I know it seems like a very basic thing but I'm starting a new project and I would like to start on the right foot.
If you were to model a room, how would you start? Do you line up and merge planes together? Do you make an inverted(material on the inside) box? If you do make an inverted box please let me know how you go about making it inverted.
Thanks.
Replies
or
box -> normal modifier -> convert to poly
Thank you.
but yeah that's a good way to start I suppose XD
in most cases I start building instances or parts of that room or scene and move those alltogether. That way I can model all the detail I want or not while the whole scene still progresses when editing a instance. I guess that is my first aim above anything else - worrying about face normals ect. is then not really a matter as objects get stitched together or moved together in the end.
Look at the supports on the ceiling, see how they split the hallway into sections? Model 1 section and then tile it, add detail like the doors ect, create a few textures, and you'll soon have a base scene to work from.
If it's not that hallway, ignore this post
I am planning on making a basic geometry and then doing what everyone else is suggesting with instances with repeating geometry.
This is half of the basic geometry.
The only problem I'm having is just navigating around in the perspective viewport. I wish the controls were like UE3... I feel like it is a lot easier to navigate in an indoor environment.
Thanks! That helps me a lot.:)