ROLES AND RESPONSIBILITIES ON THE PROJECT
Modeler’s Responsibilities
Common Modeling Rules
- The building model must be modeled from scratch based on clients model
- Ceiling, floor, walls and all constructional elements must have real-world thickness
- Use stock models wherever possible (furniture, lamps, cars, etc.)
- Create custom models only if it cannot be found in libraries or purchased online
- All models must be in real-world dimensions
- The model must be quad geometry with minimal possible detailing
- Do not use proxies
- Place the scene at world origin [0,0,0].
- Set zero height (Z=0) to correspond with the floor level of the main building’s first floor.
- Use “Prune Scene” to clean the file after uploading models and before final delivery.
- Always follow file naming rules
- Set up a clear layer hierarchy
- Place all glass elements in a separate layer, with a thickness of 4mm.
- Collapse the modifier stack on all models before scene delivery (Excluding Сhamfer, Flour Generator, Turbo Smooths)
- Apply default physical mtl to all geometry.
- All wooden boards must be prepared for multitexture
- Deliver only a clean scene. Remove all textures, cameras, shaders, dummies, lights, and render settings. Merge everything into a new clean 3ds Max file
- All the models must be mapped, including unwrap where necessary (show model with checker)
- Upload print screens of all project areas to the project’s Conceptboard
Specific Interior Modeling Rules
- Windows must be highly detailed. Include frames, seams, sills, rubber seals, and metal elements between the windows
- Add only the decor specified in the customer’s technical documentation. Remove all rest decor models.
- Remove any extra models or model parts that come with the main model (e.g., a drape included with a couch)
Specific Architecture Modeling Rules
- The model must be ready for chamfering
- The modeler is responsible for creating all and only the visible, human-made geometry for the final project. The main building, surrounding buildings, sidewalks, roads, and areas designated for future landscaping
- Model the environment only for approved camera frames
- Technical elements such as windows, pools, equipment, lamps etc must be high-detailed
Modeler Is Not Responsible For
- Textures. Remove all textures from max file
- Shaders
- Any decor not specified in the technical specifications
Layer hierarchy Template
There are three key principles to follow:
- Organize layers from most essential to least important. Start with technical layers such as cameras, drawings, and light sources. End with secondary elements like decor, cars, and people
- Layer naming convention. Each layer name must begin with three digits:
- The first digit indicates the main group
- The next two digits represent the layer’s order within that group
Structure layers based on workflow, not modeling logic.
Layers should be grouped in a way that allows artists to easily select all objects within a layer and perform operations—like assigning a common shader—with a single action.
Approximate Hierarchy Example:
- 100-199 Technical Layers: Cameras, Lights, Limiters, Drawings.
- 200-299 Main Building, Construction
- 300-399 Human-made environment, Roads, Terraces, Parking.
- 400-499 Doors, Windows, Glass
- 500-599 Trees, Plants, Grass
- 600-699 Cars, People

Naming:
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- 0171_House of dragon_Client_Living room_Mod_i01
- 0171_House of dragon_Client_Living room_GF_i01_p01
- 0171_House of dragon_Client_Living room_SHD_i01_p01
- 0171_House of dragon_Client_Living room_POST_i01_p01
0171 – Number of the project
House of The Dragon – Name of the project
Living room – Exact modeled area in this particular max file
Mod – Modeling stage, (there will be other stages)
i01 – Iteration of model
Finalization of work
Modeler should upload screenshots of all scene elements to the project chat and project manager should check and accept the work or send it for remodeling.
Send us those screenshots, please:
- Layers.
- Approximate camera positions.
- All facades.
- Backyards or terrains.
At the end of the work, please send the final version of the model to the project folder on Google Drive.
Useful videos:
Scene optimization
Artist’s Responsibilities
Project:
- Clients brief. At the very beginning of the project we brief the client, writing down goals for the entire project and for each picture, please read the client brief
- File system. We store all files related to the project on Google Drive. Models, textures, Renders, references and other materials carefully sorted by date
- Conceptboard. All discussion of the project, edits and comments are neatly collected on the project board on the conceptboard website.
- Please send your render along with a reference. So that you and the art director can see exactly what you have to do.
- Rules and Lessons. We are talking specifically about this document that you are reading at the moment. Please read it carefully. If you have forgotten any points, re-read it again. If something is not clear or you do not agree with something, write to the project manager.
- In any case, or if you have any doubts, you can ask for advice or ask for help from a project manager.
- The entire work process is divided into simple four stages:
- modification of the model for the frame
- creation of “General Feeling”
- creation of shaders
- rendering and post-processing
Software to Use:
- 3ds max Latest Version
- Corona Latest Version
- Forest Pack
- Floor Generator + Multitexture
- Prune scene
- Cosmos browser
If you have any issues with software ask your PM
Model \ Scene
- Artists are responsible for beauty. We delegated the tasks of modeling the main geometry to the modeler. But it is the responsibility of the artist to make every frame look beautiful. It is the artist’s task to choose models of decor, plants, people, cars, and their positions in the frame.
- Accept and check the model. The artist must accept the model after the modeler. Check whether all is done with high quality and in accordance with all the rules from the “modeler’s responsibility” block. If the scene is slow, you find any issues, or you need to work on additional parts of the scene, please contact the Project Manager.
- Attach objects of the same type at your discretion.
- Choose and add decoration. The artist can/must add, change, modify, and move decor to get the most beautiful final frames.
- Choose and add plants. The artist can/must add, change, modify, and move plants to get the most beautiful final frames.
- Save the scene with all assets after each approved preview and upload it to Google Drive. Use the plugin “Collect Asset”.
- Continue naming project files with correct names: XXXX_Name Of Project_Stage_001.
Camera position
- In most cases, the client’s brief will provide camera positions, so use them first.
- If no camera positions are provided, use the “Lesson about Rules of Composition” first.
- Offer your own ideas if you think it necessary.
- When showing test renders, make them fast (2-5 minutes).
- For production renders, use a resolution of 1500-2000 pixels or larger and apply a denoiser.
General feeling (GF)
1. General feeling = Composition = position of objects in the frame + light and shadow composition + color composition.
Main goal here is to catch really valuable nice frame. Lesson about general feeling

2. AI generated reference based on GF. Lesson

3. At the end of this stage, please send the final version of the scene with all assets to the project folder on Google Drive.
4. Showing test renders make them fast (2-5 minutes) production renders in 1500-2000 pixels bigger size + Denoiser.
Shaders
- Do not use ready shaders. Save textures from difficult models but build your own color matching.
- Create shaders from the biggest in the frame to the smallest.
- Add reflection to all your shaders.
- Use reflection maps before diffuse maps.
- Bump kills most shaders.
- At the end of this stage, please send the final version of the scene with all assets to the project folder on Google Drive.
- This and following stages render with masks:
CESSENTIAL_DirectCESSENTIAL_ReflectCESSENTIAL_RefractCESSENTIAL_TranslucencyСGeometry_NormalsDotProductСGeometry_NormalsShadingСMasking_CryptomatteСMasking_IDСShading_RawComponentСMasking_WireColor
Render Settings and Time Planning:
- Huge part of project time is rendering time. Only you know your plans, conditions, and PC specs. Please plan render time for all images you have to render in preview and final quality.
- Final render default quality: 5000 pixels on the longer side, 4% noise, denoiser, masks.
- Animation Final render default quality: Full HD (1920*1080), 5% noise. Draft quality 1000*563, 8% noise. All settings screenshots
- Postproduction + AI + People replacement is on your side, so plan time for this. Allocate at least 1 hour per frame.
- Over sharpness kills.
Finalization of work
- All materials should be saved in one folder of the project.
- No missed textures. Such errors must be corrected as they affect the speed of work.
- Save and send files with proper names in the proper project folder.
- At the end of the project, please send the final version of the scene with all assets to the project folder on Google Drive.
Useful videos:
Contacts
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LocationUS, New York NY 10016, 347 5th Ave Suite 1402-374 Portugal, Lisbon, Cidade de cardiff 1, 5D
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E-mailinfo@fortes.vision
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Phone+1 (929) 547 74 73