3D room modeling
The first thing to create in 3D for the promotional video is the room/office space in which you will be seeing throughout the entirety of the video, office spaces are normally very square and very straight forward and this will reflect on the modeling process.
The 3D package we will be using is Maya. Other options I could use include 3Ds Max, AutoCAD, Cinema 4D and Blender. I have chosen Maya because it is the software I am most comfortable with using therefore it would be a lot more efficient for me to use Maya instead of the other options. I am currently working with 2 people in my group who use AutoCAD, to help with that, there is a pre-installed plugin in Maya that lets you import .dwg files into your scene. This helps a lot because that means I dont have to work in AutoCAD which I dont know much of. When you first open Maya, the workspace will look like this. You can play around with the interface to suit your workflow as all the tabs are transformable and responsive.
To start off this room model we have to figure out the base primitive we can model it from, since we build floor up in 3D we can build from a plane or cube primitive. I am using a cube and scaling it down to suit a floor, I am doing this because I feel like depth would work better than something that is flat, however this wont make much of a difference, so either starting primitive will work well. Scale this object out to look like a flat square, spanning out for space like this.
Since we are building upwards for a 1 floor room then it will be easiest to create the walls from a top-down perspective at first. To view your project like this, press space to view 4 view perspecives which are: top-Y, front-Z, perspective and side-X. When you are on this 4 view perspecive layout, hover over the perspective you would like to view with your mouse curser, and press space once again, this will fullscreen that perspecive. Underneath is a screenshot of the 4 view perspective.
Now we have the base we can move on to defining where the walls will come up from, we can do this by using a tool called "insert edge loop" this tool does exactly what it says, it inserts an edge. We can use this to our advantage becasue we can create new faces with this that we can extrude from. You can find this tool under the Mesh Tools dropdown at the top of the Maya interface.
We can also use the Multi-cut tool to achieve the same effect, but this tool only creates 1 edge and doesnt create an edge around the whole object. To use the insert edge loop tool, select it and click on a edge you want to go with and the edge will be created crossing over it, hold down the mouse button and you can drag to where you want it on your model.
You can create these anywhere you want on the model to create walls within the room but for this project we are only creating 1 room, insert the edge loops around the edges of the model as such.
Now we have created the base faces of our walls that will come up to form our room, we can bring them up to form our room.
To do this we need to use the extrude tool, the extrude tool extends a face, edge, vertex or multiple vertices by creating more vertices and bringing them out to how to creator wants.
You can find the extrude tool above the viewport where you see your model in the Poly Modeling tab. To use the extrude tool to bring out the walls, firstly select the faces you would like to extrude, this can be done by going into face selection by pressing F11 and holding shift and selecting all the faces you want to extrude which is as such below. The orange faces are the faces that are selected.
Why should you hold space when selecting the faces? If you didnt, you would only select one face and it would switch everytime you selected a face, by holding shift it tells Maya that you want multiple things selected at one time.
After you select these faces and press extrude you will notice a axis come up, go to the perspective viewport by pressing space and following what I stated before about viewports. click, hold and bring up the axis on the Y axis. Bring this up to however tall you want your walls, mine looks like this. You will want to switch vieworts becuase the workflow will be easier, seeing it from perspective instead of top down will allow you to view depth which will enable you to view how tall the wall will be.
This is the base shape of the room. We now need to add in a window and a door, to do this we can use the Insert edge loop as stated above.
Just like adding the walls in we can add to window and door in, you can do decide the shape as you like but for my project I will be creating a large, centered window and a centered door leading into the room. Below is the edge loops inserted, but I have not decided the shape yet.
To create the shape, press F10 for edge selection and double click a edge to move it, then move the edges as you like to the shape of the window.
This is the shape of the window, now to create the hole and make it so it acts as a window. To do this press F11 for face selection, select the window faces and delete them by pressing the backspace key. This is the most efficient way to delete faces.
Do the same process for the door, except changing the shape to suit a door shape, make sure the lower edge for the door goes straight to the bottom of the floor, this is because doors do not have a higher floor than the actual floor as observed in real life. Below is the shape of the door, delete the faces as stated in the above description
Below is a screenshot of the room with the faces of the window and door deleted, as you can see here if you look through the deleted faces, it seems hollow. We will fix that now.
We need this hollow issue fixed due to the fact that we need this room to seem as real as possible, so creating an accurate representation of a room is key.
To fix this issue we can use the bridge tool found at the top of the edit mesh drop down menu found at the top of the Maya interface. go to edge selection mode and select all edges surrounding the window or door, go to this tool and click it, this should bridge all holes and make it seem solid again.
To complete this process of filling in the hollow holes we could also use the fill hole tool, this workflow would be efficient but the bridge tool can also be found in the modeling toolkit found on the right side of the Maya interface. This makes it much easier and faster to use than finding the fill hole tool in the dropdown menu found above the Maya viewport.
To finish off this room all we need now is a roof, this can just be a flat extrution of the top part of the room.
Insert an edge loop at the top of the room, select the faces and extrude like so.
After this, drag the extruded faces across until it collides with the end of the room.
You could also go into vertice selectiona, click the end vertice of the roof, hold v and snap it to the end but I have not done this because it may cause clipping and would not look good when exported into Unity for video production.
The finished model looks like this. This model is now ready for exporting to fbx and importing into unity.