I have the feeling that I'm modelling interior rooms not the best possible way.
Most times I have problems selecting all the faces to assign my mat-ids through the walls.
Modelling proper floors and ceilings and to connect the vertices to my outer walls is sometimes a pain.
Is there a good way to model rooms in a modular fashion or should I use boolean operations? Maybe a simple brush-based leveleditor for the work with the possibility to export to max and do the detailing there? I have the feeling 3dmax is not the best tool for work like this. Sketchup seems nice and easy but not for all of the work.
It's really tricky for me. I would like to hear some tricks here.
Replies
Isolating your selection is a good idea when working on interiors. Either detach, or Editable Poly > Faces > select exterior faces > Hide (from Editable Poly Menu).
I personally would rather detach the interior once its outter bounding area and doorways/windows are determined. Then the exterior can be hidden, I can tear into the interior and give it all the detail needed, and worry about the connection of exterior to interior later. Depending on your engine, it might be better to leave them unattached, as there's no reason to be drawing the exterior of the building while you are inside.
- Take advantage of the grid and use a power of 2 with your snaps
- Block everything out with boxes, delete faces, and then use the shell modifier and cleanup as needed.
- Make each individual wall, floor, ceiling piece separately while adhering to your snaps and unit sizing. (512 for wall, 512 for ceiling, 1024 for floor, etc.
- Work with layers to hide individual elements.
Is it absolutely necessary that everything be welding together? Most Engines allow for floating / separated objects these days. If not, then keep things separated and work with the grid and a unit guideline.I think I will try out the booleans for the simple shape next time. I also made a set of windows,doors and other attachments for reuse.
Finally I think I will do some premade wall or door parts for the inside.
For building modular interiors, Stick to a grid of some sort (decide on your piece size, 10' 25' whatever) and make sure both your piece edges, and your pivots line up on said grid. Then do whatever you want within that space.
1) Create two boxes and invert the normals of the inner box. This will be your blockout.
2) Convert teh outer box to editable poly and remove the top and bottom faces
3) Attach the inner box to the outer box
4) Select both inner and outer faces of a given side and cut a hole with the quickslice tool.
5) Close the gap by connecting the edges with the bridge tool
6) If you weren't a fool and kept everything on grid it should be quite easy and quick to get a clean base mesh
7) Now you can just place your modular pieces (doors/windows/pillars/trims/whatever) and decorate your blockout