Weekly Modeling Comp: Dungeon Room Tile

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The idea here is a tileable dungeon (or space station or demonically possessed off-world laboratory) room piece, with precise proportions, and designed to be viewed from eye level or above (assume the game may be an FPS or third person, or both -- as in many rpgs these days). E.g. the ceiling could be designed to disappear when viewed from above.

Total size 16 x 16 x 4 (high) units, with walls encroaching halfway in, but the floor being at precisely zero.

Think of a "unit" as a metre, so doorways (if any) should be 1 x 2 (high) or larger and centred (or otherwise positioned) precisely (so it will match up with other tiles of the same set).

Room components may extend above and below bounds (e.g. imagine a well ... or conversation pit) but NOT horizontally (i.e. into adjacent rooms).

You are limited to at most four 256 x 256 textures.
Finally, you can assume that pieces of the room can be "toggleable" (e.g. imagine that a wall can be switched ON/OFF as can a doorway, as can individual bits of decor). If so, show your room in several of its possible guises.

Polycount limit is 1000 total, but with 500 being typical for a plausible configuration. (E.g. if your room has 4 walls and 4 walls with doorways, it may have 900 polys, but it should only have around 500 polys when three walls and one doorway are visible.)