low poly room - what counts as "individual Object"

Hi! Quick question about the wording for the final exercise in the mesh modeling course: What exactly is meant by "individual Objects"? I assume Objects with different meshes so duplicates of, for example, a coin would not count as an extra individual object, but just as one. What about books in different sizes and rotations? It would still be the same base mesh, but I'm not sure if that would count as individual object or still as one.
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  • Martin Bergwerf replied

    Hi juli0r ,

    I don't think anyone is actually going to count the objects, but I think that an 'empty' room with just a bookcase with 50 books, will not Pass the criteria 😉

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  • juli0r replied

    Well that, of course, wasn't my plan. From what is said in the video I think there will be at least a "rough" count to see if it's likely within the criteria.

    When I started I made a list of the objects I count as 'individual' and I'm currently at about 20 individual objects.

    I didn't count any of the books as individual, except if I used another model (opened book vs closed book on table or in bookshelf).


    So for what I deem individual I am at about 20 and maybe I find a few more things, but I think it's about at the limit for what makes sense in the room. Maybe the concept of an RPG dungeon room wasn't the best idea in that regard. On the other hand this is the direction I want to use blender in so it made sense to me.

    Ahh... I can probably add a few more weapons and maybe a shield or two.

    (yes, there are some objects in there that are just placeholders, not the finished object)

  • Martin Bergwerf replied

    Hi juli0r ,

    That should be enough individual objects, although more will of course be welcomed...

    But the center is still empty, with a lot concentrated on the (screen) right side and some things on the left. That feels unbalanced. Now don't think you need to evenly distribute everything in the room, because that would be boring, but making sure that there are more places to look at, instead of 'all the details concentrated in one corner'.

    Gleb Alexandrov explains this very well here:  https://www.youtube.com/watch?v=qMH_J_vcoqE

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  • juli0r replied

    Thank you for your feedback.

    I watched the video and I think I know what you are talking about. I thought about the table as the "most important object" and currently it is very visible that the right side is more detailed than the left. After watching the video and thinking about it I will still clean up the table a little bit. There are things on there that do not need to be there and maybe 2 candles are enough.

    If I understand you correctly the feedback is more about the distribution of details and not the empty room in the middle. Because for the empty room in the middle I would argue that you still want to have a bit of space to step into the room and move in it.

    Again thank you for the feedback. It is very welcome.

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  • Omar Domenech replied
    I'd say it's all about the feeling your room transmits. You can have lots of objects but they don't hold any relation or are just scattered around with no purpose. But when you can make your dungeon feel like a scary dungeon, if that's what you're going for, or it's a crazy science lab, and you make it feel that way, then it's a win. And you'll transmit that feeling with the objects you decide to get in there, how you place them, the framing, the layout, etc. And then you can transmit even more with the artistic language of lighting and materials. And then if it has animation. So I think the exercise more than an exact count of objects, it summaries this when it says "Even if you're exactly replicating an existing room, you can still use your creativity to decide what to include, what to exclude, and how you tie it all together!". But yes, also room that feels very empty wont say much, so that's why object count is sort of important as well. 
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