Modeling a Dormer in Blender(Blender 2.93 Tutorial)

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hi everyone in this video we're going to model the stormer that you see in the viewport here this is a beginner tutorial and it's going to be fairly slow but you will need a basic knowledge of blender in order to be able to follow along you can download a reference image that we're going to use for modeling this object i am using two add-ons in this video one is wonder mesh and the other one is machine tools and for what we're doing in this video you can use the free versions of both of these add-ons i will post links to the plugins in the video description below this is a polygon modeling video so we're not going to use booleans and we're going to keep the mesh nice and clean and eventually we're going to end up with geometry like this i hope you'll enjoy this tutorial okay so let's get started first of all i'm going to my front view and hit shift and a and we're going to add our reference image and i will add a selectable filter here and switch that on so now we can't accidentally select the image and move it and if i click on this red icon here i will jump to the settings in the properties panel and here i'm going to change just a few things i'm only going to switch off perspective and i'm going to switch on opacity so let's do something like this for now the way i'm going to do this is by creating an outline of the entire object first and then we're going to add all the details and we're going to start with flat geometry and then extrude it into three dimensional geometry and if you take a look at this this top part here is a section of a circle so we can start with a disk i'm going to use a wonder mesh object here so shift a go to wonder mesh primitives and i'm going to add a ring and let's rotate it around the x-axis 90 degrees like so and i'm going to move this down and if you go to the object data properties here you have all of the settings for this wonder mesh object under the wondermesh data section here let's go ahead and increase the radius and i'll do something like 420 looks about right let's hit z and go to wireframe i'm also going to add a couple of segments here and let's move this into place let's do something like this and i think that looks good we can also use an inner radius here so let's do that and i'm going to zoom in and then hold down shift and left click and drag to adjust the radius and i'm going to line this up with the top of the windows here we can also use the section settings here so if i increase the first one i can move that to about here and if i decrease the section 2 setting i can do something like this and again let's zoom in a little bit and fine tune that again i'm holding down shift to do that okay so that's looking good right now we have too many segments i'm going to decrease the number and we want an even number of segments here so we're getting an edge right here at the center and that will make it a little bit easier to mirror the object over from one side to the other this image has some perspective distortion i'm just going to focus on the left side as my reference and then we're going to mirror this over to the other side later next i'm going to convert this object to a regular mesh with this button here and then we need to add some more geometry but first of all i'm going to select my reference image let's go ahead and rename this to ref image and i'm going to rename this one to dormer walls and roof i'm going to create only three objects here one will be the wall and the roof the other one will be the window frame and then the third object will be the glass i'm going to make the reference image a little bit brighter and we need to add some geometry here and we need one two three four five additional edge loops so let's tab into edit mode and i'm going to deselect everything here and then hit ctrl r and let's make a loop cut here and move these edges down to about here and i'm going to make another loop cut and let's do another cut and put these edges here and we need one edge loop here and a last one up here we also need some edges over here so let's make some additional loop cuts here i'm going to put an edge here we need one two three four edges so let's move the next loop to about here and this one to about here and the last one i'll move it over to about here and let's jump back into object mode i'll just decrease the opacity again of the reference image so next we need to make some adjustments to the geometry here and we're going to do this in edit mode again so let's go to vertex mode here and i'm going to use the knife snap it to this point hit c to make a straight cut left click and hit space bar to finish the cut and then i'm going to select all of these vertices here shift and left click twice on this one to make it the active vertex and then hit m and merge at last and over here i'm going to make a cut from this point again hit c and cut this edge here hit space bar to finish the cut select these two verts and m and merge at last and this is going to be a little bit of a problem because this top part will be extruded forward and that means this section will look very straight we need even segments here and that basically means we need another edge loop in here so let's hit ctrl r left click and right click to place an edge loop right at the center here and let's move this vertex up a little bit and i'll just go to my overlays and switch off the grid now over here i'm going to grab this vertex here hit g twice and then slide it along this edge and line this vertex up with this line in the reference image here and over here i'm going to grab this vertex and slide it over to about here we can also get rid of everything on the right side so let's select these words here hit x and delete vertices and if you select these ones here at the center and hit n to show the side panel here and if you go to the item tab under transform you can see that these words are not exactly lying on the z-axis so i'm going to left-click here change that to zero hit enter and then i'm going to hide the side panel again because we've moved some vertices around here the segments are not even down here so i'm going to select these edges and then right click go to the loop tools and use the space option to even out the distance between these edges and i'm going to do the same thing over here and i have a shortcut for that because i use it so much and that's looking good now there's a few more things we need to do over here let's go into polygon mode we need to select these polygons here and all of the ones in between and delete those faces and if i go back to solid view this is what we have so far so now we can start extruding the edges at the bottom down to create the rest of the shape so let's grab these edges left click ctrl left click then extrude i'm going to right click to finish the extrusion and keep all of the edges at the same position here and then i'm going to move these down and hit s z and zero to make them straight i'm going to move these down to about here extrude and move these edges down to here and i'm going to extrude this edge over to about here okay and that's all the geometry that we need to create the rest of the shape so let's go to face mode and i'm going to loop select these faces here and these ones and i'm going to extrude these back so hit extrude and type in -4 hit enter to finish the extrusion and you can do whatever you think looks good here let's go back to the front view and i'm going to deselect these faces here and we need to make another extrusion and again i'm going to extrude these black minus four back to the front view now we need to select these polygons here and extrude those back let's do minus three this time something like this and next we need to inset these polygons so let's hit i and do an inset like so maybe and i'll extrude these back another minus three centimeters and we need one more extrusion and first of all we need to inset the faces let's do something like this and i'm going to extrude these back maybe minus 30 and hit x and delete these faces here and now i'm going to extrude the roof part left click on this polygon control shift left click on this one over here to select all of these and i'm going to extrude these forward maybe three centimeters and then use the ring selection to deselect these faces here and extrude again three centimeters and let's deselect this row here and again extrude three centimeters and deselect these ones and i'm going to extrude the top faces maybe four centimeters okay so that's looking good and before we extrude the bottom the side and the top we need to clean this mesh up a little bit for example we need to get rid of these faces over here so i'm going to delete those and we also need to delete these ones switch back to wireframe go to the front view and we also need to grab all of these ones on the right here so basically i selected all of these polygons here let's go ahead and delete those and next we need to grab all of the vertices here at the center i'll do this in wireframe mode again so let's select all of these and if you have the free version of machine tools you can line these up pretty easily machine tools has a alt a menu and if you open that you can align the selection to the top left right you can straighten the selection in this case i'm going to align them on the right if you don't have machine tools or if you don't want to use that what you need to do is make one of the vertices at the center the active vertex by shift and left clicking twice on this vertex here for example and then you need to go to your transform pivot point drop down and select active element and you can see the gizmo jumps to this active vertex now and then i can hit s x and zero to line these up left click and let's make sure to switch that back to bounding box and there you go now these are lined up at the center here so now we can go ahead and extrude the rest of the shape and i'm going to deselect everything here and then i will loop select the edges down here and i'll also select this one and this one extrude them right click then move them over and snap them to this point here and in order to be able to do that you will need to activate vertex snapping up here in this drop down let's hit m and merge by distance and this doesn't remove the overlapping vertices on this corner here so i'm just going to select everything hit m again and merge by distance and now one vertex should be removed here let's deselect everything again and i'm going to loop select the edges here at the back and let's add these edges here so we've got all of these ones selected now i'm going to extrude those right click and i'll just move them back a bit hit s y and 0 to scale them down and make this back part straight i'm also going to again select everything and do a merge by distance deselect everything and let's do this in the right view i'm going to select the edges here at the back move them back and snap them to here our shape is now basically finished but we can optimize the geometry a little bit there is a lot of geometry that we don't really need anymore and we definitely need to optimize the roof area up here let's start at the bottom i'm going to loop select all of these edges down here and dissolve them and you can do that by hitting x and selecting dissolve edges you could also hit ctrl x to dissolve them immediately and down here what we could do is we could grab these two vertices and do a merge at last and then select these edges and ctrl x to dissolve them and this will give us this triangle here i'm going to select the edges down here and use subdivide and then i'm going to move this vertex over and snap it to here and on this corner here we can select these three points make sure to select the corner vertex as the last one and then use m and merge at last and we can do the same thing down here and we don't need this second edge loop down here so i'm going to loop select these edges select this one and hit ctrl x to dissolve them and that's cleaning up the entire bottom part here and as far as the roof is concerned we'll just merge all the corner vertices so let's go ahead and do that i'm going to pick these two and to make things a little bit faster i'm going to use machine tools again which has some options to quickly weld vertices like these of course you can also use m and merge at last so let's continue doing that and now we can select all of these edges using the loop selection and we can hit ctrl x to dissolve them let's go ahead and select this loop here and this edge and do another control x to get rid of these edges here and the last thing we need to do is even out the geometry to make sure we have a nice and smooth curve up here so let's go ahead and loop select all of these edges here all the way down to this loop here and then we need to deselect everything here on the side and also we need to deselect everything here and i guess it would be better to do that in wireframe mode so you can see we have a lot of stuff here that we don't want let's say i'm just going to deselect these ones and that's all the edges that we need i think i missed one here okay so let's even out the spacing between these edges using the loop tools and there we go so that's fixing that area and down here i'm also going to do that left click control left click shift left click ctrl left click and then space these apart evenly and if you want to be perfect you could also select these words here and hit j to create a straight line i'll just do that for all of these here and then i'm going to just loop select these ones and use ctrl x to dissolve them and we're going to do the same thing down here i'm going to deselect everything and then just loop select everything here and over here and let's go to wireframe mode and deselect everything down here again so we don't want to space the bottom edges only the ones at the top here so again using the loop tools to do that and there we go and that is our finished walls and roof let's go to object mode there's one more thing i want to do let's go ahead and switch on effect origins only i'm going to move the origin up here and then hold down control and snap it to the bottom of the object and in the top view i'm going to move this over on the y-axis and snap to the center of one of these edges here and let's go ahead and switch off effect origins only again and now we can go to the modifier properties and add a mirror modifier i'm going to apply this and then i'm going to dissolve these edges here and i'm also going to apply a bevel modifier and let's go ahead and change a few things here if the object is further away from the camera a chamfer would be enough to get highlights on the edges here if i switch off my overlays here you can see that well the bevel is a bit big let's go ahead and decrease the amount to maybe i don't know 0.6.7 something like that and by doing this we will use a lot less polygons but for close-ups you will need more segments for the bevel and for this tutorial we're just going to assume that we need a closer shot of this object here so i'm going to increase the segments to three i'm going to switch my overlays back on and if you zoom in a bit you can see everything looks a bit faceted let's right click and use shade smooth and the default corners the bevel modifier creates don't look too good i'm going to change that we need to go to geometry here and change the miter outer to arc and things will look a lot better and the shading is off a little bit as well and in some areas it will probably be more obvious if i switch the overlays back off you can probably see the creases like in this corner here and in order to fix that we're going to use the shading options here in the bevel modifier and switch on harden normals and that should fix the issue okay so that's looking good and if hot normals doesn't do the job you could also try and add another modifier so you could try and put a weighted normal modifier on top of everything else okay so that's looking great that's our first object finished next we're going to do the window frame and for this we can reuse the geometry of this object here so let's tab back into edit mode again i'm going to switch the bevel modifier off in edit mode and i'm going to loop select all the edges here and then use the f key to fill the selection and then we need to go to face mode and select all three polygons here hit p and split this off as a separate object using the selection option here let's jump back into object mode i'm going to hit h to well not hide everything i just want to hide the roof and walls and this is going to be our window frames let's go into front view and i'm going to switch to wireframe again tap into edit mode select all the faces and use i and i'm going to do an inset like this maybe and let's go ahead and get rid of these faces and what i'm going to do next is i'm going to select these edges here and subdivide them and then i'm going to grab all the vertices over here and delete them and then i'm going to subdivide these edges here and let's go ahead and select them s z and zero to even those out and i'm going to move these up a little bit maybe to about here i don't want to get too close to the corners here and then i'm going to hit ctrl b and bevel these a little bit and i'm going to use an offset of let's try one and see how that looks and one is a little bit small let's do maybe two okay and i'll keep them at this position like i said i don't want to get too close to the corners here and then we can select these two edges here and use the f key and over here i'll just extrude this edge right click and then move it over and we can use the side panel let's move this to zero on the x-axis here and let's hide the side panel again so over here let's grab these edges here and subdivide them and let's select these edges here s x and zero and let's move these over to about here do a control b and bevel these edges and change the offset to two and we can also select these edges here and use the f key to bridge these edges here and over here i'm going to subdivide these edges change the number of cuts to two and again select these edges and these edges and let's change the transform pivot point to individual origins and then hit s x and zero and the position is fine let's do a bevel ctrl b and again i'm using an offset of two here and then we can grab these edges here and use the f key and let's do the same thing over here and it looks like something didn't work here i'll just select these edges switch off or switch back to bounding box center here and do sx zero and i'll do the same thing for these edges here sx and zero and these ones look crooked as well so it seems i screwed something up here okay so that's looking better now let's jump into object mode and let's decrease the opacity of the reference image a little bit so next what we're going to do is we're going to make a couple of cuts so let's use the knife tool i'm going to cut from here hit c to make a straight cut and cut this edge here and that didn't work for some reason so i'm going to cut into this face and that's working and i'll do the same thing over here c to make a straight cut and then space bar to finish the cut and actually i'm not sure if i did this right here let's do this again i think i forgot to hit the c key okay so let's grab all of these vertices here make this one the active vertex and i'm going to weld these to here and over here i'll weld these two vertices and then we can bridge these two edges here with the f key which will give us an n gone here we're going to fix that in a second and over here i'll do the same thing so use the knife tool hit c to make a straight cut hit e to reuse the knife tool i'm going to cut from here to here hit spacebar to finish the cut and well actually i think we could leave this let's just grab these two verts here and hit j to join them and i'll do the same here so that's getting rid of the ngon here and then we can use the f key to bridge these two edges here and over here let's see i'll just join these two points and these two and i'm going to subdivide these two edges and then just use gigi to slide these words over a little bit i'm also going to even out the spacing between these edges here using the loop tools like before okay something like this and over here we also need to make a couple of cuts so let's use the knife tool again hit c to make a straight cut hit e to reuse the knife tool and i'm going to make a cut like so spacebar to finish the cut and let's see over here i think i'm going to weld these two verts and let's join these two with the j key i'm going to join these two with a j key and i'm going to join these two merge these two vertices and let's see um we probably can't just dissolve these edges here because that will change the curvature up here so what we need to do is go to face mode and select these three faces and hit the f key to fill and i guess we could also hit s z 0 to scale these down here but this will give us an end gone up here which wouldn't be really bad but i don't want that so i'm going to do this a little bit differently i think i'll just connect this edge here to create an additional vertex and join these two points and let's see let's go to face mode i just switched to solid here and i'll select these two polygons use the f key and use the f key on this one and we're going to join these two words here so that will give us quads here okay and that's pretty much all we need to do for this object let's go back into object mode and i'm going to move the object origin like before snap it to the bottom of the object and let's see in top view i'll just snap this back to here switch off the origin again and let's go ahead and use a mirror modifier i'm going to keep the bevel modifier which was copied when we split off the selection and let's go ahead and add a mirror modifier to this and apply it and let's go back into edit mode and select this edge here and dissolve it and it seems i forgot to join some of the edges here or fill in the edges so let's go to edge mode and select these two edges here use the f key and do the same thing over here so that's looking much better and in face mode i'm going to select everything and extrude all of the faces and let's just move these back the depth doesn't really matter we're not going to see the back of the object so i'll make them about this deep and that should be fine let's go back to object mode top view and i'm going to move the object origin to the center here like so let's unhide our dormer i'm just going to move the window frames over a little bit to about here maybe and i think i'll decrease the bevel amount to 0.4 maybe okay let's switch off the overlays and that's looking pretty nice the last thing we need to add is the window glass and for this i'm going to reuse this object here again tab into face mode let's just grab the bottom faces here hit shift d to duplicate them right click and then use p and split off the selection here so back into object mode i'm going to let's see this is the windows the window class okay so let's rename this to glass and i'll just hide everything else for now what we're going to do with this one is i'll move the object origin to the bottom here like so let's go to the top view okay and then i'm going to hit s y and scale this down to about here maybe and in face mode i'm going to select all the polygons here and extrude those up and let's unhide our window frames here jump back into object mode and let's go to the top view i'll just move the glass over and snap it to the center of the window frames here let's do something like this and right now we have overlapping geometry that's probably not good let's go into our front view here tab into edit mode i'll just select these words here and just scale them down a little bit so let's do something like this and i'm also going to move these bottom verts up a little bit let's select all of these here and i'll move them up a little bit like so and let's also grab these words here and i'm going to scale them down a little bit on the x-axis so and i'll do the same thing over here okay so let's unhide everything and there you go that is our finished dormer i hope you've enjoyed this tutorial thanks for watching and i'll see you again soon
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Channel: Wolf 4D
Views: 543
Rating: undefined out of 5
Keywords: Blender, 2.9, Blender 2.9, tutorial, how-to, making of, modeling, modelling, polygon, polygon modeling, polygon modelling hard surface, hard surface modeling, hard surface modelling, beginner, architecture, window, dormer, Wonder Mesh, Machin3Tools, step by step
Id: 4VZ7UMezXs0
Channel Id: undefined
Length: 34min 31sec (2071 seconds)
Published: Sat Oct 16 2021
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