This is a near-vertical BIRD'S-EYE CUTAWAY view, NOT an eye-level room. Preserve the input's exact floor outline, top-down angle, margin/crop, all visible shelf/desk tops and door gaps. Do not tilt toward the horizon, add a ceiling, put noticeboards/photographs on the floor, or add a cabinet/desk anywhere. Only the gray modeled furniture exists. The floor is flat and unobstructed except the authored paper litter. Wall photographs/boards may ONLY be surface textures on an existing visible vertical perimeter wall. Aerial room geometry must remain unchanged. Keep omitted walls open.
Use case: sketch-to-render. Deliver ONE complete 4:3 prerendered background image for the PS1-style fixed-camera game Soyindent Evil. The provided gray edges-and-faces schema is the sole image reference and the LOCKED camera projection. Paint and texture the existing surfaces; keep the exact screen-space positions of all vertices, door openings, floor boundaries, tables, shelves and foreground silhouettes. Do not improve the composition, zoom, crop, widen the room, change perspective, move furniture, change shelf heights, close doors or invent solid obstacles. Keep any cutaway/omitted wall omitted; do not reconstruct it. Empty space outside a cutaway stays very dark. Gray boxes become the specified furniture at exactly their footprint. Render a coherent abandoned 1990s police precinct: dirty beige limestone/plaster over institutional dark teal lower panels, tobacco-brown wood, dull gray metal, worn tiled floors, low-resolution baked textured 3D, restrained olive/umber palette, fluorescent pools and deep soft shadows. Detailed pinboards carry assorted handwritten case notes, maps, period mugshots and string, framed wall photos, flat paper litter and cleaning supplies where the schema permits them. Materials are richly weathered but semi-pixelated, modest 16-bit color dithering, offline late-1990s console render. Keep navigable paths and door arrivals completely clear. No characters, creatures, live herbs, weapons, UI, borders, watermark or guide edges. Don't depict modern equipment, cartoon outlines, extreme bloom or photoreal camera effects. All views belong to the same consistent game. Match the schema precisely. Surface detail only.

Any police lettering must use S.C.P.D. / Soycoon City, never R.P.D. or another game name.
1998 PlayStation survival horror prerendered background. Semi-pixelated 4:3 frame, offline 3D render, low-resolution hand-painted textures, restrained dirty olive, tobacco brown and institutional teal, fluorescent light pools, deep baked shadows, subtle 16-bit color dithering, slightly soft texture detail, believable human-scale 3.2m walls and 2.2m doors. Ominous abandoned municipal police station. No modern photorealism, no cartoon outlines, no bloom, no HUD, no text overlay, no live people or creatures; people in printed wall photographs are allowed.
Evidence Room — Wide / frame recovery.
Rows of steel evidence shelves full of cardboard case boxes, stained limestone walls with teal lower panels, square worn stone tiles, a central wooden examination table and exposed fluorescent tubes. A populated cork evidence board with mugshots, pinned case photographs, notes and string, a framed precinct photograph, flat case papers on the floor and a broom with dented bucket in the corner.
Locked camera metadata: {"id":"safety-wide","position":[0.01,11.5,0.48],"target":[0,0.55,0],"fov":64}. Room footprint 10 x 8 meters.
