The model has to be modelled by using the delivered vector data and 3d data. The model has to create as accurate as possible according to a not too high poly count. That means, every edge or vertex that is not in use or necessary has to delete.
-no freeform modelling
-use axis constrain
-use grids and tapes
-stick with the given footprint
-use snaps!!!!!
-use transform type-in
Read the delivered data carefully!!!!!!
In case of architectural questions check the delivered books
Units and Scaling
The modelling has to be done in meters. The Scale has to be 1:1
Origin
The coordinates of the objects have to be used. That means, it is not allowed
to move the models to another position.
General modelling rules
- It is important to reduce the poly count (for example glass should not be made out of boxes, a flat poly with double sided material is ok)
- no groups
- modifier stack have to collapsed to editable poly
- only standard materials with textures (no raytrace material or something else)
- use textures and alph/opacity maps instead of geometry, no high poly (for fences )
- doubled faces are strictly forbidden
- no overlappings and no gaps
- use double sided materials when needed, where you can see both sides of a flat object (fence e.g.)
- Remove all unnecessary edges or vertices
- weld vertices
- textures as bitmap (.bmp, 24 bit)
- give the texture the fixed names (see description 062)
- don't use too much polygons (a cylinder does not need more than 12 sides)
- only max files, no 3ds or ob
- no unnecessary faces
The modells will be used in 3d studio max7. It is not allowed to use plug-in that require special dlls.
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