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Chapter 2 Part 11
Chapter 2 Part 11
ENVIRONMENTS
Blender basics
Chapter 2 – Part 11
■ Making a fence
■ Using the array and boolean modifier
■ Proportional editing
■ Smart UV projection
Add background image
When you click the background icon you can select an image
Make the background visible
Press 1 in the numpad and press 5 to switch to orto mode. You can now see
the background image
Start with a cube
We start with a cube and make it flat in edit mode. Press S + Y key
to make it flat.
Drag the cube in position
Switch to object mode ( Tab) and drag the cube ( G key ) to the first plank. Keep in
mind that transforming the object works the best in edit mode.
Make a wooden plank
Scale the plank ( S + X key ) so you can cover the reference plank.
Switch to the Y axis
Scroll around the object in edit mode to see if it has the right size. If it looks to flat,
change this. ( S + Y key )
Extrude the top part
Select the top vertices and extrude these two times ( E key to extrude )
Add a bevel
Check if the scale is set to 1 and add a bevel ( CTRL + B key ). Keep
the resolution low
Optimize the Bevel
Remove this edge line, we don’t need it. First select the edge line by pressing ALT +
right mouse button. Now click X key + edge loop. This will remove the edge line
Add more edge lines
Add more edge lines by pressing CTRL + R and mouse scroll till you
have +/- 10 extra lines. Press left mouse button to set the lines.
Add the array modifier
To speedup the process we use the array modifier to duplicate the fence
plank.
Increase the array distance
Because there is some space between the planks we need to increase the
distance. I used 1.8, but maybe you need 1.7 or 1.9, what fits the best
Increase teh counts of the planks
If everything looks right you can apply the array modifier to merge
the planks together. You now have 8 identical planks.
Creating horizontal planks
Same as the vertical planks, we need to put the plank in the right position.
Drag the object in object mode, this way you keep the origin in the middle
Make the cube flat
Same as the verticle plank, you now need to scale it so it fits the
reference image.
Add a bevel
Because there are only two horizontal planks, we can copy ( Shift +
D key ) the plank and drag this add the bottom of the fence.
Create the middle plank
The middle plank needs some tweaks to get it right. Add a new cube and put it in position
so we can switch to edit mode to scale it.
Put the plank in position
The bottom part can be scaled by dragging the vertices in the right position. You don’t need
to extrude this part. The top part needs to be extruded.
Flatten the plank
If the plank looks thick, scale the plank so it gets the right size. Use teh same size as all the
other planks in the scene
Add a bevel
Same as all the other planks, apply a bevel to make it looks smooth.
Put the planks in position
Some planks may float in the air. Put them againt the main planks to make it looks realistic
Add more detail
Add some extra edge lines to add more detail on the fence. We can use this for later
additions
Add a cylinder object
To cut a hole in the fence, we need a cutter object. We use a cylinder to work this out
Lower the resolution
Switch to the side view with Num 3 key and rotate ( R key ) with the snapping tool the
cylinder with 90 degrees.
Align the cylinder
Now scale the cylinder in edit mode so it aligns with the hole in the fence
Name the cylinder
Because this is our cutter object we need to name this to cutter in the object tab
Set the origin to mass
If the origin is not in the center, press space bar, type origin, select set and press origin to
Center of Mass
Merge the cylinder and fence
To cut a hole, select the cutter and the fence and add a boolean modifier
Select the cutter
In the modifier tab, select the cutter to make a hole in the fence
Apply the boolean
Select difference in the operation tab and press apply to activate the modifier
Selecting the hole vertices
If everything went right you now have a hole in your fence. Now you need to select all the
vertices from the hole
Add a bevel
Add a small bevel, this can be a pain because there are a lot of vertices and they can merge
into eachother. If it doesn’t work out, you may need to repeat the boolean action
Rotate the planks
Select all the object and merge them together by pressing CTRL + J key
Adding more details
Continue with adding more details on your fence. We can use this later to modify the fence
Make gentle tweaks
We need to enable proportional editing ( O key ) to make some little changes on the fence.
Make it look a bit curvy by moving some parts
Duplicate the viewport
Now it’s time to add a texture. Duplicate the viewport by pressing the tiny arrow in the top
corner of the screen and drag this to the left and open the UV image editor
Smart UV projection
Because the Unwrap tool and cube map projection will not work for the fence, we will use
the smart UV projection option.
Check your UV map
Add a material and select the image texture option. For this fence we use the same texture
as the dice.
First impression fence texture
Now we have aUV map coordinates and a texture. Now you get an impression how the fence
looks like. Before we touch the UV map we need to switch the texture with the texel density
map.
Check the squares
Now we have the texel density map selected we can take a look if there is no stretching.
Scale the UV coordinates
Scale the UV map by selecting all the vertices and press s+3 key. You can see the result in the 3d
viewport. If the texel map doesn’t look stretched, you can switch the map back to the wood texture.
Quick look
Great work ! We now have a fence object and we used all the techniques from chapter 2. This is a
major step in your development.