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Wardrobe Show'em

I recently completed a commission for Monte Cook Games 'The Strange'. The topic was to design an eerie looking wardrobe, to take a regular object and make it look somehow menacing. Here's the brief: 'Made of wood, it was built in the late 1400s. It’s heavily carved and has a medieval (rather than baroque or more modern) look. The carvings, among other imagery, evoke angels blowing trumpets over hoards of indistinct figures—a vast, but subtly unnerving, army. The wardrobe stands over seven feet tall, is about five feet wide, and about two feet deep. In this illustration, the outer double-doors are open, to reveal a second set of double doors. These doors lack the fine carvings of the outer surface, and are thickly and sturdily built. Several iron bands cross the inner doors, and patterns in the wood indicate where other iron bands were, at some distant time, removed. The inner doors are slightly ajar, revealing a sliver of darkness in the interior.' To facilitate making this image work in 3 dimensions I knew I could use my experience in Maya to quickly mock up the wardrobe and make sure it doesn't distort
I didn't like how this image read and decided to flip it horizontally, but now I had my foundation.
I had an idea of how I wanted my values to appear, I wanted the viewers eye to focus on the open set of doors inside, and so contrasted the darks and lights on them, turning down the values elsewhere.
I tried many colour schemes hoping to give this a sinister look, as the lighting would make a key component. Typically green is used for this type of feel but it just made the image look more comical, and so I turned it towards warmer hues and used purple instead to give it an other-worldy feel. And now it was time to detail this image and bring it to life.
Now it was all cleaned up, textured etc I desaturated the edges of the image as the bright hue all around the image was distracting, and in the end gave it the creepy feel I think I achieved.


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