thank Ben Keeling for his awesome wisdom and feedback with substance and material creation as a whole! Being able to create everything including the tile and brick textures feels like a true accomplishment, and I’m proud of the result!

Not your average check up.

Not your average check up.

Brick

Brick

Chipped Wall Tile

Chipped Wall Tile

Floor Material

Floor Material

Stage 1: Scene Blockout Basic. Feels empty... It wasn't until I thought more in depth about the story I was creating (around stage 2) that I started getting over this hurdle.

Stage 1: Scene Blockout Basic. Feels empty... It wasn't until I thought more in depth about the story I was creating (around stage 2) that I started getting over this hurdle.

Stage 2: Block out and Lighting Adjustments. Introduction of "Blood sucker" Device.

Stage 2: Block out and Lighting Adjustments. Introduction of "Blood sucker" Device.

Stage 3: Basic Textures applied for reflection, camera experimentation, Lighting. Complete overhaul of windows. Allowed for better moon lighting.

Stage 3: Basic Textures applied for reflection, camera experimentation, Lighting. Complete overhaul of windows. Allowed for better moon lighting.

Stage 4: Morgue addition, refinement. Fun fact: I was thinking about removing the small chair since the beginning, turns out it just needed knocked over.

Stage 4: Morgue addition, refinement. Fun fact: I was thinking about removing the small chair since the beginning, turns out it just needed knocked over.

Same as stage 4; Seeing how it would look in daylight.

Same as stage 4; Seeing how it would look in daylight.

Stage 5: This stage Everything was modeled and unwrapped. From here to completion it was mainly  refinement, lighting, creating the amber glass shader, and balancing the fog.

Stage 5: This stage Everything was modeled and unwrapped. From here to completion it was mainly refinement, lighting, creating the amber glass shader, and balancing the fog.

Layout of models created

Layout of models created

IRay (1)

IRay (1)

IRay (2) - Blood Sucker

IRay (2) - Blood Sucker

IRay (3)

IRay (3)

IRay (4)

IRay (4)

IRay (5)

IRay (5)