An individual project featuring an animated 3D horror scene inspired by "The Shining," and created using Blender within three days.
Inspiration: Inspired by the iconic corridor scene from the movie "The Shining," my goal was to craft a horror atmosphere that melds elements from both Western and Eastern horror traditions. While the props and environmental art primarily draw upon Western horror motifs, I sought to imbue the scene with the distinctive lighting and ambient atmosphere characteristic of Eastern horror, creating a unique blend that enriches the project's thematic depth.
Modeling Environment Assets: Using the cube mesh as a human height reference, I utilized traditional box modeling techniques to model the walls, rooms, doors, and floor moldings. For efficiency (since this is a fast-paced project), I only modeled one side of the scene and then used a mirror modifier to construct the corridor. Considering the computational constraints, most moldings were only applied with no more than two segments of bevel modifiers.
Lighting and Camera Setup: To have a general idea of the scene's camera effect, I set up the initial lighting with several point lights and one spotlight (to simulate the flashlight held by the viewer/player), and created a rendering viewport from the scene's camera position.
Texture Acquisition: Some of the textures I used in this project were free textures downloaded from Quixel Bridge for an efficient and exquisite presentation.
Shader Customization: All the materials were enhanced using custom shader nodes. The wallpaper, for instance, was applied with three layers of materials including the basic wallpaper motifs, a layer for the flaked paint effect, and a layer for the mold effect. In addition, a combination of noise texture and color ramp nodes were also integrated into these shader nodes to achieve a naturally decaying look.
Detailing Surfaces: Similar workflow was also applied on the texturing of the doors, ceiling, and carpet. The door's shader nodes were mixed with glossy materials and noise-based wood grains for a realistic render effect. The ceiling and carpet, on the other hand, were applied with higher roughness and mold layers for an antique touch.
Small Props: In crafting the simpler horror-themed props, including the alarm bell, button panel, exit sign, and light bulb, I focused on minimizing computational demands. This was achieved by employing basic polygon shapes paired with monochromatic textures, ensuring these elements contribute to the atmosphere without overly taxing system resources.
Advanced Props: To highlight the discordant festive atmosphere against the solemn and dark environment, I decided to use RGB holiday light strips as the top decoration for the blood-red door frame. To model the ropes for the light strips, I used screw, array, and curve modifiers to create a customizable string that bends following the path of a curve. Then I attached the light bulbs with RGB emissive shaders to the different variations of them. In addition, for personal eastern eggs, I added some drawings of my cat with vintage shader filters to blend the drawings in.
Visual Simulation: To capture the visual essence of water, I began with the ocean modifier on a simple plane and animated a foundational wave motion. To elevate the realism, I layered noise-based normal bumps mixed with the basic glossy and transparent shaders, enriching the water's texture and depth. The finishing touch involved integrating projected ambient occlusion within the shaders, complemented by high-detail noise textures. This approach yielded a convincing foam effect at the points where the water meets solid obstacles, like walls and doors, enhancing the scene's authenticity and dynamic interplay between elements.
Physics Simulation: For the realistic portrayal of floating objects on water, I employed a strategy that involved creating a subdivided plane with vertex groups to serve as a water sampler. I then applied a shrink-wrap modifier to this plane, targeting the main water plane. To achieve the effect of floating, I configured a set of location and rotation constraints for the floating objects, anchoring them to the designated vertex group of the water sampling plane. This method allowed for a dynamic simulation of floating behavior, enhancing the overall realism of the scene. To incorporate more objects into the floating simulation, I just need to parent them to the configured floating object.
Weather VFX: To further intensify the horror atmosphere of the scene, I decided to add a lightning effect. I first positioned an emissive light panel above the far side window, casting a subtle and broad illumination. Following this, I incorporated a simple background terrain and a volumetric cube, to serve as the backdrop for the lightning strikes. Then I added a spotlight outside the window to simulate the sudden brightness change associated with lightning. The spotlight and panel will be later animated to simulate the dynamic lightning effect.
Extra Props: To elevate the horror ambiance, I imported extra props including a cradle, a chandelier, a clown doll, and a clown mask from TurboSquid and Sketchfab. Each prop was carefully textured, with some undergoing slight color ramp adjustments to fit the scene's dark red color theme. Specifically for the clown doll, I utilized Blender's preset bone rigging system to re-rig it. This allowed me to pose the doll in a sitting position on the lifebuoy, adding a sinister touch to the overall atmosphere of the scene.
The final video clip was edited with Adobe Premier Pro with free audio effects from freesound.org.
Animation: With the water effect already animated, my main focus of animation was on the camera movement and light change. I first created a shaky, first-person perspective effect by applying a noise shift to the camera's rotation and transform. This technique laid the groundwork for a more immersive viewer experience. Following this, I plotted out the camera's basic movements in the scene to structure the animation clip, ensuring a coherent visual narrative. To mimic the flickering of a flashlight running low on battery, I animated changes in the luminosity of the main camera's spotlight. This detail added a realistic touch to the scene, enhancing the suspense and urgency. In addition, I adjusted the luminosity of some indoor light bulbs to vary the ambient lighting, creating a more dynamic and unsettling environment. Lastly, I keyframed the on and off moment for the spotlight and emissive panel outside the window, simulating the sudden and intense light flashes characteristic of a stormy night.
Rendering: For the final render of the 10-second "Mizuyashiki" clip, I aimed for a balance between visual quality and efficiency, choosing a 2K resolution with a high denoise factor to smooth out effects, particularly the water. In post-processing, I adjusted exposure and gamma to enhance contrast, using Blender's Cycles engine for rendering. This approach ensured a detailed yet efficient output, emphasizing the horror atmosphere through careful contrast management.
Audio Credits:
Thunder sound by pyer75 from freesound.org/s/191992
Rain sound by newlocknew from freesound.org/s/639478
Clown laugh by metrostock99 from freesound.org/s/514483
Music box sound by klankbeeld from freesound.org/s/170092
Art Credits:
Wallpaper texture from quixel.com/assets/uf2vbflaw
Flaked paint texture from quixel.com/assets/vhqkeff
Mold wall texture from quixel.com/assets/vdkhdiio
Ceiling texture from quixel.com/assets/vdcnfcd
Floor texture from quixel.com/assets/umonbbqdy
Door texture from quixel.com/assets/vigjfivg
Picture frame model from quixel.com/assets/ukkpdhqbw
Cradle model from www.turbosquid.com/3d-models/crib-pbr-low-poly-3d-model-1956759
Chandelier model from skfb.ly/6TGrS
Clown model from skfb.ly/oJ97n
Clown mask model from skfb.ly/oqUDw