jsabbott
jsabbott
J S Abbott (Olde Tinkerer Studio)
109 posts
Jennifer S. Abbott is a  multimedia designer and 3D generalist, writer, and educator. **FOR HIRE**     
Don't wanna be here? Send us removal request.
jsabbott · 7 years ago
Video
youtube
Welcome to a Blender 2.7 Quick Tip tutorial. In this tutorial we will be learning about cloth simulation in Blender.
Blender Reference Manual – https://docs.blender.org/manual/ja/dev/index.html
Blender Hotkeys Reference – https://wiki.blender.org/index.php/Doc:2.4/Reference/Hotkeys/All
 Change the Renderer to Cycles and change to Orthographic View
Delete the Cube and add a Plane
Scale the Plane (8)
Add a UV Sphere and move it down along the Z-Axis below the Plane
Select the Plane and Tab into Edit Mode
Subdivide the Plane (W > Subdivide) and change the Number of Cuts to “50”
Tab back into Object Mode
Open the Physics Tab and choose “Cloth” for the Plane
Select the UV Sphere
Open the Physics Tab and choose “Collision” for the UC Sphere
Click on the Play Button in the Timeline
3 notes · View notes
jsabbott · 7 years ago
Video
youtube
Welcome to the next “Let’s Make” Blender 2.7 tutorial. In this tutorial we will be modeling and animating a flag.
This tutorial series assumes that you know the basics of Blender modeling. If you are new to Blender I would recommend viewing my Blender Basics course before beginning this series.
Blender Basics Course (Playlist) - https://www.youtube.com/watch?v=O_RIqBGe7eA&list=PLQAHbMF4PoGZAc5fCwn3VhoRCK7GbHTXJ
Blender Reference Manual – https://docs.blender.org/manual/ja/dev/index.html
Blender Hotkeys Reference – https://wiki.blender.org/index.php/Doc:2.4/Reference/Hotkeys/All
 Flag and Pole
Change to Cycles Render
Delete the default Cube and add a plane
Rotate the plane around the X-Axis 90o and scale it to the size you want [it must be large enough for the wind to move the flag]
Under the Scene Tab (Units section) you can set your units [i.e. feet, inches, meters, etc.]
Open the Numeric Panel (N) and under dimensnions change the size of the flag to your desired size [for example 4ft x 6ft]
Open the Apply Menu (Ctrl + A) and apply the scale
Rename the Plane to “Flag” in the Outliner
 In Edit Mode Subdivide the flag
In Object Mode, add a Cylinder with a Triangle Fan Cap fill and place it to the right of the flag
Rename the Cylinder to “Pole” in the Outliner
Scale the pole as needed and apply the scale
Pinning the Flag
Select the flag and tab into Edit Mode
Open the Vertex Tab and add a Vertex Group (rename the group “Flag”)
Select the very top-corner vertex and very bottom-corner vertex (next to the flag pole) and click Assign
In Object Mode, select the flag and open the Physics Tab and click on Cloth
Place a check next to Pinning and choose “Flag” from the drop-down menu
Select the pole and add a Collision
Click on the Play button and make sure everything is working
Material
In the Materials Tab add a material called “flag” and assign it to the flag
In the Materials Tab add a material called “pole” and assign it to the pole
In Edit Mode Split the 3D View port into three sections
Change one section to the Node Editor and the other to the UV Editor
Select the pole and unwrap it (use Smart UV Project)
Click on New and name the UV
In the Node Editor add an Image Texture (Add > Texture > Image Texture) and open the UV you just named
Make sure you have the pole selected in the Outliner
In the Render Tab go to the Bake section and click on Bake (leave everything at its default settings)
*IMPORTANT* Save the UV map you just baked (Image > Save as image)
Repeat this process for the flag
Adding the Wind
Add a Force Field > Wind (Shift + A)
Move the wind field to a spot near the flag or pole [the arrow indicates which direction the wind will be coming from]  
Increase the strength of the wind field to the desired effect [5000]
Exporting the Animation (Game Engine)
It is possible to export this animation to Unity and Unreal
If you wish to export the animation to Unity I suggest watching Jayanam’s Video “Unity & Blender Tutorial: Alembic Import to Timeline” (https://youtu.be/ChZWVCgMWyU)
If you wish to export the animation to Unreal I suggest watching Gadan Games’ Video “Blender Fluid Simulation to Unreal Engine 4 with Alembic” (https://youtu.be/YTDEdZovHbw)
0 notes
jsabbott · 7 years ago
Video
youtube
To begin this tutorial, you will need three things
GIMP (https://www.gimp.org/)
Sprite Sheet/Animation Tiles Plugin (http://registry.gimp.org/node/20943)
Tank Blend File (https://drive.google.com/file/d/12Jg9bIginOnDOUPhAsb0mFfNiptM5jpX/view)
Model Set-up
Rename Cube.002 to “body”
Rename Cube.001 to “left-track”
Rename Cube to “right-track”
Open the Numeric Panel (N) and put a check in the box beside “Lock Camera to View”
Close the Numeric Panel (N)
Move the Cursor to the Center (Shift + S)
Select the “body” and in the Tools Panel under Set Origin choose “Origin to Geometry”
Repeat this process for both tracks
Camera Set-up
In order to have a true isometric view we need to change the camera settings
Choose the camera and change the following settings
Camera Data Tab Lens: Orthographic
Object Tab X: 60
Y: 0
Z: 45
Select everything (except the camera and lamp)
Go into Camera View (0) and move and scale the tank until it fits within the camera view
Under the Render Tab make sure “Transparent” is checked under the Film section
Under the Render Tab, select the folder where you want the output files to be stored under the Output section
Images
Make sure you have your keyframe at 1 on the timeline
Insert a “Location, Rotation, Scale” keyframe (I)
Move to frame 2 and rotate the tank around the Z-Axis 45o and insert another “Location, Rotation, Scale” keyframe
Repeat this process through frame 8
Rendering Images
Under the Render Tab set the End Frame to 8 under the Dimensions section
Under the Output Section make sure you have PNG and RGBA selected
Click on the Animation button
Sprite Sheet
Open up GIMP
Open the files images (File > Open as Layers)
Make the sprite sheet with the plugin (Filters > Sprite Sheet > Create from Layer)
Export the file (File > Export [PNG])
1 note · View note
jsabbott · 7 years ago
Video
youtube
Welcome to the tenth tutorial of the 3D Game Assets series. In this tutorial we will be modeling a low-poly sci-fi cargo container asset.
This tutorial series assumes that you know the basics of Blender modeling. If you are new to Blender I would recommend viewing my Blender Basics course before beginning this series.
Blender Basics Course (Playlist) - https://www.youtube.com/watch?v=O_RIqBGe7eA&list=PLQAHbMF4PoGZAc5fCwn3VhoRCK7GbHTXJ
Blender Reference Manual – https://docs.blender.org/manual/ja/dev/index.html
Blender Hotkeys Reference – https://wiki.blender.org/index.php/Doc:2.4/Reference/Hotkeys/All
 CARGO CONTAINER BASE
1. Change the Renderer to Cycles
2. Go into Orthographic View and Front View
3. Tab into Edit Mode
4. Delete the default Cube
5. Add a Cube (container)
6. Select the top-right edge of the container and bevel it (0.1) and change the number of segments to 4
7. Select the other three edges on the top and bottom of the container and apply the same bevel
8. Rotate the container around the X-Axis 90o  
9. Scale the base along the Z-Axis (1.5)
10. Add two horizontal loop cuts and scale them along the Z-Axis (2.5)
11. Select all the faces above and below the new loop cuts and extrude them (0.05) [ALT + E > Region (Vertex Normals)]
12. Add a horizontal loop cut in the middle of the top extruded section and bottom extruded section
13. Select both loop cuts and scale them along the X- and Y-Axis (1.05)
14. Select the top and bottom faces and bevel them (0.1) (4 segments)
LOCK
15. In the Right-Side View add a Cube (lock)
16. Scale the lock (0.2) and move it to the bottom of the container (sitting on top of the extruded faces)
17. Scale the lock along the X-Axis (0.1), Y-Axis (3), and Z-Axis (0.5)
18. Align the lock to the container base
19. Select the top-front edge of the lock and move it down along the Z-Axis 1/20 of a Blender Unit
20. Select the top face of the lock and bevel it with 4 segments and 0.015 for the amount
21. Select the left and right faces of the lock and inset them
22. Select both inset faces and extrude them (-0.02) [ALT + E > Region (Vertex Normals)]
23. In the Right-Side View, add 2 horizontal loop cuts and 12 vertical loop cuts
24. Select the center row faces (2nd, 3rd, and 4th from the left)
25. Extrude the selected faces along the X-Axis (-0.01)
26. Select the front edge loop of the extruded faces and bevel them (0.01) with 4 segments and 0.10 for the amount
27. Select the center row faces (every-other-one beginning with the 2nd from the right – for a total of 3 faces)
28. Extrude the faces along the X-Axis (0.01)
29. Select the front faces and bevel them (0.01) with 4 segments and 0.10 for the amount
TOP AND BOTTOM SUPPORTS
30. Select the top and bottom faces of the container and extrude them (-0.1) [ALT + E > Region (Vertex Normals)]
31. Add a Cylinder (support) with a triangle fan cap fill and 32 vertices and move it up along the Z-Axis until it is aligned with the top of the container
32. Select the bottom of the support and move it up along the Z-Axis until it is aligned with the bottom of the extruded section of the container
33. Scale the support along the X- and Y-Axis (0.3)
34. Select the 4 center edge faces on the top, bottom, left-side, and right-side of the support and extrude them (0.65) [ALT + E > Region (Vertex Normals)]
34. Select the center of the support and inset it (0.5)
35. Select the extruded top faces and inset them (0.05)
36. Extrude the inset faces along the Z-Axis (-0.05)
37. Duplicate the support and rotate it around the X-Axis 180o  
38. Align the duplicated support with the bottom of the container
SIDE FACE INSETS
39. Select all 4 side faces and inset them (0.2)
40. Bevel all 4 faces (0.05) with a segment of 1
41. Select all the inset faces (created in the previous step) and extrude them (-0.05) [ALT + E > Region (Vertex Normals)]
42. Select all the edges of the inset faces and bevel them (0.1) with 4 segments
43. Add a Cube (side support) and scale it (0.2)
44. Scale the side support along the Y-Axis (0.1) and align it to the center of the front-side face
45. Add 2 horizontal loop cuts and extrude them along the Z-Axis (2)
46. Add 2 vertical loop cuts and extrude them along the X-Axis (2)
47. Rotate the side support around the Y-Axis 45o  
48. Select the top two center faces and extrude them along the Z-Axis until they meet the top of the inset face
49. Scale the faces along the Z-Axis (0) to flatten them
50. Repeat this process for the bottom and two sides (scale the sides along the X-Axis (0)
51. Duplicate the side support and place it on the back of the container
52. Duplicate the front and back side supports and rotate them around the Z-Axis 90o (make sure your cursor is still in the center)
53. Add two vertical loop cuts to each side (between the outer edge of the container and the outer edge of the bevel)
MATERIALS
54. Open the Materials Tab
55. Make a new material called “blue glow” and assign a blue color to it (#1D9FE7) and change the Surface to “Emission”
56. Select the front faces of the extruded buttons, the inset side faces, and the center face between the inset faces and the edge of the container (from the last modeling step) and assign the “blue glow” material to them
57. Make a new material called “red glow” and assign a red color to it (#E73440) and change the Surface to “Emission”
58. Select the inset faces on the lock and assign the “red glow” material to them
59. Make a new material called “lock” and assign a yellow color to it (#B49B44)
60. Select the remainder of the lock and assign the “lock” material to it
61. Make a new material called “black” and assign a black color to it (#000000)
62. Select the top and bottom extruded sections (except the top and bottom inner faces) and assign the “black” material to them
63. Make a new material called “metal” and assign a gray color to it (#9E9E9E)
64. Select the remainder of the model and assign the “metal” material to it
65. Tab into Object Mode and delete the default material
66. Tab into Edit Mode
67. Split the 3D View port into three sections
68. Change one section to the Node Editor and the other to the UV Editor
69. Select all the models and using the spacebar search for Lightmap Pack
70. Check “New UV Map” and change the size to 1024
71. Click on the plus button at the bottom of the UV Editor and give the UV map a name
72. Make sure you have the “blue glow” material selected
73. In the Node Editor add an Image Texture (Add > Texture > Image Texture)
74. Open the UV Editor you just named
75. Copy (CTRL + C) this Node
76. Select each of the materials one-by-one and paste (CTRL + V) in the copied texture node
77. Under the Render Tab go to the Bake section and click on Bake (leave everything at its default settings)
78. *IMPORTANT* Save the UV map you just baked (Image > Save as image)
0 notes
jsabbott · 7 years ago
Video
youtube
Welcome to the ninth tutorial of the 3D Game Assets series. In this tutorial we will be modeling a low-poly medieval interior room asset.
This tutorial series assumes that you know the basics of Blender modeling. If you are new to Blender I would recommend viewing my Blender Basics course before beginning this series.
Blender Basics Course (Playlist) - https://www.youtube.com/watch?v=O_RIqBGe7eA&list=PLQAHbMF4PoGZAc5fCwn3VhoRCK7GbHTXJ
Blender Reference Manual – https://docs.blender.org/manual/ja/dev/index.html
Blender Hotkeys Reference – https://wiki.blender.org/index.php/Doc:2.4/Reference/Hotkeys/All
 BASE
1. Change the Renderer to Cycles
2. Go into Orthographic View and Front View
3. Tab into Edit Mode
4. Move the Cube (base) up along the Z-Axis 1 Blender Unit
5. Scale the base along the X- and Y-Axis (5)
6. Select the top face of the base and move it down along the Z-Axis until it is 2/10 of a Blender Unit high
FLOOR
7. Add a Cube (floor board) and move it up along the Z-Axis 1.2 Blender Units
8. Scale the floor board along the Z-Axis (0.01)
9. Scale the floor board along the Y-Axis (0.2)
10. In Top View, select the floor board and align ihem with the bottom-right corner of the base
11. Make four copies of the floor board and align them to the left of the original floor board (along the X-Axis)
12. Select all the floor boards and duplicate them
13. Move the duplicates up along the Y-Axis and then offset them by 1 Blender Unit from the first row
14. Align the left-most floor board with the left-side of the base
15. Duplicate the shorter floor board (from the previous step) and place it on the right-side of the base
16. Select all the floor boards and move then down along the Z-Axis onto the base
17. In Top View, duplicate the floor boards until the entire base is filled
18. Make adjustment to the base as needed to fit the floor boards to the base
WALLS
19. Select the left-side face of the base and extrude it along the X-Axis (-0.2)
20. Select the back face of the base and extrude it along the Y-Axis (0.2)
21. Select the left-face of the back wall and extrude it along the X-Axis (-0.2)
22. Select all top three faces of the walls and extrude them along the Z-Axis (5)
23. Add a Cube (wall column) and move it up along the Z-Axis 1.2 Blender Units
24. Scale the wall column along the X- and Y-Axis (0.3)
25. Select the top face of the wall column and move it down along the Z-Axis until it is 0.3 Blender Units high
26. In Top View, inset the top face (0.07)
27. Extrude the top face along the Z-Axis (4.4)
28. Duplicate the top face and scale it (1.3)
29. Extrude the duplicated top face along the Z-Axis 0.3
30. Select the entire wall column and align it to the front of the left wall
31. Duplicate the wall column and align it to the left corner of the back wall
32. Duplicate the wall column and align it to the right of the back wall
33. Select the top interior face of the front wall column and inset it (0.07)
34. Select the top interior faces of the corner wall column and inset them (0.07)
35. Select the top interior face of the back wall column and inset it (0.07)
36. Select the inset faces of the front and corner column and bride the edge loops
37. Add a Cube (stone) and move it up along the Z-Axis 1.2 Blender Units
38. Scale the stone along the X-Axis (0.8) and the Y-Axis (0.1)
39. Select the top face of the stone and move it down along the Z-Axis until it is 3/10 of a Blender Unit high
40. Rotate the stone around the Z-Axis 90o and place it to the right of the front wall column
41. Make duplicates of the stone – varying them in size and fill the left and back walls (about 1 Blender high) – make sure they are staggered and leave a small gap in between the4
WINDOW
42. Add a Cube (horizontal frame) and move it up along the Z-Axis 1.2 Blender Units
43. Scale the horizontal frame along the X- and Z-Axis (0.1)
44. Place the horizontal frame along the left wall (to the right of the center and 1.2 Blender Units from the top)
45. Duplicate the horizontal frame and move it down along the Z-Axis 2 Blender Units
46. Duplicate the horizontal frame and rotate it around the X-Axis 90o
47. Center the vertical frame between the two horizontal frames and scale it along the Z-Axis (0.73)
48. Place the vertical frame on the left-side of the horizontal frames (in between the two horizontal frames)
49. Duplicate the vertical frame and place it on the right-side of the horizontal frames
50. Select the interior-back edges of the frame and fill in a face
51. Under the Shading Tab, select recalculate if needed (this way the wind will be facing the correct way)
52. Add a Cube (lattice) and move it up along the Z-Axis 1.2 Blender Units
53. Scale the lattice along the X-Axis (0.01) and Y-Axis (0.05)
54. Align the lattice with the center of the window
55. Rotate the lattice around the X-Axis 48o
56. Scale the lattice (1.1) and align it to the window
57. Make five copies of the lattice and move them up along the Z-Axis (leave a small gap between each)
58. Duplicate all five lattice sections and place them below the center lattice section
59. Move the end face until they are hidden within the window frames [Hint: hide any part of the model that may be obscuring the faces]
60. Duplicate all the lattice sections and rotate them around the X-Axis 90o  
DOOR
61. Add a Cube (door) and move it up along the Z-Axis 1.2 Blender Units
62. Scale the rounded door along the Y-Axis (0.1)
63. Select the top face and move it up along the Z-Axis 1 Blender Unit
64. Add five horizontal loop cuts to the front of the door
65. Add five vertical loop cuts to the front of the door
66. Select the five loop cuts on the top of the door and move them up along the Z-Axis 2/10 of a Blender Unit
67. Select the center three loop cuts on the top of the door and move them up along the Z-Axis 2/10 of a Blender Unit
68. Select the side and top edge faces of the door and extrude them (0.2) [ALT + E > Region Vertex Normals]
69. Select the front faces of the extrusion and extrude them along the Y-Axis (-0.2)
70. Add a Cube (door panel) and move it up along the Z-Axis 1.2 Blender Units
71. Scale the door panel along the X-Axis (0.16) and the Y-Axis (0.005)
72. Align the door panel to the left-center of the door
73. Make two copies and move them to the left (leave a small gap between them)
74. Select the top faces and move them up along the Z-Axis until they are hidden within the door frame
75. Select all three door panels and duplicate them
76. Rotate the duplicate door panels around the Z-Axis 180o and move them to the right-side of the door
77. Add a Cube (brace) and move it up along the Z-Axis 1.2 Blender Units
78. Scale the brace along the Y-Axis (0.05) Z-Axis (0.2) and move it in front of the door
79. Move the brace up along the Z-Axis and center it on the second row of faces
80. Duplicate the brace and move it down along the Z-Axis – centering it on the fifth row of faces
81. Add a Torus (door handle) with 16 major segment and 6 minor segments and move it up along the Z-Axis 2 Blender Units
82. Rotate the door handle around the X-Axis 90o and the Z-Axis 90o  
83. Scale the door handle (0.15)
84. Align the door handle to the left-side of the door (make sure only 1/2 of it is showing on the front of the door
85. Duplicate the door handle and rotate it around the Z-Axis 90o  
86. Move the duplicate down along the Z-Axis toward the bottom of the original door handle
87. Select the entire door and move it onto the back wall (make sure it is in front of the stones
TABLE
88. Add a Cube (table leg) and move it up along the Z-Axis 1.2 Blender Units
89. Scale the table leg along the X- and Y-Axis (0.05)
90. Select the top face and move it down along the Z-Axis until it is 0.8 Blender Units high
91. Select the bottom face and scale it (1.2)
92. Add a horizontal loop cut and slide it up along the Z-Axis until it is about 1/10 of a Blender Unit from the top
93. Make a duplicate of the table leg and move it to the right 1 Blender Unit
94. Make duplicate of both table legs and move them toward to front of the room 2 Blender Units
95. Select the top interior faces and bridge the edge loops to form a rectangle
96. Add a Cube (table top) and move it above the table legs
97. Scale the table top along the X-Axis (0.1), Y-Axis (1.1) and Z-Axis (0.01)
98. Center the table top on the left-side of the table legs
99. Make duplicates and move them to the right in order to fill up the entire table top
100. Center the table top on the table legs
STOOL
101. Add a Cube (stool) and move it up along the Z-Axis 1.2 Blender Units
102. Scale the stool along the X- and Y-Axis (0.3), and Z-Axis (0.05)
103. Move the stool to the right of the table and move it down along the Z-Axis about 1/2 of a Blender Unit
104. Add two horizontal loop cuts and scale the along the Y-Axis (1.9)
105. Add two vertical loop cuts and scale the along the X-Axis (1.9)
106. Select the outer edge of faces and extrude them (0.05) [ALT + E > Region Vertex Normals]
107. Select the bottom four interior faces (along the edge) made by the loop cuts and extrude them along the Z-Axis (0.5)
108. Make three duplicates of the stool and place them around the table
MATERIALS
109. Open the Materials Tab
110. Make a new material called “stone” and assign a gray color to it (#8B8B8B)
111. Select the stone wall, base, and door frame and assign the “stone” material to them
112. Make a new material called “metal” and assign a dark gray color to it (#3B3B3B)
113. Select the door handle and assign the “metal” material to it
114. Make a new material called “dark wood” and assign a dark brown color to it (#6D411D)
115. Select the floor boards, door, and window frame and assign the “dark wood” material to them
116. Make a new material called “light wood” and assign a light brown color to it (#945827)
117. Select the wall columns, lattice, table, and stools and assign the “light wood” material to them
118. Make a new material called “wall” and assign a tan color to it (#AA813E)
119. Select the walls and assign the “wall” material to them
120. Add a new material called “window” and assign a cream color to it (#D8BBA4)
121. Select the window and assign the “window” material to it
122. Tab into Object Mode and delete the default material
123. Tab into Edit Mode
124. Split the 3D View port into three sections
125. Change one section to the Node Editor and the other to the UV Editor
126. Select the model and using the spacebar search for Lightmap Pack
127. Check “New UV Map” and change the size to 1024
128. Click on the plus button at the bottom of the UV Editor and give the UV map a name
129. Make sure you have the “stone” material selected
130. In the Node Editor add an Image Texture (Add > Texture > Image Texture)
131. Open the UV Editor you just named
132. Copy (CTRL + C) this Node
133. Select each of the materials one-by-one and paste (CTRL + V) in the copied texture node
134. Under the World Tab check Ambient Occlusion
135. Under the Render Tab go to the Bake section and click on Bake (leave everything at its default settings)
136. *IMPORTANT* Save the UV map you just baked (Image > Save as image)
0 notes
jsabbott · 7 years ago
Video
youtube
Welcome to the eighth tutorial of the 3D Game Assets series. In this tutorial we will be modeling a low-poly city street corner asset.
This tutorial series assumes that you know the basics of Blender modeling. If you are new to Blender I would recommend viewing my Blender Basics course before beginning this series.
Blender Basics Course (Playlist) - https://www.youtube.com/watch?v=O_RIqBGe7eA&list=PLQAHbMF4PoGZAc5fCwn3VhoRCK7GbHTXJ
Blender Reference Manual – https://docs.blender.org/manual/ja/dev/index.html
Blender Hotkeys Reference – https://wiki.blender.org/index.php/Doc:2.4/Reference/Hotkeys/All
 STREETS AND SIDEWALKS
1. Change the Renderer to Cycles
2. Go into Orthographic View and Front View
3. Tab into Edit Mode
4. Move the Cube (base) up along the Z-Axis 1 Blender Unit
5. Scale the base along the X- and Y-Axis (10)
6. Select the top face of the base and move it down along the Z-Axis until it is 1 Blender Unit high
7. In Top View, add two vertical loop cuts and scale them along the X-Axis (2)
8. In Top View, add two horizontal loop cuts and scale them along the Y-Axis (2)
9. Add two vertical loop cuts between the previous vertical loop cuts
10. Add two horizontal loop cuts between the previous vertical loop cuts
11. Add a two vertical loop cuts in the second row (from the right) and scale them along the X-Axis (2.5)
12. Add a two vertical loop cuts in the second row (from the left) and scale them along the X-Axis (2.5)
13. Add a two horizontal loop cuts in the second row (from the top) and scale them along the Y-Axis (2.5)
14. Add a two horizontal loop cuts in the second row (from the bottom) and scale them along the Y-Axis (2.5)
15. Choose the faces around the following squares
Tumblr media
16. Extrude the faces along the Z-Axis (0.1)
OFFICE BUILDING
17. Add a Plane and move it up along the Z-Axis 2 Blender Units and rotate it around the X-Axis 90o
18. In Top View, move the Plane (office) to the upper-left face (the one surrounded by the sidewalk) – about 2/10 of a Blender Unit from the sidewalk
19. Scale the office along the X-Axis (1.5)
20. Select the top edge and move it down along the Z-Axis until it is 1/2 of a Blender Unit from the bottom
21. Extrude the edge along the Z-Axis (0.5)
22. Repeat this process until you have twelve sections [HINT: use SHIFT + R to repeat the extrusion]
23. Add seven vertical loop cuts to the front of the office
24. In Front View, select the bottom-center faces and inset them (0.1)
25. Select the bottom-left face and inset the face (0.05)
26. Repeat this process for every face on the office – except the very top row and the doors [HINT: use SHIFT + R to repeat the inset]
27. Select all the inset faces (windows and doors) and extrude the along the Y-Axis (0.05)
28. Select the entire office section and duplicate it
29. Rotate the duplicate around the Z-Axis 90o and align it to the right-side of the first section
30. Select both sections of the office and duplicate them
31. Rotate them around the Z-Axis 180o and align them to the other sections of the office
32. Select the front and back top edges and add a face
33. Duplicate the top face and scale it (1.1)
34. Extrude the top face along the Z-Axis (0.3)
35.Inset the top face (0.1) and extrude it down along the Z-Axis (-0.2)
36. Select the entire office, center it over the bottom (base) face and scale it along the X- and Y-Axis (1.2)
SHOP
37. Add a Cube (shop) and move it up along the Z-Axis 2 Blender Units
38. In Top View, move the shop to the upper-right face (the one surrounded by the sidewalk) – aligned along the top sidewalk
39. Scale the shop along the X-Axis (1.5)
40. Select the top face and inset it (0.2) and extrude it along the Z-Axis (-0.2)
41. In Front View, add two vertical loop cuts and scale them along the X-Axis (0.5)
42. Add a horizontal loop cut (through the center of the shop)
43. Add a second horizontal loop cut and move it 2/10 of a Blender Unit below the first horizontal loop cut
44. Add a third horizontal loop cut and move it 3/10 of a Blender Unit below the second horizontal loop cut
45. In the Right-Side View add two vertical loop cuts and slide them along the Y-Axis until the are 2/10 of a Blender Unit from the front of the shop
46. Select the face (second from the bottom and second from the left) on the right-side of the shop (window)
47. Select the bottom center-face on the front of the shop and the one directly above it (door)
48. Inset all three faces (0.05)
49. Select the window and extrude it along the X-Axis (-0.05)
50. Select the door and extrude it along the Y-Axis (0.05)
51. In Front View add two vertical loop cuts to the left of the door
52. Inset the second-from-the-bottom face (0.05) and extrude it along the Y-Axis (0.05) (window)
53. Add a horizontal loop cut between the top and center loop cuts and move it down along the Z-Axis until it is 1/10 of a Blender unit from the center loop cut
54. Select the new loop cut (only on the front of the shop) and extrude it along the Y-Axis (-0.2)
55. Select the top horizontal edge loop and add a face
56. Fill in the face on the ends of the canopy
57. In Top View, add two vertical loop cuts to the front sidewalk
58. Select the top and side faces and delete them
59. Fill in the gaps left behind with faces
RESTAURANT
60. Duplicate the shop and move the duplicate to the lower-left square, rotate it around the Z-Axis 90o (aligned to the right-side sidewalk)
61. Scale the restaurant along the X-Axis (1.4) and the Y-Axis (1.2)
62. In Front View, add four vertical loop cuts on the left side of the building
62. Select the large face (on the right) and every-other face (second row) and inset them (0.05)
63. Extrude the faces (windows) along the Y-Axis (0.05)
64. Select the corresponding small windows on the right-side of the building
65. Inset the windows (0.05) and extrude them along the Y-Axis (-0.05)
66. Add two vertical loops to the right of the door
67. Select the center face (window) and inset it (0.05) and extrude it along the X-Axis (-0.05)
68. Select the two faces on the back of the restaurant (second row from the left)
69.  Inset the faces (0.05) and extrude them along the X-Axis (0.05)
APARTMENT BUILDING
70. Add a Cube (apartment) and move it up along the Z-Axis 2 Blender Units
71. In Top View, move the apartment to the lower-right face (the one surrounded by the sidewalk) – centered along the left sidewalk
72. Scale the apartment along the Y-Axis (1.85)
73. Add three horizontal loop cuts
74. Add two horizontal loop cuts in between each of the loop cuts from the previous step
75. Add four vertical loop cuts
76. In Front View, add five horizontal loop cuts
77. On the front of the apartment, select the bottom two faces (starting with the second-from the right) – skipping two rows in between each selection (doors)
78. Inset the doors (0.02) and extrude them along the X-Axis (0.02)
79. Select the corresponding faces on the back of the apartment (doors)
80. Inset the doors (0.02) and extrude them along the X-Axis (-0.02)
81. In Front View, select the second and fourth faces on the second, fourth, and sixth rows (windows)
82. Inset the windows (0.02) and extrude them along the Y-Axis (0.02)
83. Select the corresponding faces on the left-side of the apartment (windows)
84. Inset the windows (0.02) and extrude them along the Y-Axis (-0.02)
85. On the front of the apartment, select the faces above the doors on the fourth and sixth rows (windows)
86. Inset the windows (0.02) and extrude them along the Y-Axis (0.02)
87. Select the corresponding faces on the back of the apartment (windows)
88. Inset the windows (0.02) and extrude them along the Y-Axis (-0.02)
89. Select the edges on the back of the apartment (outer edges and to the right of the doors)
90. In Top View, extrude the edges along the X-Axis (1.7)
91. Add a Plane (fence) and move it up along the Z-Axis 2 Blender Units
92. Rotate the fence around the Y-Axis 90o and align it with the bottom and right sidewalks
93. In Right-Side View, select the top edge and move it down along the Z-Axis to match the top of the already existing fence
94. Select the right edge and extrude it along the Y-Axis to fill in the back of the fence
95. In Top View, select all of the faces on the roof and dissolve the faces (Space Bar – Dissolve Faces)
96. Duplicate the top face and extrude it along the Z-Axis (0.5)
97. Select the faces along the top-front of the apartment and dissolve the faces (Space Bar – Dissolve Faces)
98. Repeat this process for each of the other three sides of the apartment
99. Select the top face and inset it (0.1)
100. Extrude the top face along the Z-Axis (-0.2)
STOP LIGHTS
101. Add a Cylinder (stop light pole) with 16 vertices and move it up along the Z-Axis 2 Blender Units
102. Scale the stop light pole along the X- and Y-Axis (0.05)
103. Move the stop light pole to the front corner of the sidewalk by the office
104. Duplicate the stop light pole and rotate it around the Y-Axis 90o
105. Scale the duplicate along the X-Axis (0.8) and the Y- and Z-Axis (0.5)
106. Align the duplicate to the top of the stop light pole (1/10 of a Blender Unit from the top)
107. Duplicate both sections of the stop light pole
108. Rotate the duplicates around the Z-Axis 180o and place them on the right-side of the street
109. In the Back View, add a Cube (stop light back) and move it up along the Z-Axis 2 Blender Units
110. Scale the stop light back (0.1)
111. Scale the stop light back along the Y-Axis (0.05) and Z-Axis (2)
112. Align the stop light back to the horizontal section of the right stop light pole (1/10 of a Blender Unit above and 2 1/2 Blender Units from the left)
113. Add a Cylinder (light) and move it up along the Z-Axis 2 Blender Units
114. Rotate the light around the X-Axis 90o
115. Scale the light (0.03) and scale the light along the Y-Axis (0.1)
116. Select the front face and inset it (0.005)
117. Select the six top-center faces of the light and extrude them along the Y-Axis (0.02)
118. Align the light to the top third of the stop light back
119. Make two duplicates and place them vertically along the stop light back
120. Duplicate the stop light sections and move them to the left stop light pole
121. Duplicate the right stop light and pole and rotate them around the Z-Axis 90o
122. In Top View, move the duplicate to the corner in front of the restaurant
123. Select the light and the horizontal pole of the first stop light
124. Duplicate the sections and rotate the around the Z-Axis 90o
124. Align the duplicates with the vertical pole and move the light sections to the proper place along the horizontal pole
ROAD MARKINGS
125. Add a Plane (stripe) and move it up along the Z-Axis 2 Blender Units
126. Scale the stripe along the X-Axis (0.1) and Y-Axis (0.5)
127. In Top View, place the stripe in the center of the road between the office building and the shop (align it with the top edge loop)
128. Duplicate the stripe and move it down along the Y-Axis (leave about 2/10 of a Blender Unit between them)
129. Repeat this process until the stripes fill the space between the office and the restaurant
130. Select all the stripes and duplicate them
131. Rotate the stripes around the Z-Axis 90o and delete the horizontal stripes in the center
132. Select all the stripes and move the onto the road surface
MATERIALS
133. Open the Materials Tab
134. Make a new material called “building” and assign a gray color to it (#8A8A8A)
135. Select the buildings and assign the “building” material to them
136. Make a new material called “window” and assign a cream color to it (#E7DFCF)
137. Select all the windows and assign the “window” material to them
138. Make a new material called “door” and assign a blue color to it (#8CB3BD)
139. Select all the doors and assign the “door” material to them
140. Make a new material called “red canopy” and assign a red color to it (#B61318)
141. Select the canopy of the shop and assign the “red canopy” material to it
142. Make a new material called “green canopy” and assign a green color to it (#268848)
143. Select the canopy of the restaurant and assign the “green canopy” material to it
144. Make a new material called “fence” and assign a brown color to it (#945B2C)
145. Select the fence of the apartment and assign the “fence” material to it
146. Make a new material called “sidewalk” and assign a gray color to it (#CCCCCC)
147. Select the sidewalks and assign the “sidewalk” material to them
148. Make a new material called “grass” and assign a green color to it (#8DAD37)
149. Select the grass area behind the apartment and assign the “grass” material to it
150. Make a new material called “light pole” and assign a gray color to it (#C3C3C3)
151. Select the stop light poles and assign the “light pole” material to them
152. Make a new material called “light back” and assign a yellow color to it (#B6A82F)
153. Select the stop light backs and the outer parts of the lights and assign the “light back” material to them
154. Make a new material called “red light” and assign a red color to it (#E70B00)
155. Select the top stop lights and assign the “red light” material to them
156. Make a new material called “yellow light” and assign a yellow color to it (#E7D308)
157. Select the middle stop lights and assign the “yellow light” material to them
158. Make a new material called “green light” and assign a green color to it (#19E700)
159. Select the bottom stop lights and assign the “green light” material to them
160. Make a new material called “stripe” and assign a white color to it (#FFFFFF)
161. Select all the stripes and assign the “stripe” material to them
162. Make a new material called “pavement” and assign a black color to it (#000000)
163. Select the remainder of the model and assign the “pavement” material to it
164. Tab into Object Mode and delete the default material
165. Tab into Edit Mode
166. Split the 3D View port into three sections
167. Change one section to the Node Editor and the other to the UV Editor
168. Select all the models and using the spacebar search for Lightmap Pack
169. Check “New UV Map” and change the size to 1024
170. Click on the plus button at the bottom of the UV Editor and give the UV map a name
171. Make sure you have the “building” material selected
172. In the Node Editor add an Image Texture (Add > Texture > Image Texture)
173. Open the UV Editor you just named
174. Copy (CTRL + C) this Node
175. Select each of the materials one-by-one and paste (CTRL + V) in the copied texture node
176. Under the World Tab check Ambient Occlusion
177. Under the Render Tab go to the Bake section and click on Bake (leave everything at its default settings)
178. *IMPORTANT* Save the UV map you just baked (Image > Save as image)
1 note · View note
jsabbott · 7 years ago
Video
youtube
Welcome to the seventh tutorial of the 3D Game Assets series. In this tutorial we will be modeling a low-poly nuclear power plant asset.
This tutorial series assumes that you know the basics of Blender modeling. If you are new to Blender I would recommend viewing my Blender Basics course before beginning this series.
Blender Basics Course (Playlist) - https://www.youtube.com/watch?v=O_RIqBGe7eA&list=PLQAHbMF4PoGZAc5fCwn3VhoRCK7GbHTXJ
Blender Reference Manual – https://docs.blender.org/manual/ja/dev/index.html
Blender Hotkeys Reference – https://wiki.blender.org/index.php/Doc:2.4/Reference/Hotkeys/All
 BASE
1. Change the Renderer to Cycles
2. Go into Orthographic View and Front View
3. Tab into Edit Mode
4. Move the Cube (base) up along the Z-Axis 1 Blender Unit
5. Select the top face and move it down along the Z-Axis until it is 3/10 of a Blender Unit from the bottom
6. Scale the base along the X-Axis (5) and Y-Axis (10)
7. In Top View, add five vertical Loop Cuts
8. Add fourteen horizontal Loop Cuts
COOLING TOWER
9. Add a Cylinder (cooling tower) with 16 vertices and move it up along the Z-Axis 1.3 Blender Units
10. In Top View, move the cooling tower until it is centered over the third and fourth faces (on the left-bottom side)
11. Select the top face and move it down along the Z-Axis until it is 1/2 of a Blender Unit from the bottom
12. Scale the top face along the X- and Y-Axis (0.8)
13. Extrude the top face along the Z-Axis (1)
14. Scale the top face along the X- and Y-Axis (0.8)
15. Extrude the top face along the Z-Axis (1)
16. Extrude the top face along the Z-Axis (0.2)
17. Extrude the top face along the Z-Axis (0.1)
18. Delete the top face
19. Select the cooling tower and duplicate it twice – moving the duplicates along the Y-Axis (leaving 1 Blender Unit between each)
CONTROL ROOM BUILDING
20.  In Top View, select the four center faces (second, third, and fourth rows from the top)
21. In the Right-Side View, extrude the faces along the Z-Axis (3)
22. Add three horizontal Loop Cuts to each section of faces on the top of the building
23. Add three vertical Loop Cuts to each section of faces on the top of the building
24. Select the outer rows and columns of faces and extrude the along the Z-Axis (0.1)
25. Select the six center faces on the top of the roof (second and fourth rows from the left-side and second and fourth rows from the right)
26. Extrude the faces along the Z-Axis (0.2)
27. Select the six center faces on the top of the rood (seventh and eighth rows from the right-side)
28. Extrude the faces along the Z-Axis (0.3)
29. In the Front View, add a horizontal Loop Cut and move it down along the Z-Axis until it is 1 Blender Unit from the bottom
30. Add a vertical Loop Cut to the center-right face and move the Loop Cut to 1/10 of a Blender Unit from the right-side of the face
31. Add a vertical Loop Cut to the center-left face and move the Loop Cut to 1/10 of a Blender Unit from the left-side of the face
32. Add a horizontal Loop Cut and move the Loop Cut to 1/10 of a Blender Unit from the top of the center faces
33. Add a horizontal Loop Cut and move the Loop Cut to 1/10 of a Blender Unit from the bottom of the center faces
34. Extrude the center faces (doors) along the Y-Axis (0.1)
35. In the Right-Side View add a horizontal Edge Loop and move it 1/2 of a Blender Unit from the top of the building
36. Select each face individually (between the two horizontal loop cuts) and inset them (0.08) – skipping the outer faces
37. Select all the center faces and extrude them along the X-Axis (-0.1)
38. In the Left-Side View, select each face individually (between the two horizontal loop cuts) and inset them (0.08) – skipping the outer faces
39. Select all the center faces and extrude them along the X-Axis (0.1)
40. In the Front View, select five faces to the right-side of the door individually (between the two horizontal loop cuts) and inset them (0.08) – skipping the outer face and the face to the right of the door
41. In the Front View, select five faces to the left-side of the door individually (between the two horizontal loop cuts) and inset them (0.08) – skipping the outer face and the face to the right of the door
42. Select all the center faces and extrude them along the Y-Axis (0.1)
SILO
43. Add a Cylinder (silo) with 16 vertices and move it up along the Z-Axis 1.3 Blender Units
44. Scale the silo along the X- and Y-Axis (0.7)
45. Delete the top face and align it with the third cooling tower
46. Add a UV Sphere (silo roof) with 16 segments and move it above the silo
47. In Wireframe Move, select all the rows of the silo roof (except the top three) and delete the faces
48. Move the silo roof down along the Z-Axis until it sits on top of the silo
49. Duplicate the silo and silo roof and move the duplicate along the Y-Axis (leave 3/10 of a Blender Unit between the two silos)
FIRST OUT BUILDING
50. Select two rows of five faces on the right-side of the base (skip the face along the edge and the row in front of the control room building)
51. Extrude the faces along the Z-Axis (1)
52. Add two horizontal Loop Cuts and move them down the Z-Axis until it is 1/10 of a Blender Unit from the bottom of the first out building
53. Add two vertical Loop Cuts to the front-center of the first out building and scale them along the X-Axis (2)
54. Add a horizontal Loop Cut and move it to 1/10 of a Blender Unit from the previous top Edge Loop
55. Select the center face and extrude it along the Y-Axis (0.1)
SECOND OUT BUILDING
56. Add a Cylinder (second out building) with 16 vertices and no cap fill
57. Move the second out building up along the Z-Axis 1.3 Blender Units
58. Rotate the second out building around the X-Axis 90o
59. Delete all the faces of the second out building except the top-middle six faces
60. Move the second out building in front of the first out building (leave one row between them) – make sure the second out building is the same height as the first out building
61. Add two horizontal Loop Cuts and scale them along the Y-Axis (2.6)
62. Select the second out building and extrude it along the Z-Axis (0.05)
63. Select the bottom of the Edge Loops [hint: select the entire edge loop and then deselect the top portion of the edge loops]
64. Extrude the edges along the Z-Axis (-0.3)
65. Scale the edges along the Z-Axis (0)
66. Extrude the edges along the Z-Axis (-0.45)
67. Select the right-side edges and fill in the face
68. Select the left-side edges and fill in the face
69. Select the entire model and under the Shading/UVs tab select Recalculate [this will make sure all the normal are facing the correct way]
70. Select the two front-center faces and Inset them (0.009)
71. Extrude the two faces along the Y-Axis (0.05)
72. Duplicate the second out building and move it along the Y-Axis (leave 1 1/2 Blender Units between the two buildings)
FENCE
73. Add a Cube (fence) and move it up along the Z-Axis 1.3 Blender Units
74. Scale the fence along the X- and Y-Axis (0.1)
75. Select the top face and move it down along the Z-Axis until it is 1 Blender Unit tall
76. In the Top View, move the fence to the right-side of the base (2/10 of a Blender Unit from the right-edge and 1 3/10 of a Blender Unit from the front-edge of the base)
77. Add two horizontal Edge Loops and two vertical Edge Loops to the fence
78.  Duplicate the fence (nine times) and move the duplicates along the Y-Axis (leave about 2 Blender Units between the duplicates)
79. Duplicate the fence and move the duplicates to the left-side of the base
80. Make four duplicates of the fence and center them along the back of the base
81. Select the center-front face of the right-side fence and Extrude it along the Y-Axis to the front-edge of the base
82. Select the center-back face of the right-side fence and the center-front face of the second right-side fence and Bridge the edge loops [W]
83 Repeat this process until the fence is complete
MATERIALS
84. Open the Materials Tab
85. Make a new material called “building” and assign a tan color to it (#C2BDA1)
86. Select the buildings, silos, and cooling towers and assign the “building” material to them
87. Make a new material called “door” and assign a gray color to it (#999999)
88. Select the doors on all the buildings and assign the “door” material to them
89. Make a new material called “window” and assign a light tan color to it (#E7E2C0)
90. Select the windows on the control room building and assign the “window” material to them
91. Make a new material called “accent” and assign a red color to it (#B32D2A)
92. Select the silo roofs and the second-to-the-top row of faces of the cooling towers and assign the “accent” material to them
93. Make a new material called “fence” and assign a gray color to it (#999999)
94. Select the fence and assign the “fence” material to it
95. Make a new material called “sidewalk” and assign a light gray color to it (#CFCFCF)
96. Select the faces in front of all the doors, around the silos, and around the cooling towers and assign the “sidewalk” material to them
97. Make a new material called “pavement” and assign a dark gray color to it (#4A4A4A)
98. Select the central faces of the base (along with the edges and bottom) and the faces in front of the buildings and assign the “pavement” material to them
99. Make a new material called “grass” and assign a green color to it (#8ECF56)
100. Select the remaining faces of the base and assign the “grass” material to them
101. Tab into Object Mode and delete the default material
102. Tab into Edit Mode
103. Split the 3D View port into three sections
104. Change one section to the Node Editor and the other to the UV Editor
105. Select all the models and using the spacebar search for Lightmap Pack
106. Check “New UV Map” and change the size to 1024
107. Click on the plus button at the bottom of the UV Editor and give the UV map a name
108. Make sure you have the “building” material selected
109. In the Node Editor add an Image Texture (Add > Texture > Image Texture)
110. Open the UV Editor you just named
111. Copy (CTRL + C) this Node
112. Select each of the materials one-by-one and paste (CTRL + V) in the copied texture node
113. Under the World Tab check Ambient Occlusion
114. Under the Render Tab go to the Bake section and click on Bake (leave everything at its default settings)
115. *IMPORTANT* Save the UV map you just baked (Image > Save as image)
0 notes
jsabbott · 7 years ago
Video
youtube
Welcome to the sixth tutorial of the 3D Game Assets series. In this tutorial we will be modeling a low-poly Egyptian temple complex asset.
This tutorial series assumes that you know the basics of Blender modeling. If you are new to Blender I would recommend viewing my Blender Basics course before beginning this series.
Blender Basics Course (Playlist) - https://www.youtube.com/watch?v=O_RIqBGe7eA&list=PLQAHbMF4PoGZAc5fCwn3VhoRCK7GbHTXJ
Blender Reference Manual – https://docs.blender.org/manual/ja/dev/index.html
Blender Hotkeys Reference – https://wiki.blender.org/index.php/Doc:2.4/Reference/Hotkeys/All
 OUTER WALL
1. Change the Renderer to Cycles
2. Go into Orthographic View and Front View
3. Tab into Edit Mode
4. Move the Cube (wall) up 1 Blender Unit along the Z-Axis
5. Add a Plane (ground) and scale it (10)
6. Select the wall and scale it along the Y-Axis (0.3)
7. In the Top View, move the wall so it is 3 Blender Units from the bottom of the ground
8. Scale the wall along the X-Axis (8)
9. Duplicate the wall and move it along the Y-Axis until it is 1 Blender Unit from the top of the ground
10. Duplicate the wall and rotate it around the Z-Axis 90o
11. Center the duplicated wall between the front and back walls and scale it along the Y-Axis (0.95)
12. Align the duplicated wall along the left-side of the horizontal walls[JA1] 
13. Duplicate the vertical wall and align it to the right-side of the horizontal walls[JA2] 
14. Select the right-face of the front wall and move it along the X-Axis until the wall is 4 Blender Units wide
15. Duplicate the short front wall and align it to the right-side wall
GATE
16. Add a Cube (gate) and move it up along the Z-Axis 1 Blender Unit
17. In Top View, move the gate so it is centered (horizontally and vertically) between the front walls
18. Select the top and bottom faces and Inset them (0.2)
19. Select the top faces of the gate and Extrude them along the Z-Axis (1)
20. Add two vertical Loop Cuts and delete the front and back center faces
21. Add a Cube (gate wall) and move it up along the Z-Axis 1 Blender Unit
22. In Top View, move the gate so it is centered (horizontally and vertically) between the front-left wall and the gate
23. Scale the gate wall along the Y-Axis (0.85) and X-Axis (1.5)
24. Select the top face of the gate wall and Extrude it along the Z-Axis (1.5)
25. Add six vertical Loop Cuts to the gate wall
26. Add two horizontal Loop Cuts to the upper section of the gate wall
27. Select the front central lower-face and one on each side (skipping one in between) and Extrude them along the Y-Axis (0.1)
28. Select the back central lower-face and one on each side (skipping one in between) and Extrude them along the Y-Axis (-0.1)
29. Select the front and back central upper-face one on each side (skipping one in between) and delete them
30. Select the gate wall, duplicate it, and move it to the right-side of the gate
COLUMNS
31. Add a Cylinder (column) with 16 vertices and move it up along the Z-Axis 1 Blender Unit
32. Scale the column along the X- and Y-Axis (0.2)
33. Add a horizontal Loop Cut and move it down along the Z-Axis until it is 1/10 of a Blender Unit from the bottom
32. Select the bottom ring of faces and duplicate them
33. Scale the duplicate ring along the X- and Y-Axis (1.2)
34. Select the top edge of the duplicated ring the top edge of the column ring and fill in the face
35. Select the bottom edge of the duplicated ring the bottom edge of the column ring and fill in the face
36. Select the top face and duplicate it
37. Scale the duplicate face along the X- and Y-Axis (1.2)
38. Extrude the face along the Z-Axis (0.2)
39. Scale the top face along the X- and Y-Axis (1.5)
40. Select all three sections of the column and move it about 2 Blender Units behind the right gate wall
41. Align the column with the third face (from the gate) of the right gate wall
42. Duplicate the column and move it to the right (leave about 1/2 of a Blender Unit between them)
43. Duplicate both columns and move them along the Y-Axis (leave about 1/2 of a Blender Unit between them) – for a total of six columns
44. Duplicate all six columns and move them to the left side of the complex
TEMPLE
45. Add a Cube (temple) and move it up along the Z-Axis 1 Blender Unit
46. In Top View, move the temple about 1 Blender Unit behind the columns
47. Add a horizontal Loop Cut and move it 2/10 of a Blender Unit from the front of the temple
48. Select the right face (behind the Loop Cut) and Extrude it along the X-Axis (2)
49. Select the left face (behind the Loop Cut) and Extrude it along the X-Axis (-2)
50. Select the top faces and Extrude them along the Z-Axis (1)
51. Add two vertical Loop Cuts to the central part of the temple and delete the lower-center front and back faces
52. Add four vertical Loop Cuts to the right-side of the temple
53. Select the two faces (one on each side of the center face) and extrude them along the Y-Axis (0.1)
54. Add four vertical Loop Cuts to the left-side of the temple
55. Select the two faces (one on each side of the center face) and extrude them along the Y-Axis (0.1)
56. Select all the faces on the lower back of the temple
57. In the Top View, Extrude the faces along the Y-Axis (3)
58. Select the edges on the center-top of the temple and fill in the face
59. Select the edges on the center-back of the temple and fill in the face (flip the Normals if needed)
OBELISK
60.  Add a Cube (obelisk) and move it up along the Z-Axis 1 Blender Unit
61. Scale the obelisk along the X- and Y-Axis (0.15)
62. In Top View, move the obelisk to the front-right of the temple (about 1 Blender Unit in front of the temple)
63. Select the top face and Scale it (0.8)
64. Extrude the top face along the Z-Axis (0.5)
65. Merge the vertices of the top face in the center
BAKING MATERIALS
66. Open the Materials Tab
67. Make a new material called “light sandstone” and assign a light tan color to it (#e0c08f)
68. Select the columns, obelisk, and the temple and assign the “light sandstone” material to them
69. Make a new material called “dark sandstone” and assign a darker tan color to it (#ceaf80)
70. Select the outer wall, gate, and gate walls and assign the “dark sandstone” material to them
71. Make a new material called “ground” and assign a dark brown color to it (#7b563c)
72. Select the ground and assign the “ground” material to it
73. Tab into Object Mode and delete the default material
74. Tab into Edit Mode
75. Split the 3D View port into three sections
76. Change one section to the Node Editor and the other to the UV Editor
77. Select all the models and using the spacebar search for Lightmap Pack
78. Check “New UV Map” and change the size to 1024
79. Click on the plus button at the bottom of the UV Editor and give the UV map a name
80. Make sure you have the “light sandstone” material selected
80. In the Node Editor add an Image Texture (Add > Texture > Image Texture)
81. Open the UV Editor you just named
82. Copy (CTRL + C) this Node
83. Select the “dark sandstone” material and past (CTRL + V) the Node into the Node Editor
84. Copy (CTRL + C) this Node
85. Open the UV Editor you just named
86. Copy (CTRL + C) this Node
87. Select the “ground” material and past (CTRL + V) the Node into the Node Editor
88. Copy (CTRL + C) this Node
89. Open the UV Editor you just named
90. Under the World Tab check Ambient Occlusion
91. Under the Render Tab go to the Bake section and click on Bake (leave everything at its default settings)
92. *IMPORTANT* Save the UV map you just baked (Image > Save as image)
0 notes
jsabbott · 7 years ago
Video
youtube
Welcome to the fifth tutorial of the 3D Game Assets series. In this tutorial we will be modeling low-poly wooden fort assets.
This tutorial series assumes that you know the basics of Blender modeling. If you are new to Blender I would recommend viewing my Blender Basics course before beginning this series.
Blender Basics Course (Playlist) - https://www.youtube.com/watch?v=O_RIqBGe7eA&list=PLQAHbMF4PoGZAc5fCwn3VhoRCK7GbHTXJ
Blender Reference Manual – https://docs.blender.org/manual/ja/dev/index.html
Blender Hotkeys Reference – https://wiki.blender.org/index.php/Doc:2.4/Reference/Hotkeys/All
 WALL
1. Change the Renderer to Cycles
2. Go into Orthographic View and Front View
3. Tab into Edit Mode
4. Delete the Cube and add a Cylinder with 16 vertices
5. Scale the Cylinder along the X- and Y-Axis (0.3) and the Z-Axis (3)
6. Add a horizontal edge loop and slide it up along the Z-Axis (until it is about 1 Blender Unit from the top)
7. Select the top face and merge the vertices in the center
8. Select every-other vertex at the bottom of the pointed section and move them to make the pole look more interesting
9. Make a duplicate of the pole and rotate it around the Z-Axis 30o
10. Move the duplicate to the right of the original pole (make sure they are touching)
11. Repeat this process five more times until you have seven total poles
12. Duplicate all six poles and move them to the right of the last pole
13. Add a Cube and scale it along the Y-Axis (0.1) and the Z-Axis (0.3)
14. Center the Cube over the 14 poles (the bottom of the Cube should be 2 Blender Units from the top of the pole)
15. Scale the Cube along the X-Axis (5)
16. Duplicate the Cube and move it down along the Z-Axis to the bottom of the poles
17. Select the left-most pole and duplicate it
18. Move the duplicate to the left of the pole and Scale it (1.5) and move it up along the Z-Axis until it is flush with the other poles
19. In Top View, move the large pole so it is aligned with the bottom of the poles and the center of the Cubes
CORNER WALL
20. Duplicate the poles and cubes and move them to the right
21. Duplicate the poles and cubes and rotate them around the Z-Axis 90o
22. In the Top View, move the duplicates so they align to the right-corner of the original poles
GATE
23. Add a Cube and move it to the right
24. Scale the Cube along the X- and Y-Axis (0.5) and the Z-Axis (4.5)
25. Add a horizontal edge loop and slide it up along the Z-Axis (until it is about 1 Blender Unit from the top)
26. Select the top face and merge the vertices in the center
27. Add a Cube and scale it along the X-Axis (0.5), Y-Axis (0.1), and Z-Axis (3)
28. Move the plank so it touches the large pole
29. Duplicate the plank and move it to the right
30. Select the top face of the duplicate and move it up along the Z-Axis 1/2 of a Blender Unit
31. Duplicate the plank and move it to the right
32. Select the top face of the duplicate and move it up along the Z-Axis 1/2 of a Blender Unit
33. Duplicate the plank and move it to the right
35. Select all the sections of the gate and duplicate them
36. Rotate the duplicates around the Z-Axis 180o and move the to the right
37. Duplicate one of the horizontal Cubes from the fence and align it to the gate planks (about 1 Blender Unit below the top of the shortest plank)
38. Select the right-hand face of the Cube and move it along the X-Axis so it is aligned with the right-center plank
37. Duplicate the Cube and move it to the bottom of the planks
38. Duplicate both Cubes and move them to the right-side of the gate
GUARD TOWER
39. Select six of the original poles and duplicate them
40. Select one of the large square poles and duplicate it
41. Align the square pole to the left of the duplicate poles
42. Duplicate the square pole and align it to the right of the poles
43. Select the six poles and duplicate them
44. Rotate the duplicates around the Z-Axis 90o and align them to the right-side square pole
45. Duplicate the six poles and move them to the left-side of the tower
46. Duplicate the six poles and the two square poles and move them to the back of the tower
47. Add a Cube and center it in the tower
48. Scale the Cube along the X- and Y-Axis (2.9) and the Z-Axis (0.2)
49. Move the Cube so it is about 2 Blender Units from the top of the center poles
50. Duplicate the Cube and move it to the bottom of the center poles
51. Select all the center poles and the horizontal Cubes and duplicate them
52. Move the duplicates up along the Z-Axis until the bottom horizontal Cube sits on top of the center poles
53. Select the top-back center four poles and the top Cube and delete them
54. Add a cylinder with 16 vertices
55. Scale the Cylinder along the X- and Y-Axis (0.2) and Z-Axis (4)
56. Duplicate the Cylinder and move it to the right (separate the two by 2 Blender Units)
57. Duplicate the Cylinder and rotate it around the Y-Axis 90o
58. Center the horizontal Cylinder between the two vertical Cylinder and scale it along the X-Axis (0.25) and the Y- and Z-Axis (0.5)
59. Duplicate the ladder rungs – spacing them about 1/2 of a Blender Unit apart (start 1/2 of a Blender Unit from the bottom)
60. Select the entire ladder and rotate it around the X-Axis 15o
61. Move the ladder to the back of the tower
MATERIAL
62. Open the Materials Tab
63. Make a new material called “dark wood” (#8F4A27)
64. Select the entire model and assign the “dark wood” material
65. Make a new material called “light wood” (#D48541)
66. Select the top parts of all the poles and assign the “light wood” material
67. Select the tower and gate and move them behind the walls (to give you more room)
BAKING MATERIALS
68. Split the 3D View port into three sections
69. Change one section to the Node Editor and the other to the UV Editor
70. Tab into Object Mode and delete the default material
71. Tab into Edit Mode
72. Select all the models and using the spacebar search for Lightmap Pack
73. Check “New UV Map”
74. Click on the plus button at the bottom of the UV Editor and give the UV map a name
75. Make sure you have the “light wood” material selected
76. In the Node Editor add an Image Texture (Add > Texture > Image Texture)
77. Open the UV Editor you just named
78. Copy (CTRL + C) this Node
79. Select the “dark wood” material and past the Node into the Node Editor
80. Under the World Tab check Ambient Occlusion
81. Under the Render Tab go to the Bake section and click on Bake (leave everything at its default settings)
82. *IMPORTANT* Save the UV map you just baked (Image > Save as image)
0 notes
jsabbott · 7 years ago
Video
youtube
0 notes
jsabbott · 7 years ago
Video
youtube
Welcome to the fourth tutorial of the 3D Game Assets series. In this tutorial we will be modeling a low-poly cargo container asset.
This tutorial series assumes that you know the basics of Blender modeling. If you are new to Blender I would recommend viewing my Blender Basics course before beginning this series.
Blender Basics Course (Playlist) - https://www.youtube.com/watch?v=O_RIqBGe7eA&list=PLQAHbMF4PoGZAc5fCwn3VhoRCK7GbHTXJ
Blender Reference Manual – https://docs.blender.org/manual/ja/dev/index.html
Blender Hotkeys Reference – https://wiki.blender.org/index.php/Doc:2.4/Reference/Hotkeys/All
 CARGO CONTAINER BASE
1. Change the Renderer to Cycles
2. Go into Orthographic View and Front View
3. Tab into Edit Mode
4. Scale the Cube along the X-Axis (2), Y-Axis (7), and Z-Axis (3)
5. Add a Cube and move it to the front of the container
6. Scale the Cube along the X-Axis (0.1), Y-Axis (0.1), and Z-Axis (3)
7. In the Top View, move the Cube to the front-right-side of the container
8. Intersect the Cube with the right-corner of the container (hanging over by 1/10 of a Blender Unit to the right and 1/10 of a Blender Unit to the front)
9. Duplicate the Cube and move it to the front-left-side of the container
10. Duplicate both front Cubes and move the to the back corners of the container
11. Select one of the corner Cubes, duplicate it, and rotate it around the X-Axis 90o
12. Move the horizontal Cube to the top-right of the container (the top should be 1/10 of a Blender Unit above the container)
13. Center the horizontal Cube and scale it along the Y-Axis (2.35)
14. Duplicate the horizontal Cube and move it to the bottom-right of the container (the bottom should be 1/10 of a Blender Unit above the container)
15. Duplicate both horizontal Cubes and move them to the left-side of the container
16. Duplicate 2 of the horizontal Cubes and rotate them around the Z-Axis 90o
17. Center the horizontal Cube and scale it along the X-Axis (0.297)
18. Move the horizontal Cubes to the front of the container
19. Duplicate the horizontal Cubes and move them to the back of the container
CARGO CONTAINER DOOR
20. Select the front-right vertical Cube and duplicate it
21. Move the duplicate to the center of the front of the container
22. Scale the center Cube along the X-Axis (1.5)
23. Add 2 vertical Loop Cuts to the center Cube
24. Select the center face and extrude it along the Y-Axis (.05)
25. Add a Cube and move it to the front of the container
26. Scale the Cube along the X-Axis (0.9), Y-Axis (0.1), and Z-Axis (0.5)
27. Move the Cube to the bottom-right-side of the container
28. Make 3 duplicates and space them vertically on the right-side of the container
29. Duplicate all 4 Cubes and move them to the left-side of the container
30. Add a Cylinder with 12 Vertices and move it to the front of the container
31. Scale the Cylinder along the X- and Y-Axis (0.1) and the Z-Axis (3)
32. Align the Cylinder to the right-side of the door
33. Duplicate the Cylinder and scale it along the Z-Axis (0.05)
34. Scale the duplicated Cylinder (clamp) along the X- and Y-Axis (1.2)
35. Move the clamp down along the Z-Axis to the center of the bottom horizontal Cube (from step #27)
36. Select the fourth face on the right from the front-center and extrude it along the X-Axis (0.1)
37. Select the fourth face on the left from the front-center and extrude it along the X-Axis (0.1)
38. Make 3 copies of the clamp and place them along the Cylinder (in line with the horizontal Cubes)
39. Select the Cylinder and the clamps and move them along the Y-Axis until they touch the horizontal Cubes
40. Select the Cylinder and the clamps and duplicate them
41. Move the duplicates to the right (leave a 2/10 of a Blender Unit gap)
42. Make another duplicate and move it to the right (leave a 2/10 of a Blender Unit gap)
43. Select all the Cylinders and clamps and duplicate them
44. Move the duplicates to the left-side of the door
CARGO CONTAINER METAL
45. Add 32 Loop Cuts to the top-right-side Cube of the container
46. Delete the bottom-right-side Cube and replace it with a duplicate of the top-right-side Cube
47. Select every other bottom face along the Cube and extrude them along the Z-Axis (5.75)
48. Select the top-left-side Cube of the container and delete it
49. Duplicate the top-right-side Cube of the container
50. Rotate the duplicate around the Z-Axis 180o and move it to the left-side of the container
51. Add 8 Loop Cuts to the top-back-side Cube of the container
52. Select every other bottom face along the Cube and extrude them along the Z-Axis (5.75)
53. Select every other face along the inside of the top-left Cube and extrude them along the Z-Axis (4)
54. Select every other bottom face along the inside of the bottom-right Cube and extrude them along the Z-Axis (-4)
MATERIALS
55. Open the Materials Tab
56. Make a new material called “metal” and give it a light gray color (#A8A8A8)
57. Assign the “metal” material to the clamps and the Cylinder
58. Make a new material called “green metal” and give it a green color (#5CA140)
59. Assign the “green metal” material to the remaining parts of the cargo container
2 notes · View notes
jsabbott · 7 years ago
Video
youtube
1 note · View note
jsabbott · 7 years ago
Video
youtube
Welcome to the third tutorial of the 3D Game Assets series. In this tutorial we will be modeling a low-poly apartment building asset.
This tutorial series assumes that you know the basics of Blender modeling. If you are new to Blender I would recommend viewing my Blender Basics course before beginning this series.
Blender Basics Course (Playlist) - https://www.youtube.com/watch?v=O_RIqBGe7eA&list=PLQAHbMF4PoGZAc5fCwn3VhoRCK7GbHTXJ
Blender Reference Manual – https://docs.blender.org/manual/ja/dev/index.html
Blender Hotkeys Reference – https://wiki.blender.org/index.php/Doc:2.4/Reference/Hotkeys/All
 BUILDING BASE
1. Change the Renderer to Cycles
2. Go into Orthographic View and Front View
3. Tab into Edit Mode
4. Scale the Cube along the X-Axis (7), Y-Axis (9), and the Z-Axis (6)
5. Select the top face and Inset it (0.3)
6. Extrude the face along the Z-Axis (-0.5)
DOOR
7. Add a Cube and move it to the front of the building
8. Scale the Cube along the Y-Axis (0.1) and the Z-Axis (2)
9. Move the door down along the Z-Axis (1 Blender Unit from the bottom)
10. Inset the front and back faces (0.2)
11. Delete the back face and Extrude the front face along the Y-Axis (0.1)
12. Add a UV Sphere and change the Segment to 16
13. Move the UV Sphere to the front of the door and rotate it around the X-Axis 90o
14. Scale the door handle (0.1)
15. Select the 2 inner rings of faces on the back of the door handle and Extrude them along the Y-Axis (0.1)
16. Place the door handle on the door
17. Select the door and door handle and align them with the front of the building
STEPS
18. Add a Cube and move it to the front of the building
19. Scale the Cube along the X-Axis (2) and Z-Axis (0.2) and align it to the bottom of the building
20. Duplicate the bottom step and Scale it along the Y-Axis (0.7) – align it to the building and the bottom step
21. Duplicate the second step and Scale it along the Y-Axis (0.5) – align it to the building and the second step
22. Select the door and door handle and align them with the top step
23. Add a Cube, move it to the front of the building and scale it along the X-Axis (0.05) and Y-Axis (0.1)
24. Move the Cube onto the bottom step (about 1/2 of a Blender Unit from the right)
25. Duplicate the Cube twice and move it to the middle step and the top step
26. Duplicate the top face of the Cube on the top step and scale it along the X-Axis (2)
27. Extrude the face along the Z-Axis (0.05)
28. Select the front face of the extrusions and extrude it along the Y-Axis (-1.5)
29. Use the Manipulator and move the hand rail down onto the vertical Cube on the bottom step
30. Move the edges of the bottom and middle Cubes to align with the bottom of the hand rail
31. Select the entire railing and duplicate it
32. Move the duplicate to the left-side of the door
WINDOWS
33. Add a Cube and move it to the front of the building
34. Scale the Cube along the Y-Axis (0.1) and Z-Axis (1.5)
35. Inset the front and back faces (0.2)
36. Delete the back face
37. Extrude the front face along the Y-Axis (0.1)
38. Add a Cube and move it to the front of the building
39. Scale the Cube along the X-Axis (0.1), Y-Axis (0.05), and Z-Axis (1.4)
40. Move the vertical Cube into the center of the window frame
41. Duplicate the vertical Cube and rotate it around the Y-Axis 90o
42. Scale the horizontal Cube along the X-Axis (0.6)
43. Add a Cube and move it in front of the building
44. Scale the Cube along the X-Axis (1.3), Y-Axis (0.1), and Z-Axis (0.1)
45. Place it on the bottom of the door frame
46. Align the window with the top of the door (1 Blender Unit from the right edge of the building)
47. Duplicate the window and place it on the left-side of the door
48. Select both windows and duplicate them – place them 2 Blender Units from the top of the building
49. Duplicate 1 window and move it to the center between the 2 windows
50. Duplicate the top three windows and rotate them around the Z-Axis 180o
51. Move the duplicates to the back of the building
52. Duplicate these three windows and move them to the bottom of the building
53. Duplicate all six windows and rotate the around the Z-Axis 90o
54. Move the duplicates to the left-side of the building and center them
55. Duplicate all six windows and rotate the around the Z-Axis 180o
56. Move the duplicates to the right-side of the building
BRICKS
57. Add a Cube and move it to the front of the building
58. Scale the Cube along the X-Axis (0.5), Y-Axis (0.1), and Z-Axis (0.2)
59. Move the brick to the right-side of the building (1/10 of a Blender Unit past the edge of the building)
60. Duplicate the brick and rotate it around the Z-Axis 90o
61. Align the second brick to the first brick (they should overlap 1/10 of a Blender unit)
62. Align both bricks along the bottom right-edge of the building
63. Duplicate both bricks and move them up along the Z-Axis 2/10 of a Blender Unit
64. Scale the front-facing brick along the X-Axis (0.6)
65. Scale the side-facing brick along the Y-Axis (0.6)
66. Align the bricks
67. Duplicate both sets of brick and fill up the front-right corner of the building
68. Scale the top faces of the top-most brick to match the edge of the roof-line
69. Select all the bricks and duplicate them
70. Rotate the duplicated bricks around the Z-Axis -90o and place them on the left-side of the building
71. Select all the bricks and duplicate them
72. Rotate the duplicated bricks around the Z-Axis 180o and place them on the back of the building
MATERIALS
73. Open the Material Tab
74. Add a new material called “light brick” and give it a gray color (#ACACAC)
75. Assign the “light brick” material to the building base, steps, door frame, and exterior window frames
76. Add a new material called “dark brick” and give it a gray color (#7E7E7E)
77. Assign the “dark brick” material to the corner bricks
78. Add a new material called “metal” and give it a gray color (#3A3A3A)
79. Assign the “metal” material to the railing and door handle
80. Add a new material called “wood” and give it a brown color (#9C4F26)
81. Assign the “wood” material to the door and interior window frames
82. Add a new material called “window” and give it a blue color (#26BBDA)
83. Assign the “window” material to the windows
0 notes
jsabbott · 7 years ago
Video
youtube
0 notes
jsabbott · 7 years ago
Video
youtube
Welcome to the second tutorial of the 3D Game Assets series. In this tutorial we will be modeling and rigging a low-poly treasure chest asset. 
 This tutorial series assumes that you know the basics of Blender modeling. If you are new to Blender I would recommend viewing my Blender Basics course before beginning this series.
Blender Basics Course (Playlist) - https://www.youtube.com/watch?v=O_RIqBGe7eA&list=PLQAHbMF4PoGZAc5fCwn3VhoRCK7GbHTXJ
Blender Reference Manual – https://docs.blender.org/manual/ja/dev/index.html
Blender Hotkeys Reference – https://wiki.blender.org/index.php/Doc:2.4/Reference/Hotkeys/All
 TRUNK
1. Change the Renderer to Cycles
2. Go into Orthographic View and Front View
3. Tab into Edit Mode
4. Scale the Cube along the X-Axis (2)
5. Select the front face of the Cube and Inset it (0.1)
6. Extrude the face along the Y-Axis (0.1)
7. Select the left-side and right-side faces of the Cube and Inset them (0.1)
8. Extrude the right-side face along the X-Axis (-0.1)
9. Extrude the left-side face along the X-Axis (0.1)
LID
10. Add a Cylinder and change the vertices to “16” and the Cap Fill Type to “Nothing”
11. Rotate the Cylinder around the Y-Axis 90o
12. Move the Cylinder above the chest and go into Wireframe Mode
13. Select the bottom-half of the Cylinder and delete the faces
14. Go back into Solid Mode Select each Edge Loop on the sides of the Cylinder and fill in the ends of the Cylinder
15. Select the Cylinder and scale it along the X-Axis (2)
16. Select the left-side and right-side faces of the Cylinder and Inset them (0.1)
17. Extrude the right-side face along the X-Axis (-0.1)
18. Extrude the left-side face along the X-Axis (0.1)
19. Move the lid down onto the trunk
20. Add two vertical Loop Cuts to the lid and scale them along the X-Axis (2.8)
21. Add a horizontal Loop Cut to the bottom face of the lid (front and back)
22. Select the center faces (excluding the bottom front and back faces) and Inset them (.05)
23. Use the Manipulator and move the faces down along the Z-Axis until they sit on top of the bottom face
NAILS
24. Add a Cylinder and change the vertices to “5” and the Cap Fill Type to “Ngon”
25. Rotate the Cylinder around the X-Axis 90o
26. Scale the Cylinder along the Y-Axis (0.1)
27. Scale the entire Cylinder (.03)
28. Place the nail on the lower-center-front face of the chest
29. Duplicate the nail and place the duplicates across the front-bottom of the chest (about every 3/10 of a Blender Unit)
30. Select all the nails and go into the Right-Side view
31. Make the nails are flush with the bottom of the chest
32. Duplicate the nails and move them to the top of the chest
33. Duplicate six of the nails and rotate them around the Y-Axis 90o
34. Center them on the right-side of the chest
35. Duplicate these nails and center them of the left-side of the chest
36. Duplicate all the nails and place them on the back of the chest
37. Duplicate the six nails (from the side of the chest) and rotate them around the Z-Axis 90o
38. Place them flush against the side of the chest
39. Duplicate the nails and place them along the sides of the chest (you will need to rotate the around the X-Axis 90o for the top and bottom)
40. When you have one side done, duplicate all the nails and move them along the X-Axis to the other side of the chest
41. Duplicate a nail and place it on the front-edge of the lid – rotate it as necessary around the X-Axis
42. Duplicate the nail and place it on the second section of the lid – repeat these steps until the entire lid is covered with nails
STRUCTURAL SUPPORT
43. Add a Cube and scale it along the X-Axis (0.2) and Y-Axis (0.05)
44. Move the Cube to the front-center of the trunk (flush with the front of the truck)
45. Make two duplicates and place them against the inner-edge and centered between the outer edge and center (duplicate these Cubes and place them on the other side of the center Cube)
46. Add a Cube and scale it along the X-Axis (0.05) and Y-Axis (0.05)
47. Move the Cube to the right-side of the trunk
48. Go into the Right-Side View
49. Scale the Cube along the Z-Axis (1.3)
50. Rotate the Cube around the X-Axis 45o
51. Go into Front View and move the Cube along the X-Axis (until it is flush with the side of the trunk)
52. Duplicate the cube and rotate it around the Y-Axis 180o
53. Duplicate both cubes and place them on the left-side of the trunk
LOCK
54. Add a Cube and scale it along the X-Axis (0.2), Y-Axis (0.05), and Z-Axis (0.05)
55. Move the Cube until it is centered and flush with the bottom of the lid
56. Duplicate the Cube and move it down to the top of the trunk
57. Select the bottom face and extrude it along the Z-Axis (0.5)
58. Scale the bottom face along the X-Axis (0.5)
59. Tab into Object Mode
60. Add a Cylinder with 16 vertices
61. Rotate the Cylinder around the X-Axis 90o
62. Scale the Cylinder (0.05) and move it in front of the lower part of the lock
63. Tab into Edit Mode
64. Add a horizontal Loop Cut and slide it to about 2/10 of a Blender Unit from the front of the Cylinder
65. Select the four central faces on the bottom of the Cylinder and extrude them along the Z-Axis (0.1)
66. Scale the bottom faces along the Z-Axis to flatten them out (S + Z + 0)
67. Select the back faces of the upper part of the key hole (the round part) and delete them
68. Select the Edge Loop on the back of the key hole and fill it in
69. Tab into Object Mode and move the key hole onto the lower part of the lock (until it is about 1/2 way inside the lock)
70. Select the trunk and add a Boolean Modifier
71. Under Object select “Cylinder” and change the Operation to “Difference”
72. Click on “Apply”
73. Move the cylinder away from the trunk and delete it
HINGES
74. Select the trunk and Tab back into Edit Mode
75. Go into Back View
76. Add a Cube and scale it along the X-Axis (0.2), Y-Axis (0.01), and Z-Axis (0.1)
77. Rotate the Cube around the X-Axis to match the angle of the lid and move it to the bottom-center part of the lid
78. Make two duplicates and center them on each side of the original hinge
79. Add a Cube and scale it along the X-Axis (0.2), Y-Axis (0.01), and Z-Axis (0.3)
80. Select the bottom face and scale it along the X-Axis (0.5)
81. Move the bottom-section of the hinge to the top-center part of the trunk
82. Make two duplicates and center them on each side of the original hinge
HANDLES
83. Go into the Front View
84. Add a Circle and change its vertices to “16”
85. Rotate the Circle around the X-Axis 90o and fill in the face
86. Extrude the face along the Y-Axis (0.2)
87. Select the front and back faces and Inset them (0.2) then delete the center faces
88. Select the Circle and duplicate it (move it to the side for later)
89. Go into Wireframe Mode
90. Select the left-side of the original Circle and delete the faces
91. Go back into Solid Mode and select the Half-circle
92. Scale the Half-circle (0.2) and move it to the upper-third of the right-side of the trunk
93. Select the second Circle and scale it (0.2)
94. Rotate the circle around the Z-Axis 90o
95. Move the Circle so it is interlocking with the Half-Circle
96. Select both Circles and duplicate them
97. Rotate them around the Z-Axis 180o and move them to the left-side of the trunk
INTERIOR
98. Select the lid and Hide it (H)
99. Go into Top View and select the top face and Inset it (0.2)
100. Select the center face and delete it
101. Select the interior Edge Loop and go into Front View
102. Go into Wireframe Mode and extrude the edge along the Z-Axis until it is almost at the bottom of the trunk
103. Unhide the lid (ALT + H)
MATERIAL
104. Select the inset faces of the trunk and lid and the back face and assign a dark brown material (#331a00)
105. Select the remaining wooden parts of the trunk and lid and assign a light brown material (#804000)
106. Select the remaining parts of the trunk and lid and assign a gray material (#555555)
RIGGING
107. Tab into Object Mode and deselect everything
108. Go into the Right-Side view and add a single bone
109. Open the Armature Tab and check “X-Ray” in the Display section
110. Open the Bone Tab and rename the bone “Root”
111. Tab into Edit Mode
112. Select the entire Bone and rotate it around the X-Axis 90o
113. Use the Manipulator and center the Bone at the bottom-center of the trunk
114. Duplicate the Root Bone and place it in the center-back of the lid (near the center hinge)
115. In the Bone Tab rename the Bone “Pivot”
116. Go into Wireframe Mode and line the crosshair of the Lid Bone with the top of the trunk
117. Open the Bone Tab and set the Pivot Bone’s Parent to Root (under the Relations section)
118. Tab into Object Mode
119. Select the entire chest and the Bones (make sure to select the Bones second)
120. Parent the chest to the Bones (CTRL + P > Empty Groups)
121. Select the trunk and tab into Edit Mode
122. Select the lid, lid nails, the upper-half of the hinges, and the upper-half of the lock
123. Open the Vertex Group Tab (triangle) and assign the selection to the Pivot Vertex Group
124. Select the trunk, trunk nails, handles, bottom-half of the hinges, and the bottom-half of the lock
125. Open the Vertex Group Tab (triangle) and assign the selection to the Root Vertex Group
126. Tab into Object Mode and select the Bones
127. Tab into Pose Mode
128. Select the Pivot Bone and rotate it around the X-Axis to open the lid
1 note · View note
jsabbott · 7 years ago
Text
Daily UI (Days 1-5)
This sign-up modal was designed for the Daily UI Day #1 challenge. The HTML/CSS code is available on Github [https://github.com/JSAbbott/ui-sign-up-form].
Tumblr media
youtube
This credit card checkout modal was designed for the Daily UI Day #2 challenge. The HTML/CSS code is available on Github [https://github.com/JSAbbott/ui-credit-card-checkout].
Tumblr media
youtube
This home landing page was designed for the Daily UI Day #3 challenge. The HTML/CSS code is available on Github [https://github.com/JSAbbott/ui-church-home-landing-page].
Tumblr media
youtube
This calculator was designed for the Daily UI Day #4 challenge. The HTML/CSS code is available on Github [https://github.com/JSAbbott/ui-calculator].
Tumblr media
youtube
This app icon was designed for the Daily UI Day #5 challenge. The HTML/CSS code is available on Github [https://github.com/JSAbbott/ui-app-icon].
Tumblr media
youtube
0 notes
jsabbott · 7 years ago
Video
youtube
0 notes