Research
I researched and got together some Pinterest boards for inspiration, also going out and gathering my own images for the project as I wanted the model to be as detailed as i could make it.

Pinterest Board for Cathedral & Gothic Architecture

Board for Steampunk/Sci-Fi

Back Wall Ref

Side (After Column)

First Side

Add On

Front Ref for Cathedral

Brief Sketches of Windows
Development

Youtube video referenced

Arnold Lighting Render

Finished Unrendered Model

Finished Render

First Model
I began initially in class grasping with the basics of Maya as I'd never modeled before. My first attempt was rather poor so I turned to a YouTube build by Game Dev Academy to initially get a grasp of the shortcuts and tools within Maya. This allowed me to create my first rendered piece that I was proud of despite the off window. This confidence allowed me to move to modelling from my own reference images.
I began to try and model simple assets from campus, one of which that I completed was a bench situated on Bath Spa Campus. I also modeled buildings, using floor plans from housing websites to allow me to become more familiar with the tools. I researched effective ways of sourcing reference images for the build and found that for the referencing it was best to go in person and take ten paces from the object. This allowed me to get a better sense of scale on the smaller objects.

Progress shot

Finished basic model

Reference Images Front

Reference Images Right

Reference Images Back

3D Model House Attempt
After becoming familiar with the tools I turned to modeling out the front of my Cathedral using my own reference images, Floorplans and Google Earth.

Front (Google Earth)

Top (Google Earth)

Scan of Drawing of Internal Layout and Ceiling Tracery
Progress Shots











Texture Research and Problems
Once finished with the build I researched textures, capturing parts of the bath stone I set out to create my own textures for this build. I ran into issues, as I unwrapped the project and exported it as an FBX file I was unable to get the image into Adobe Substance Painter. I was only able to apply simple materials to the build as I was working to a deadline so my time to fix the issue was restricted. I researched ways in which I could effectively convey depth and structure to my model without texture, turning to games like Limbo for inspiration. Researching artists such as Dawid Planeta and Stamatis Laskos helped me with understanding depth and tone whilst Tomasz Mro and Banksy used a technique called Colour Splash in which the piece was monochrome with the exception of an accent colour. This I felt was an effective technique to use.

BathStone_Statue

BathStone_Main

Distressed

First Experiment with Red Accent

Front View Test

Back View

Experimentation with Colour
With these renders I experimented with an Arnold Material with some simple emission and a colour way of four shades of grey, I believe the shades of grey proved effective in creating the definition and I like the accent colours. I believe it makes the composition of the build more coherent whilst bringing out areas of importance. They also adhere to the 'Sci-Fi Noir' look. I experimented with different colours but ultimately liked the red more a more sinister look.
Final Outcome

Skybox with Fog

Render right

Render back

Final render front

Render left
I learnt to add fog and a sky box to my build along with Arnold generated fog to add ambiance. I am very pleased with how this model turned out, it has given me more confidence to approach more projects such as this one in the future.
