4. When it comes to the futuristic version we can use the same scene as a starting point and simply delete the pillars and raised platforms. I decided to raise part of the floor near the edges to create a slightly different feel to this scene but the lower level still corresponds with the floor in the previous scene. The next step was to create some basic cylinders that will represent the pipes that run along the walls. Apart from the two ceiling mounted ones these are placed just off the walls so we can build some wall supports that hold them in place. To do this we first position the pipes and then using a line tool we simply trace around them to create the brackets. I set the initial and drag type for the spline to Corner and then after converting it into an Editable spline just used the Refine tool to add extra verts around the cylinders so as to keep faithful with their shape. When happy with this I Extruded the spline into the object seen in the illustration and after converting it into an editable mesh selected the outer edge and applied a Chamfer. The same principal can aslo be seen along the edges of the raised platforms in the stone corridor and equally applied to the edges of the pillars. It is a good idea to round off edges on objects in this fashion to help them catch the light and create a more convincing look.
5.
With these components in place we can now add some further panels that slot in between them along the walls. Because these will be straight forward in shape we can make them from a simple box and just add enough segments to get the outline. Again don't forget to chamfer the edges that will be visible and then scale the panel to fit neatly beside the existing ones.
6. As this will be a different type of corridor set in the future I decided to use artificial light to illuminate the scene that would sharply contrast with the natural daylight suggested in the first version. As a result I decided to place a number of wall mounted lights spaced evenly down the corridor that would be suspended just above the large pipes. These will eventually cast small pools of light onto the walls and floor and help highlight the pipes as a feature. The lamps have been assigned a Multi/Sub-Object material with just two ID numbers, one of which represents the light itself and the other being assigned to the fixture. You can see in the material editor that the bulb material in ID slot 1 is set to white with full self illumination whilst the second sub-material is attributed to the lamp itself with an ID number of two ( highlighted in red ).
7. For the third version of the corridor I decided to set it in a more contemporary setting and plumbed for a conventional, everyday type of architecture that could be used to represent a hospital, school or even an office block environment. I kept this particular scene very simple in order to transform it through the texturing process and wanted to have a set of windows on only one side that would let in sunlight from the left .
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