Composition and Narration in 3D environment

As we have chosen to model a 3D interior of a mad scientists lab, he have decided that a full 360 degree view would look amazing. Thinking about this before the modelling stage is important as it gives us more scope to decide upon our composition from each angle. Depending on the position and movements of the camera our composition will have to be on point in order to draw the viewer in.

As a team we have started to draw out some thumbnails in Photoshop and in our sketchbooks which will help us to determine placement of assets within our scene. Below are some quick thumbnails to start of.


We have decided that our narrative will focus on an outbreak of the mad scientists experiment. Maybe it could be a strange creature hybrid that has escaped firstly from the tank and has made his way up to the window to escape. A trail of destruction from where the incident began to where it disappeared would be shown in the environment.

I originally had thought that a nice large open laboratory would look cool as we would have plenty to fill it, but after a little while I realised that this was me being a little too optimistic. Alistair had drawn up some very nice layout plans in his sketchbook which we all fell in love with and decided to take our design in that direction. Below shows Alistair’s layout drawing we decided to base the final model off.

Screen Shot 2017-10-30 at 19.14.28

As the scientist is quite mad we wanted the room to look quite unkempt and busy in ways. Maybe filling areas with stacks of books, barrels and cabinets full of strange trinkets.  Duplicating certain objects which will be modelled would be a great way to work this way.

When thinking about lighting it is important to have it hitting the scene in the right direction and also with the correct intensity. If the lighting is off, the whole scene will look off and also any work which has been put into composition can potentially end up being a waste of time. Our idea of having a large victorian style window where the monster had escaped from will probably be our main source of cool light…preferably moon light. The other light sources we plan to have come from the wall lights and also the large specimen tank. I am hoping to have a contrast between the cools and warms within the scene to give it more visual harmony.


Although our scene will not be textured, thinking about the hues of the light and the hues of the shadows should surely make a bit of difference to the overall renders. In this article Lori Woodward explains so simply how to use colour well when it comes to light and shadow, I found it summed it up nicely.

I came across a great article on a similar project on creativebloq, it covers the same issues we will be dealing with and also shares insightful knowledge and tips which are very helpful. (Link here) Another great article on environment design workflow was found on ‘the’ (link here). Having an idea of what type of workflow is most time efficient is important as it is very easy to work in ways that take up too much time in regards to planning and modelling etc..

Group Member Blog Links

Alistair Lyons –

Mark Lisk –

Molly Wilkinson –

Michael Lilley –


Reference (2017). Warm Light Makes Cooler Shadows. [online] Available at: [Accessed 30 Sep. 2017].

Lavoine, R. (2017). How to create detailed 3D environments. [online] Creative Bloq. Available at: [Accessed 30 Sep. 2017].

The Rookies. (2017). 8 Tips on how to Create 3D Environments. [online] Available at: [Accessed 30 Sep. 2017]. (2017). cool colours | Image Essentials. [online] Available at: [Accessed 30 Sep. 2017].


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