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Observation Room

This project was created for my final year at university. The goal was to create a small environment that could be used in a virtual production studio.

For my virtual production scene, I focused on environmental storytelling. I planned a series of events that led up to the moment captured in the environment. The idea was that a test subject had been locked in a white room and had broken out through the door, leaving signs of escape.

inline_Image[originalsketch.png|Original Sketch of scene]

To support this, I included a crumbling wall, shattered glass, dented electronics, and a door that had clearly been forced open.

Mood and Design Iteration

Having a mood board was very helpful for defining the visual direction. I iterated on the idea using a blockout to test layout and structure before placing any assets.

inline_Image[moodboard.png|Mood Board Reference]

inline_Video[blockout.mp4|Initial Scene Blockout]

Originally, I designed the space as one large room, but splitting it into two created contrast and helped the storytelling. An early idea was to use a corkboard filled with notes, but this proved to be inefficient as the details wouldn't be visible in the final shot.

Modeling and Texturing

All objects were modeled using a subdivision workflow, allowing me to bake high-quality details into low-resolution meshes for efficient texturing.

inline_Image[optomisedtvmesh.png|Optimized TV mesh]

I used Substance Painter for texturing, referencing real-life counterparts to match realism. The cushions in the padded room were simulated with crease details, baked, and reused in different orientations to save resources.

I put extra effort into smaller props like the notes on the table to enhance realism. These included hand-written content and drawings to contribute to the story.

Scene Population

One of the most time-consuming tasks was replacing all blockout elements with final models. Once I had enough generic objects built, I reused them in different parts of the scene—like the shelf next to the safe—to make it feel more lived-in.

Custom posters and blackboard textures further added to the realism and narrative depth.

Destruction Simulation

A key feature of the environment is the broken wall and shattered glass. I created this using Houdini, applying RBD simulations to both elements.

inline_Video[houdinisimulation.mp4|Wall and Glass Simulation in Houdini]

Houdini’s material fracture tools enabled realistic fragmentation, and the UVs were prepared beforehand so textures appeared correctly on both the wall and scattered debris.

Detailed Assets

One asset I was especially pleased with was the control panel. It was bent and twisted as real metal would behave, based on visual research into how metal breaks in real-world scenarios.

inline_Image[controlpanel1.png|Control panel metal]

Lighting and Optimization

The hallway light animation was created using Unreal Engine’s sequencer. It used two spotlights rotating to mimic realistic light motion. However, light reflections in the glass created unwanted visual issues.

I solved this using Unreal’s light channel system, which lets you choose which objects respond to specific lights. Disabling problematic reflections greatly improved the scene’s look.

inline_Image[lightingchannels.png|Using Lighting Channels in Unreal Engine]

Final Thoughts

Overall, I’m very happy with how the scene turned out. It feels believable and functions well in a virtual production setting, mixing CG and real actors seamlessly.

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