Once I was done blocking my scene out and had a somewhat good understanding of what assets I would like to put where, I started taking out each basic object out of the block out and started modelling it separately. Blocking out properly first helped me figure out the what different size each object is going to be beforehand, which is something that I learned is quite useful last year because I had an issue with that.
Basically, last year I didn't spend much time doing my block out and what I ended up doing was modeling asset after asset, only to import them one after another in Unreal Engine and realise that they were all way too small – so because of that, I had to go back to 3Ds Max and manually resize and reimport asset after asset in Unreal.
I started out by modelling some of the main assets first. There are a few things that I always try to watch out for when I'm modelling, for example chamfering edges – the reason for that being that in my previous Unreal Engine project last year, I noticed that too sharp edges that look okay in 3Ds Max don't actually translate well in Unreal Engine. Here are some screenshots of the assets that I modelled first.
A huge aspect of my room is going to be the library. The way I envision things in general it is that those who inhabit my environment tend to use it as leisure hall, somewhere they spend time conversing, drinking, reading, playing the piano, etc. So initially, I started blocking out my library like this..
..however, later on I decided that I would like to have it much bigger. So rather than modelling the entire library in 3Ds Max and importing it the way that it is in Unreal Engine, I decided to model the shelves separately in Max and build it in Unreal. Like this, for example..
The result
What I initially planned to populate my library with was books and jars, however later on I decided to scatter some of the wine bottles across it, as well as scatter some of the books across the room. I thought that would give the player a better feeling that somebody (or something) is still living there, despite them not being able to see who or what that is. And that the room is still being tampered with in whatever way, shape or form.
Here are some of the models for the simpler and smaller props that I made.
Jars
On one hand, what I'm planning to do next is import these higher poly models into my scene in Unreal Engine, because so far I've mostly been working working in 3Ds Max. Then after that I would like to take some time figuring out how I'm going to space the assets, such as the props for example, around. On the other hand, I would also like to play around with the lighting a little bit because I've learned that lighting is one of the biggest aspects when it comes to building a specific atmosphere – and in this case, a haunted environment.
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