Faster modular level

Generic units with 1 unit = 1 ft.

Set up viewports like this

Start with a box like this; the important thing is it is square.

Set up home grid and line up box to 0,0,0

Convert to editable poly and delete 3 sides

Flip [can do in quad menu]

Prepare a square texture for the floor and a square texture for the wall. 512x512 would be good.

Select the floor poly and drag the floor material directly to the floor. Do the same for the ceiling polygon. Select the wall polygons including the trim faces and do the same thing.

The advantage of this method is the square texture maps immediately to the box face with no UVW and Polygon ID work required.

Make your modular shape and use bounding box as the snap and clone 5.

Vertex snap also works great.

 

Anticipate the corner trim problem and guesstimate pulling in that edge

Clone a copy

With bounding box as the snap, move the selection so one box light up over another

Remove duplicate floor and ceiling polygons

Go to wireframe and region select the corner – 8 vertices. Weld.

 

Weld all but the trim

Now weld the trim, making sure the trim does not collapse, and the after number is less than the before number:

Use angle snap to rotate 180 degrees, them bounding box to position

 

Delete floor/ceiling polygons and attach, just like before. Also weld where needed.

Weld corners/not trim, then weld trim. F3 toggle wireframe.

 

Clone in the flooring using vertex snap ... you should see a “from” vertex light up, then drag that until the corresponding [destination] vertex lights up, then let go]

The result; weld as needed ... do the ceiling the same way

Don’t forget you can hide sub-object selection so you can access the ceiling

Clone, snap, and flip

 

Make sure you weld the inner walls to the floor and ceiling.

Fix and corner problems by moving the edges and welding

 

The trim should face out, so either weld it the right way first, or weld it and then move the main face outwards.

Remove both the ceiling and floor from the center room

STL check your work and correct any errors. Most often there are overlapping duplicated polygons and vertices that need to be welded that read as open edges.