I started by watching Genosis' A19 videos about the Prefab Editor. They're still (mostly) good, though there's a bit more involved with getting a POI placed into the world since A20 so the last video in the series is out of date and the Prefab editor menus are a little different. I'd say with those videos and 8 hours of experimentation and persistence, you'd have a basic small house and be on your way to figuring out the technical aspects of POI design, of which there's a surprising number of details to know. The community could talk you through the rest. (More on them later.)
But the "looking good" part of the POI biz I can only partially answer. The "artistic" aspect isn't something I've ever studied. I've spent time looking through TFP's work with an eye towards mimicry, tempered by my own goals. I can lay out things I've noticed despite my own ignorance in things I'd label as "artistic composition" and "architecture", from which I think the TFP design team draws upon, in addition to researching real-life subjects. But I'm speculating on their background and process.
What I've noticed is
clutter and
damage are used to break up lengths of "sameness." At first I'd just depend on the texture of a brick wall to represent a brick wall. Then I noticed TFP used damage to break up the wall. I'll go there some now, but I kind of have a different notion of how buildings get damaged, so I don't take it to the same extent they do, plus I see myself in the "volume" business and they as in the "quality" business. Other designers, like
@KatsPurr are much closer to TFP's quality. Clutter, on the other hand, is something I use more and more, and I can't learn enough about it from TFP's work. They can be really creative. Why is sameness bad? I don't really know, but I cannot usually deny the results other than to occasionally quibble about what the damage or clutter is.
The other thing I think comes into play here is knowing your toolkit and that only comes with time. There's a giant pile of blocks available to you now. I've got something like 3,500+ hours with 7D2D and I'll bet half are with the Prefab Editor. There are still things I find on TFP's POIs that turn out to be blocks I'd never knew existed. There's some clever downtown graffiti, for instance, that is some impressive "block stacking."
Then there's design vs reality compromises that tear at me all the time. For instance, TFP likes to hide zombies above ceiling tiles. At first, I considered that silly. Well, okay, I still do. But I recognize it now as a 7D2D "genre convention." In Navezgane, ceiling tiles are very strong, where as in real life, I happen to know a ceiling tile will barely hold the weight of a full grown raccoon. (That's a story for another time.) Another example here is the height of walls. My living room has 8 foot ceilings, which is 2 blocks (~2 meters). You can't place windows and pictures on a wall that short. So what is the best choice for wall height? 3 blocks gets you small windows and vertically centered pictures. 4 blocks? 5 blocks? What if you want space above a raised ceiling? 6 blocks? 7 blocks? That's a 14
meter tall floor and 14 feet would be tall. I've not yet fired up 7D2D in VR, but I'm really curious how POIs will look.
There are also game performance issues to weigh. Things like lighting and shadows can cause performance issues. Water has had quirks. With A21 water "blocks" now have different quirks. Big builds have to worry about triangles and vertices. Some objects are much heavier than others. If somebody were to make a large auto auction, for instance, they'd likely be surprised how many tris/verts a car has. This makes POI design its own kind of architecture, where you have to balance many aspects of "construction" with your vision.
So let me conclude this essay with some simple advice:
- Get in there and start swinging. If you find you like it, stick with it. Don't give up too early.
- Use the Prefab Editor. Building in-game is building with one hand tied behind your back, even with the creative menu.
- Keep your projects small. You know your own house well. Make it first.
- Find the community of builders and trade ideas and information. (CompoPack's Discord #prefabbers_hangout)
I hope other designers comment --
@Deverezieaux,
@stallionsden,
@MichaelL.,
@Laz Man and others who's forum handles I don't know. Don't take my omission of your handle as a slight.