Join Darrin Lile for an in-depth discussion in this video Modeling the buildings, part of Creating a Game Environment in Blender and Unity.
- Now that we've established how big our buildings should be, let's go ahead and go back and take a look at the reference images, so we can begin modeling those. The buildings in this environment are pretty standardized. It's just going to be a cylinder with a rim on the top and the bottom, so they can fit together. And we're going to differentiate them through the texturing. So let's begin on just creating one of these basic building units.
I'll begin by going over to the Create tab, and creating another cylinder. And if I press the N key to bring up the Properties panel, we can come over to the Scale, and increase this to three, and that will give us our Dimensions of six meters. If we come over here to the Add Cylinder panel that came up when we created the cylinder, we can adjust some settings here. I'd like the Cap Fill, instead of being Ngon, I'd like that to be Triangle Fan.
And let's set our scale back here to three. So now we have a Triangle Fan for the Cap. If I hit the tab key, we can see that triangle fan up here. So the first thing I want to do is create that top and bottom rim of the building unit. So I'll need to insert edge loops to do that. In the Tools tab, we've got our Loop Cut and Slide tool here, and the shortcut for that is control R.
So I'll just press control R over here, and I'm going to scroll the mouse wheel one time to increase the number of edges, and we can keep scrolling here, but I think all I need is two. And I'll click, and click one more time. And now I can take these two edges, go to my Scale tool, and scale them into Z to pull them up closer to the top edge. Now go to Face Select Mode by pressing control tab, selecting Face, and I'm just going to alt click on an edge between two faces here to select that entire face loop.
And I'll do the same down here with shift alt and one of these edges down here. Now I want to extrude these out to create the top and bottom rims. If I just pressed E, and then moved the mouse, I would get this kind of behavior, and that's not what I'm looking for. So I'll right-click to get out of that, and press control or command Z to undo that. And what I want is this Extrude, Region (Vertex Normals), and what that will do, if I click that and move the mouse, it will extrude out in the direction of the normals of these faces.
So I'll pull that out to about right there. Now I'd like to pull these edges in here, at the bottom of the rim here, and here on this edge as well, to kind of angle the rim out. So I'll go to Edge Mode, with control tab, I'm going to alt select this edge, and shift alt select this edge. Now if I then hit the S key and scale these in, you can see they move toward the center of the object, and that's not what I want.
I want to just scale them in the X and the Y axis, but not in the Z. So what I can do is, in the Scale tool, I can shift click and drag on the axis I do not want to scale. So that would be the Z axis. So I'm going to press the shift key, click and drag, and you can how they now move in and out, just in the X and the Y, and not in the Z. So I will scale this in just a tad.
About like that. So now those rims angle up and out. Before I do anything else, I think I should establish where the center, or the origin, of this object is going to be. We're going to want the main pivot point or the origin of this object to be right down here at the bottom, so it'll be easy to snap into position in unity. So what I'd like to do is move the origin down to the bottom, right down here.
So I'm going to press control tab, and I'll hit the one key to switch to Vertex Mode, and I'll select that one vertex down here. Now I'm going to press shift S to snap the cursor to the selected component. And now the cursor is down here at the bottom of the object. Now if I tab back into Object Mode, and go over to the Tools tab, and choose Set Origin, and move the Origin to the 3D cursor, that will move the origin of this object here.
Now what I want to do is bring this object back up to the grid. And to do that, I just need to move the cursor again to the center of the grid, and then I can move the object by pressing shift S, and moving the selection to the cursor, and that will move the center of the object, or the pivot point of the object, up to the 3D cursor. So just as a quick test for our ability to snap one of these buildings up onto another one, let's go ahead and duplicate this by pressing shift D, and I will then move this up.
And let's turn on Snapping here, with the little magnet button down here, and I'll switch the snapping to Edge. Let's see how that works. And if I drag this down, you can see that it will snap to the top of that original building. And this is the way we'll place our objects in unity. So putting our origin point at the bottom of the building is going to help us do that. So I'll go ahead and delete that. We don't need that right now.
And I'll turn off Snapping. I'm going to go ahead and rename this building in the Outliner. Just call this: building1. And in the next video, we'll begin working on the door and the windows for the building.
- Testing the scale
- Modeling buildings and pipes
- Creating walkways
- UV mapping
- Creating textures
- Importing the scene in Unity