How can I plan and build the interior of a complex building?

Sup.

I wanted to ask how I should plan the interior of the building in this picture. It is supposed to be a headquarters and I have an idea. But I want to avoid miscalculating the height and all that. Do you have any advice on how I should construct the interior for this building?

One part of this building should be the lobby and general public stuff (the detailed side), and the other part should have offices and workspaces like meeting rooms and so on.

I already have F3X and other common plugins installed.

The Building I am talking about.

Any suggestions, ideas or advice would be appreciated.
Thank you.

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Many ways to plan out designs of exterior/interior buildings, but one widely used way is blocking out the initial build. That is, simply placing a block for a piece of furniture here and there, and this and that.

Or even quick free model templates just to get an idea of how it would look, rather than fully making models and then decided to ditch them because they don’t fit in right.

With bigger builds like this, I try to imagine a Player entering the building, and what they would see from an entrance standpoint, while also trying to keep the layout functional.

For example, for a front Lobby I’d most likely setup a counter (secretary style), and probably put a retaining wall behind the desk that separates the Player’s entrance view from immediately looking into an office space.

I’d say don’t be shy, like Euphorian said, place pieces here and there, throw some walls up where you think you might want certain rooms (conference rooms, private offices, break room, lobby, public office spaces), and just work with it as you go. It can be overwhelming if you take structuring the interior too seriously when in reality you need to feel out the space, and how a Player would encounter it.

I’m sure there’s probably people who fully structure their builds on paper before hitting Studio, but that isn’t me, I enjoy the creative process of figuring a space out.

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