3d Modeling a Room


One of the tasks Marco gave out to everyone was for everyone to model one of the rooms in the interactive story. We did this in 3DS Max. The art style chosen for the game by the artist involved a lot of hexagons in the designs, so I built my room with these decorating the wall, floor, and having many of the objects in the room use hexagons in their designs.

Since it is not one of the basic shapes in 3DSMax, to create a hexagon model in 3DSMax I first create an NGon spline set to six sides and apply the extrude modifier to thicken the shape.



I can then convert this shape into a editable poly and modify it further if need be. For example, for the details on the floor, I used the chamfer function on the model’s edges to create more rounded edge.






I also built entrances into the room in the shape of a hexagon. I knew we’d be implement portals to transfer between rooms without corridors, so I could just create the entrance itself.

I used the proboolean function and subtracted a small but long hexagon shape from the outer wall and from a larger hexagon. This creates a lip for the room entrance.



This shape was then cut in half with quickslice and the lower half deleted.



Other patterns in the walls were created by using the proboolean function and subtracting them from the box wall model.

Finally there was the monitor to be embedded into the wall. This is to display the map used for the raycaster earth puzzle. This was created by modifying the vertexs of a box and moving them manually. To make sure the model stayed symmetrical, the symmetry modifier was applied to it on the X axis. This meant I only had to edit one side of the model, the other side would be a mirror of the side I edited.



In retrospect I wish I had been given more direction for the art style, as I was never sure how to replicate the look the artist was after, and wasn’t given many instructions on what to do. Even so, the look of the room was close enough to the other rooms that were finished.

I also wasn’t told what the scale of the room should be either, which meant when it came to importing the room into the finished project, it was far larger than it should’ve been.

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