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Room Modeling advice

This may be an odd question but I can't make up my mind on what to do since both options seem to have presented their share or perks and problems

I am trying to model a hospital room. I have the scale worked out and drawn up, I plan to make the props (lighting, bed, sink, chair, etc) in Maya but having problem deciding on what to model the room itself in

Unreal editor 3 or Maya 2008

I have the room cut out in BSP in Unreal but it wont let me insert a player start and I cant figure out why

I am trying to Make the room in Maya but since it is a very dynamic room (not just a rectangle, has pillar's built into the walls and all) I am having trouble just getting the room to take shape

I cant decided between the two, what do yall think?

Replies

  • glib
    Why is making it in maya proving harder for you than in unreal? It should be much easier in maya.
  • Tumerboy
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    Tumerboy polycounter lvl 17
    MODULAR IN MAYA! It is your friend.

    1) Make wall Segment
    2) Make Pillar
    3) Assemble
    4) Profit!!!
  • Harryscary276
    glib wrote: »
    Why is making it in maya proving harder for you than in unreal? It should be much easier in maya.

    I guess it is just my own inexperience or I am just use to cutting out BSP

    MODULAR IN MAYA! It is your friend.

    1) Make wall Segment
    2) Make Pillar
    3) Assemble
    4) Profit!!!

    well I was doing that but then I have sections of wall and ceiling hidden behind it that will still be textured and everything I have learned tells me that is a bad thing to let happen if I can avoid it

    Here is a quick above view of the way the room is built

    img006.jpg

    something just tells me there has to be a better way cause if you make a hospital full of rooms like this that is a lot of space that is being textured that is never seen taking away from processing power that could be used else where, or that is how I see it anyway
  • Tumerboy
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    Tumerboy polycounter lvl 17
    Fill rate is an issue, but a few areas of a few polies in a single (or even a few) rooms, is not that big of a deal. Games draw tons of stuff that doesn't get seen. You want to limit it to an extent, but it's a necessary thing.

    I mean, in your argument, if I put a cabinet against one of those walls, then I'm wasting space behind it.

    The beauty of doing it modularly, is that instead of "wasting time" on modeling and texturing that specific area, which will be covered, you spend a smaller amount of time making a few pieces, which you then reuse like crazy, so even if one of them gets covered, the time you're saving far outweighs the "wasted" time.

    Out of curiosity, what are the little bump outs and such in that room for exactly? Upper right looks like a column, what about the others?
  • Harryscary276
    Tumerboy wrote: »
    Fill rate is an issue, but a few areas of a few polies in a single (or even a few) rooms, is not that big of a deal. Games draw tons of stuff that doesn't get seen. You want to limit it to an extent, but it's a necessary thing.

    I mean, in your argument, if I put a cabinet against one of those walls, then I'm wasting space behind it.

    The beauty of doing it modularly, is that instead of "wasting time" on modeling and texturing that specific area, which will be covered, you spend a smaller amount of time making a few pieces, which you then reuse like crazy, so even if one of them gets covered, the time you're saving far outweighs the "wasted" time.

    Out of curiosity, what are the little bump outs and such in that room for exactly? Upper right looks like a column, what about the others?

    it is the way the room was build, one wall went for about 2 feet before coming out 3 inches and continuing on, the other wall had those two sections that came out and formed a nook between them, they all go from floor to ceiling

    This is the layout of an actual hospital room and not one I just made up, kinda practicing making a model from just reference photos and a few measurements I took
  • Tumerboy
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    Tumerboy polycounter lvl 17
    well, it's great to follow reference, but it's better to look at reference and then do what serves your needs best. If YOU have a purpose for those bump outs IN GAME, or IN ART, then great, do what you want to with them. If you don't. . . then don't put them in. Sometimes you need details like that just to break up a big flat area, but from my experience in hospital rooms, there's usually enough crap packed in there that you likely won't have many big blank areas that need to be broken up.

    Even so, you can still do it all modularly. IMO it'd be better to go with a modular wall set, and then make some chunks that fit onto the wall where you want.

    Alternatively, you could just model the whole room, as one big thing. . . it's up to you. I'd assume either way you're going to be taking this one room and instancing it around a bunch.
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