The most obvious place to start with this project was to model the actual room itself. Thankfully Unreal doesn't use Unreal Units anymore, so there's no confusion on how many units there are per foot etc (all my models are being measured in centimetres).
Using a tape measure I took the sizes and created a basic model in 3DS Max. This base model may change at a later point, either to separate the floor or change material ID's on different surfaces. The extra polys that form the exterior of the room are to stop light sources from outside (sunlight) from entering through anywhere other than the door and window.
Using a tape measure I took the sizes and created a basic model in 3DS Max. This base model may change at a later point, either to separate the floor or change material ID's on different surfaces. The extra polys that form the exterior of the room are to stop light sources from outside (sunlight) from entering through anywhere other than the door and window.
It's probably worth noting that though the measurements will be correct for each asset I make, they will most likely not look right in engine due to the FOV, at least not for game purposes anyway.
Now I can work on populating the room with props.
Now I can work on populating the room with props.