I'm getting back into the swing of things now, recovering from being away sick and back to working on my scene between story-boarding etc.
I realised I had overlooked a few things with modelling quite a few elements initially, I had used a single component for certain items that when textured just wouldn't work, eg the wardrobes, so had to go back over and remodel in separate sections. I also hadn't taken into account smoothing on a lot of items, so had to go back in and add edge loops and extra geometry to ensure my objects held their shape correctly.
I plan to post now on each object I model, especially the vivariums, but as of now Ill just do a complete update on my scene so far, plus I do have some process shots of the wardrobe door and my window frame modelling, both of which were quite geometry-heavy items and a little tricky to get right.
Window Frame Process - I made sure to keep smoothing my model as I went to avoid any hiccups later on, scaling and ensuring everything was spaced evenly was a large part of this element.
A lot of my previously modelled items were like this as I hadn't thought about geometry, so here's my process of going back over this particular element to ensure it holds properly once smoothed.
As this object was so geometry heavy, and not too dissimilar to my door, instead of modelling a whole new object for the door I simply duplicated a wardrobe door, then first got rid of the bottom half, filled the hole and reattached vertexes, then deleted the back, mirrored and combined edges, ensuing geometry was correct to create the indentation on both sides for the room door.
Components so far, all with correct geometry.