The job consist to create a 3d room with blender
## Deliverables
The job consist to make an in door 3d level room of poker with blender, like the design below.
* [login to view URL]
* the result must look like the image below:
[login to view URL]%5BPokMe%5DTrauma_pers02/%5BPokMe%[login to view URL]
for the part of room that can't be seen you can use the following picture:
[login to view URL]%5bPokMe%5dTrauma_pers01/%5bPokMe%[login to view URL]
* only the 'Room' scene must be modified not the linked data to it
* The result must be in the blender file 2.48 given as source
* Each external file must be packed in the blender file
* Texture file must be lowercase and with relative path
* The predefined object already in the main subgraph must be keep intact (name)
The job must be done in this following order but you will have only to do the "modelling the main part 1":
* modelling the main part 1 (no texturing)
it means that the walls, stairs, the table, chairs, beam, floor, ceil.
All elements that structure the room is includes in this parts. But there are not details, this step
will be made in another job.
All those elements (objects) must be under a empty named 'main'. There will be an example in the given
blender file.
The number of triangle for this part should be about 5000 triangles += 10%
* All elements blelow will be a part of another job, it's here to understand the differents steps
- modelling the main part 2 (no texturing)
it means details, small box, wire, all that can be considered as details, fourniture.
The details in scene must be organized in as follow:
details0:
all big size objects
details1:
all medium size objects
details2:
all small size objects
we use this type of organisation to be able in realtime to remove some details part in scene in function
of hardware power. So it's important to keep that in mind.
- uv/texturing 1 part
- depending on discussion we will take a decision about how to organize, and size of texture. Can you
to give an estimation of texture size you think you will need for the main room structure ?
it consist to make texture for the main structure of room. The baking part will be part of experiment stuff.
so it will not be require in this step. We will make the decision at the end to enable or not baking depending
on technical test and amount of data produced.
- uv/texturing 2 part
it consist to make texture for all details.
- Lighing tuning/Baking
We could use baking but i need to be able to select object that will be baked and object that will produce
shadow. Because there will be some real time shadown not everything can be treated as global.
The other issue to consider is that the exporter process will have to be automatized with python script in the
blender file.