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TARDIS WORKSHOP Lachlan Brown

Pre-Production

My workshop scene is set in a small abandoned building where a Timelord (species from the TV Show Doctor Who) has set up a small workshop for themselves. The interior of the building contains the Timelord's TARDIS in the corner, as well as various workshop equipment and some more technologically advanced tools such as a collection of Sonic Screwdrivers.

The scene intended to follow this colour pallet:

The following images served as a basis for the theme and style of the workshop:

The workshop was built within a 6x6m square. The following layout was drafted out with details of object placement, as well as details of certain objects holding other objects.

To begin construction of the environment, a list of objects was devised to decide what assets could be incorporated into the environment

The list contained 30 assets. Unfortunately, 10 assets could not be made within the time frame. These being: A Spirit Level, Wrench, Vines / Weeds, Cyberman Crest, TARDIS Console Panel, Dalek Gun, K9's Head, Bow-Tie, 3 variations of the Sonic Screwdriver, and the Bad Wolf and Crack in the Wall Textures.

Production

3-D Glasses

The 3-D Glasses were included as almost an Easter Egg referring to the TV Show the workshop is based off, Doctor Who. This is because the 10th incarnation of The Doctor is known for occasionally wearing 3-D Glasses

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I'm happy with how the glasses turned out. They stay true to the reference image and not much issue was had with them

Alien Plant

The alien plant served as one of the 'soft models' required from the specification. It's purpose in the scene was to also show a specialised setup, as it was a strange object that was clearly being examined. The plant is based of an item from The Elder Scrolls V: Skyrim known as a Taproot. The appearance is both quite alien and plant like, so it served as the inspiration

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The model proved difficult to mould into an organic looking shape, but I believe it was accomplished in the end. Though it doesn't look much like the reference, some resemblance can still be made.

Crate

The crate was to serve a generic clutter purpose, but also to act as a secondary table of sorts for various items.

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The crate turned out well. Though the textures do not quite match the reference, they were modified to be darker to better suit the environment they are placed in.

Crate Collection

The crate collection served as another 'Soft Model' required. It multiple crates stacked together with an ncloth plane simulated over the top of them to simulate crates covered in a tarp.

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The simulated ncloth looks really nice in the final product. The way it's placed over the crate makes its placement very believable

Cup

The cup was to serve as a holder for the different variations of Sonic Screwdrivers as seen in one of the Pre-Production reference images

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The cup was very simple to make and turned out fine.

Dalek Eyestalk

The Dalek Eyestalk was placed in the environment so more elements from the Doctor Who universe were present. It also allowed the workshop to have the feel that a more advance being was situated there.

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I am really happy with how the Eyestalk turned out. It stays quite true to the reference and is appealing to look at.

Hammer

The hammer was a generic workshop item to add more clutter to the environment.

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A lot of trouble was had with the hammer, the head of it specifically. It took hours to try and shape it in an appealing way, and even after all the time spent I still think it looks quite botched. To me, it was the most challenging model in the environment.

Jerry Can

The Jerry Can was to serve as more generic clutter for the environment. Though Jerry Cans wouldn't usually be found in a workshop of this sorts, it could be thought that it adds a bit of mystery to it. A sort of "Why are these here?" question.

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I'm happy with how it turned out. I think the top half of it looks fantastic with the smoothed ridges blending into a rounded handle.

Magnifying Glass

The Magnifying Glass was to placed near the Alien Plant to convey that the object was being studied.

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The magnifying glass turned out well. Unfortunately, transparency couldn't be accomplished within Unreal, so it is Opaque in the scene

Metal Bin

The bin was another generic item to be placed near the workbench as a standard object found within the environment

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The model turned out really well, however I feel the textured could be improved as the metal looks a bit off.

Paper

I found that paper within the scene would be one of the most important assets. Not only is it a great way to convey different messages based on what's present on it, but when thrown all over the place can convey a sort of "Mad/Frantic Scientist" feel.

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The model for paper is incredibly simple, just a modified cube. As such most issues arose from trying to import full images into substance painter so other decals could still be applied. I'm really happy with how all the paper pieces turned out and will certainly add to the scene.

Pencil

The pencil is to be coupled with the paper, and serves not much else purpose.

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The model was simplistic and turned out well.

Saw

The saw served as another generic workshop piece and only added to the clutter of the environment

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I'm incredibly happy with how the saw turned out. I think the handle looks incredible, and the textures are fitting. The teeth of the blade were quite time consuming, but turned out really well.

Screwdriver

Screwdriver served as more generic workshop clutter

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Happy with the final result. Although the metal bit of the screwdriver seems slightly off to me, though I cannot figure out why that is.

Sonic Screwdrivers

The Sonic Screwdrivers were one of the more important elements of the scene. They helped further the futuristic element present within the workshop. Not all Screwdrivers shown were going to be modelled, only (from left to right) the first, second, fifth, eighth, ninth, and tenth. Unfortunately, only the first, second, and fifth were able to be modelled due to time constraints.

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I am really pleased with how the screwdrivers turned out. The second one especially I think is one of my best models to date.

Stool

The stool is to add to the clutter of the workshop. It would be placed at certain study areas such as the workbench and the crate containing the alien plant to signify extended periods of stay at those areas.

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Another model that I'm really happy with. To me the legs of the stool turned out really good as they curve down towards the floor. Resembles the reference almost perfectly.

TARDIS

The most important piece of the environment. If recognised the viewer will be able to instantly read the rest of the environment. The reason the TARDIS is not the iconic Police Box is because that is The Doctor's TARDIS, not all of them are Police Boxes. As seen in the reference image, the TARDIS displayed is the "Factory Default" TARDIS, before any exterior changes are made. This is done because the workshop is not meant to be the dwelling of The Doctor, rather a random Timelord.

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The model is very simplistic and as such was not a challenge. The texture's I feel are accurate, with some added wear-and-tear to give it more age.

Toolbox

The toolbox was another generic item that's generally found in workshops. Being a container it could also answer the question of "Where is <Generic workshop item>?" as it can be assumed that it is contained within.

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The final product looks great. Resembles the reference well and will be a good addition to the scene

Window

The windows purpose is to decorate the walls and to make the environment seem less claustrophobic.

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The window turned out quite well, however I was not able to add a level of transparency to it within Unreal. This is probably for the best, as it allowed me to ignore the outside area.

Workbench

The Workbench serves as a basis for a lot of the items found and is to display a work station of the residing Timelord. It is one of the more important assets.

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The model turned out really well and resembles the reference closely. The only thing missing is the holes found on the legs of the table, but this doesn't ruin the model by any means

Post-Production

Final Thoughts

Overall I am very pleased with how the final product turned out. In retrospect I don't believe it follows the desired colour palette that well, but that's something I struggle with frequently and I don't believe it hinders the final product at all. There are 2 assets that I've forgotten to implement which does make the environment seem off. Overhead lighting, and a door. I'm annoyed I forgot about lighting, as the scene now had glowing spot on the roof without reasoning, and the lack of a door is strange. Otherwise, I think the environment looks great, and conveys that a Timelord is stationed here, though that may be because of the very obvious TARDIS in the corner.

Created By
Lachlan Brown
Appreciate
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