Global 6000: Interior Modeling

Global 6000: Interior Modeling

The thing about aircraft cabins is that I find the visualization part more tricky than the modeling, even though it may seem the other way around. Still, I will leave the visualization and camera positioning topic for another post and stick to the modeling. This part of the work is faster than what it seems, even more when we talk about the structure and furniture models. Of course if we count with the basic pieces of furniture and assets, then yes, it will take more time.

1. Layout Plan Guiding

For this project, a floor plan and a front view were enough, but if you have got side views, you may as well use it. I did not use any side views. It would only be needed for the windows, but I already had them positioned with the rectangle rows and its height on the cabin shape drawing.

2. Structure

The next move was to build two cylindrical layers and apply the needed booleans in order to create the window opening. When it comes to the cylinder, there are many ways to create the shape. You can either extrude from the imported drawing, build through booleans, or shape lines by drawing a circle and activate its viewport visibility on the modifier panel.

3. Interior Development

We are building a model that looks symmetrical, and that is why I find the modeling easier than the visualization. We can build one side as detailed as we want and replicate to fit the other side of the cabin. The easiest way to do this is by selecting the objects we want to copy and use the mirror modifier.

In the mirror modifier, I selected the copy option because I had modifications to do to the new side, according to the floor plan drawing.

Note: When using this modifier, if you plan to export the model in FBX file format, I advice you to group all the objects including the mirrored ones, otherwise opening the FBX on a different program may cause the mirrored objects to appear out of place due to the loss of coordinates.

4. Basic Furniture

With the basic furniture happens the same thing when it comes to replicate objects. Apart from home interior visualization where we have different divisions with different sets of furniture, chairs and tables on aircraft cabins usually follow a single look, which means we just have to build the model once.

Last but not least, the daily objects that play a big role, not just in filling the space but also improve the natural look of it. Even though they look really clean in placement, I usually use it to create clutter. In my view, photorealistic images can reflect reality itself really well, not in how they look like, but what they look like.