My very first idea for this project was to create a doll-house interior. However, as I started working in Maya, my ideas shifted to creating a gothic room instead. I began to collect references from illustrators including Vincent Mallie and Charles W. Stewart.


I began by learning hard-surface modelling, working on the furniture and panelling first. I had a particularly difficult time navigating Maya’s marking menus – right clicks and mouse dragging. I find keyboard shortcuts much more useful, even if I have to learn different sets for different software – this was a huge disadvantage for me.
Other than that, modelling was relatively easy. I inserted edge loops, offset edges, bevelled them etc. until my shapes had begun to take form. One unexpected difficulty I immediately ran into was scale – it was actually quite tricky to figure out object’s sizes relative to one another.


I used a sweep mesh tool to create both of the picture frames – it allowed me to easily add details – small indents along the borders. I then made sure to delete the history once I was happy with their appearance. I also made a door. I created the panelling on the door individually as the symmetry tools I found a bit confusing. After many face extrusions, scales and translations, I completed the pattern on the door. Unfortunately the fall off of my lights later would mean none of these patterns actually get seen!

The window panes were unglamorously created through stretching a cube to be very long and thin, rotating it +45 or -45 degrees in the X axis and duplicating them many times before combining into a single mesh.

The ropes were made of EP curves, as well as the curtains. The curtains I made with the following method. I began by drawing out an ep curve very carefully, thinking about how fabric might fold. I then duplicated the curve. I repeated this, visualising the shape of the curtain until using the Surface > Loft function to connect these curves.


Texturing was a lot of fun as it truly made my 3D models come to life and feel real. I created lots of different materials, some myself, some from pre-sets and others were downloaded textures from Polyhaven. I used the aiStandardSurface as a base for all of my shaders.


The alignment of textures is far from perfect, especially as seen here on the wallpaper I downloaded. However in this case, it might not be an issue as real wallpaper is not always perfectly aligned. My subpar UV unwrapping skills become more evident when the grain of wood is going in the wrong direction of where the armchair’s leather pattern appears patchy.

The textures on the books would only be seen from afar – so I did not UV wrap them individually. The dark line near the top of the books was actually accidental, but I liked the detail it gave so I kept it. I wanted the soft pale wood of the bookshelf to contrast with the rest of the dark wood panelling. Additionally, this bookshelf was mostly inspired by Vincent Mallie’s illustration I’ve included at the top of this post.



I experimented a lot with lighting. Ultimately I ended up using a range of area and point lights, playing with the settings, intensities, and exposures. I think the most valuable thing to change had been the colour of the lights – warm oranges and cool blues create very different moods. Below, I show the effect each light has on the scene.




The area light in the top right corner is very distracting and looks unnatural. This is why I actually ended up putting it inside a magical bubble. In my final render, it appears as though the bubble is emitting light. I especially love how the lights react with my reflective materials like the frame of the mirror.
I ended up creating another camera with a wide angle lens for the animation. I set two key frames, then played around with the graph editor to create ease ins and easy outs. I was also able to modify how rotations and translations changed at different rates.

For animation, I downloaded the Stewart rig from Animation Mentor, then changed the default orange colours to black to turn him into a little shadow boy.


I experimented a lot by trying to animation him jumping a little. However, I could not control the rig well enough and ended up making a total mess of the geometry in certain areas. I decided I would not be adding complex animation to my scene. Not only would it distract from my environment, it would also be too ambitious considering this is my first Maya project.
Instead, I opted for a simpler animation and did a rough 2D test of it in Krita.

You can view both of these animations here:
No matter how much I tried, the shadow boy simply did not fit into the armchair! His legs would not drape over the armrests properly, or his torso was not long enough to lean on the other side. Ultimately I decided to make him sit on the set of drawers and swing his feet.


Exporting this animation was a whole other issue. It took approximately 8 hours to render at 540p, however upon rewatching, I realised this quality was far too low. Another render (and many long hours) later, I had a high quality sequence of PNG images which I could then import into After Effects.
At first I tried adding nose and playing with the colours, but later realised adding a simple vignette would be enough.

Below, I have my completed renders for this project. I particularly like the top one it has an appealing, balanced composition using the rule of thirds and the bubbles and well-placed. The contrast between the night sky’s deep, cold blue and the interiors soft warmth is particularly effect. For the bottom image, I do like the latticed shadow cast by the window panes – this is something that was tricky to achieve and required a lot of trial and error with rotating the blue-hued area light. However, I wish more of it could be cast on the door to the right – it falls completely into shadow – we cannot even tell it is actually a door.


My final animation can be viewed below. Though I think the sound supports the eerie atmosphere and the camera movement displays the scene effectively, there is something off and washed-out about the video. This was the highest quality I could export it as within reasonable time – and yet I do not think the textures look convincing enough. Next time, I will experiment more with normal maps and bump nodes – I think the shaders should have been more rough and textured – there are too many flat and matte areas. However, I do overall like the atmosphere created – especially with the purple glowing bubbles refracting the room around them to create a surreal, dream-like effect.