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Modeling a Low Poly House.
Tutorial by David Goodman |
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Approximate time to complete: 1 hour
Level: Beginner to Advanced |
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Start with a plane 320x240 in the top view
port. The segments should be set to 16 x 12 and line up with four grid
boxes each. more or less |
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Select the polys that will comprise the general
shape of your house. Don't worry about walkways, driveways, etc. at this
point. |
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Extrude these polys up about 4 to 6 inches
in scale. Just eye it for now. |
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Extrude up two more times. Make sure the first extrusion
in this set is high (like 2 real world feet) and the second extrusion
is not so high. This larger area will become a brick veneer wainscot later
on. |
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The next up extrusion will give the window heights. The
next two will give the space between the tops of the windows and the roof
trim. |
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Select all of the top polys that make up the roof trim. |
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Extrude these polys to give a scale of around 1-2 real
world inches. With these polys selected extrude (local normal) using the
box click area so you can choose whether you will use "by group",
"by local normal" or "by polygon".While the polys
are still selected, open up the material editor and make a white material.
Apply it and assign a UVW map of BOX. In the material editor rename the
default material to "trim". |
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Select all of the polys that will make up the brick wainscot.
Make sure you don't select or de-select the polys where the front door
and garage door will be later. |
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Extrude to a real world scale of around 4 inches. |
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Select the polys that will make the porch, walk and driveway.
Extrude up about 4 inches. Try to make the surface a little lower than
the houses foundation. |
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Select two polys at the rear of the house where you want
a fireplace chimney to go. |
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With these polys selected extrude (local normal) using
the box click area so you can choose whether you will use "by group",
"by local normal" or "by polygon". Extrude up 25 units
5 times. With the top two polys selected, BEVEL with these settings: Height
= 0, Outline Amount = any negative number to give the appropriate thickness
to the walls. |
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With the top polys selected, extrude down to make the
holes. |
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Select the top group of polys and cut a line about 4 inches
down from the top. Select each on individually and extrude out (by polygon)
to make a nice lip around the top. |
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Select the lines in the porch and walkway. |
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Using the extrude tool, extrude the lines down about -1
and base width of about .2 - If it doesn't look right, then adjust to
give a crack that appears to be around 1 inch wide. |
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Test Render |
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Test Render |
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Making the roof is a cheat since the goal was to make
the ENTIRE model from a single plane. But this is just faster and makes
more sense overall.
Start with a line and make a triangle like in the image.
Position the triangle to the left side of the house, slightly past the
walls to create an overhang.
Apply an extrude modifier and extract it until it overhangs
the right side of the house like in the next image. |
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You can give it as many segments as you like. I used around
14 in case I want to do something with the roof later. |
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Another view of the extrusion. |
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Select the two end polys and extrude inwardly to where
the faces line up approximately with the sides of the house. |
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While these polys are still selected, you can apply a
UVW map and assign a texture or color. |
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Attach the roof to the rest of the house. |
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Okay, my eye wasn't quite on target when I extruded my
house shape. The walls are not high enough to give a proper scale. So,
go to sub-object mode and select the vertices as shown here. Move them
up until the scale looks right to you. Don't worry about stretching the
faces since we'll apply new UVW maps later anyway. |
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Select all of the faces that make up the garage entry. |
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Extrude them inward into the house as far back as you
like without exiting the house's back wall. |
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Now with the garage door faces still selected, click on
"detach". Name the new object whatever you like. I named it
garage door.
Reselect the garage door and convert it to an editable poly.
Select all of the faces and choose the Bevel selection box. Set the "by
polygon" selection and extrude a small amount. Adjust the outline
to get something similar in the image.
Apply a UVW map and apply a color or map. You can now move
it back up to the front of the garage and re-attach it to the house or
leave it as an animatable object. |
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Test Render |
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Select all of the faces where the front door will be cut
in. Using the slice plane tool, create a door are trim and add lines where
the actual door will be so we can make beveled panels later. |
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Select the polys around the door that make up the trim.
Assign the "trim" material and a UVW map if you intend to apply
a bitmap texture later. |
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Select the polys that make up your door and bevel them
like the image. You can now add a UVW map and put a material or color
to the door if you wish. I just used the "trim" color. |
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Test Render |
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Test Render |
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Select all of the polys where the windows will go. Using
the slice plane tool, subdivide until you get a grid similar to the one
shown in this image. |
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Select only the polys that will make up the window and
apply a lattice modifier. De-Select "apply to whole mesh", choose
"struts only from edges" and lower the radius to .5 |
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Test Render with Windows
To add glass to the windows, simply go to sub-object mode
"polygons" and select ALL of them. Add a "cap holes"
modifier and collapse the stack. Go back to poly mode and select the polys
where the window panes are. You can now assign a glass material!
To render like my final example below, you need to turn
on "force two sided" in the render or make the wall's material
two sided. Also, I traced a line around the interior of the house and
extruded it into a box to make the floor. |
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Add some maps, do some more detail cuts and put in some
lighting. You should get something similar to this.
Poly count: 2648 |
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