Wednesday, 6 November 2013

My room.

As part of my brief I am to model and texture a room with objects in 3Ds max with a theme of my choice.
The models will modelled within 3Ds Max optimised for use in game engines by modelling with limited polygon counts and unwrapped UV maps with Diffuse, Specular and Normal maps. Lights will be added to create a natural light setting in the room.

I've been looking for ideas for what the room's theme and what objects to place in the room, as I will be using Specular and Normal maps for my models some will consist of different levels of shine and some will be have illusionary high poly 3D on low poly objects.

I've decided to go with a theme of technology by having an abandoned study room featuring a nearly broken old dusty desktop computer with PC parts lying across the place and objects that fit into a general study room.

Possibly elements for my room:
PC monitor
Desktop
Keyboard/mouse
Study table
Chair
Lamp
Pencils
Notes
Low case windows
CCTV camera
Tiled floor
Dirt on floors, walls and ceiling
Carvings on the wall



Design guide
Using Photoshop's grid guides and snap tools I sketched up a design plan to use in 3Ds Max as a guide to model over, each thick grid square will be used to measure one meter and each thin line is 0.2 meters, when I use this in 3Ds Max it will be added to planes to work as a reference while scaled to fit the grid.
 



I start off with my room's 3Ds Max file by changing the unit set-up to Metric meters so that the room and it's models are to real world scale. In Grid and snapping settings I change the grid spacing to 0.2m so that it makes it easier to get the right size with the snap tool and also so it fits in with the references.
After altering the grid settings I add three planes sized 8 by 8 meters (the exact scale of the images) onto the scene with each one placed next to each other for the top, front and left viewpoints . The grid lines snap into the reference lines nicely as expected making.