The Environment- Plan in Maya

road plan sketch
road plan map
road plan map

 

As I started thinking about what kind of environment I will create for the Narrative I imagines a few buildings next to each other for ease of transition. I tried sketching them out, and came to a point where I could not think in flat 2D objects, Since I had Maya on my hand I decided to block out the basic environment in 3D.

This also made it easier for me to decide the angles and views that I might use in the final narrative, which would help carry the story forward.

As I looked for the right views I imagined what other items might be present to interact with.

Here as some of the views I looked at.

The outside:

Maya model of the setting to help with visualising scenes
Maya model of the setting to help with visualising scenes

 

View from the house entrance, showing the office building.
View from the house entrance, showing the office building.

At this stage the plan was to make an interactive road with zebra crossings as buttons to get to the other side of the road, to the office.

 

the shops as viewed from office building.
the shops as viewed from office building.

This would be visible as you go out from the office to go and buy lunch.

Click-able crossing.

 

the shops, after walking through crossing.
the shops, after walking through crossing.

After crossing the road you are faced with a choice to go to a fast food takeaway or a supermarket to buy your lunch.

View from the front of the shops, showing the office building.
View from the front of the shops, showing the office building.

This view would be presented after visiting the shops as a way back to the offices. With click-able zebra crossing.

 

the view of the office building from side, where the bench , and the first encounter will be.
the view of the office building from side, where the bench , and the first encounter will be.

After coming out of the house and crossing the road you stand next to the offices faced with your first choice.

 

The insides of the buildings:

First View of the start, house area. With blocked in objects
First View of the start, house area. With blocked in objects

For the starting point in the narrative I wanted to have something simple that would perhaps teach the ‘player’ how to move in the story

I decided on the wardrobe and the door later on, before just going for a plain click on play, or the door.

Trying different camera angles and focal lengths for the house
Trying different camera angles and focal lengths for the house

I wanted the house to not be distracting at first glance, so I did not put clutter in the views.

Just go straight to the point.

final camera settings.
final camera settings.

At this slightly tilted angle the wardrobe seems to be deeper than the previous attempts, and this appeals to me more.

first look at the inside of the office, with little objects.
first look at the inside of the office, with little objects.

The idea is that this room is viewed as if you are sitting in a chair behind the desk.

Objects blocked in and camera angles considered
Objects blocked in and camera angles considered

Here I am trying different focal lengths of the camera to create a more realistic look of the desk and depth of the room.

the final camera positioning ready for drawing
the final camera positioning ready for drawing

 

First look at secretary space.I wanted to create a view form a human height perspective.
First look at secretary space.I wanted to create a view form a human height perspective.
Final camera settings. At a slightly tilted angle which gives a more realistic human view.
Final camera settings. At a slightly tilted angle which gives a more realistic human view.

Other , less significant objects will  be added later on in most scenes.

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