Hello everyone and welcome to
the first section where we're actually going to be
jumping into Blender and learning how to
model our modern house.
This section we're going to model
the entire thing starting out with the first floor.
And then in the second video we will
model the second floor and so on.
There's a couple of things I want to
mention before we started modelling.
And the first thing is this bottom right corner,
you're going to see what keys I pressed.
So this will help if I do
a shortcut that I don't explain,
just look at the bottom right corner
and you'll see exactly what I press.
For example, if I press the S key to scale,
you're going to notice the S key is right there.
Same for the left-click.
So if I left-click, you're going to notice
the left button right here turns on.
Same for the right-click and the middle mouse button.
All of that will be located here.
The other thing I wanted to
mention is that we're going to be
using cycles for the majority of this course.
So coming over here to the scene panel,
we're going to switch the render engine from
EV over to the Cycles Render Engine.
And then if you have a GPU,
go ahead and select it there.
Now that we've set up our settings,
Let's go ahead and start modeling our house.
What I want first though,
is I wanted to make sure everything
is centered on the grid floor.
You'll notice if I look right here,
the cube is halfway underneath.
That's not going to really work well and
it's not going to be aligned properly.
So let's fix that.
In edit mode.
If I press Tab on my cube,
I can go into edit mode and then move
the cube without moving the origin point.
You can see here if I scale,
it's going to scale downwards.
And that's based on where the origin point is.
So what we're gonna do is, uh,
leave the origin point right at the center of the grid,
but we're going to move the cube up.
So to do that, let's go into edit mode by pressing Tab
or coming over to this menu and selecting Edit Mode.
Then to move it, we're going to press G, then z.
And if I hold the Control or the Command key,
I can snap the cube to different parts of the grid.
Let's snap it so it's sitting
right on top, just like that.
And then you can left-click.
Now if we go out of edit mode by pressing tab,
we can press S to scale and it's going to scale from
the origin point and leave
the cube right on the grid floor.
And there we go.
That is perfect. Next up,
we're going to set the dimensions of our, of our house.
And to do this, let's add an,
a blueprint for reference.
The blueprints and all the other textures,
models and everything is linked in the resources.
So make sure you go grab that.
Once you've downloaded it,
you can press Shift a and go over
to the reference image right here underneath image,
you can select reference.
Once you have found where
the references are located on your computer,
go ahead and select the front view dot blueprint
and load reference image.
It's going to load the reference image
based on where your view is.
And so to reset the view,
we're going to hit the Alt key or the Option key on
a Mac Alt R to reset the rotation.
Then I'm going to press our than X and type
in 90 to rotate it 90 degrees and then enter.
Now what we need to do is press G and
Y and move it backwards so it's out of the way.
And then we will also drag it up.
Let's go into front view to see what this looks like.
You're going to notice it's way too small.
So before we scale it up,
let's go into wire-frame and look at the dimensions here.
You're going to notice that the height of
the first floor is 2.74 meters.
That is the average height of a ceiling.
So let's go ahead and select
our cube and then set that exact height.
So with our cube selected,
I'm going to press Enter to open up the Properties panel
and underneath the item tab, the z dimensions.
Let's set that right here.
So we'll type 2.74 and Enter.
Now that we have the height,
we can select our reference image and scale it up.
So press S to scale and drag it up.
Let's also set the width right here.
So we'll select the cube and you'll notice the width
is 8.5 meters across.
So underneath the x dimension,
Let's go 8.5 and enter.
And you might notice that it's a little bit
hard to see the cube with the reference image.
So to turn the opacity down,
you can select it.
Go over to the image panel right here,
turn on opacity and let's just set this lower like 0.5,
maybe even like 0.3.
Actually, I think that's a little bit better.
Now if we go back into front view and select our cube,
it'll be much easier to see.
So the next step is just to select the reference image
and scale it up so it matches
the height and the width of the cube.
So you can drag it over until these edges line up.
And again, it doesn't need to be perfect,
just probably roughly around there,
drag it up a little higher, something like that.
Maybe scale it down.
And it doesn't need to be perfect,
just roughly the same width.
And then you'll be good to go. And there we go.
I've lined up r cubed right in
this position on our reference image.
And the next step is to add in
the side reference image and line that up as well.
To do this, I'm going to select my reference image.
I'll go into top view by pressing Seven and then I'll
press Shift D to duplicate it and then move it over here.
We'll press R to rotate,
rotate it all the way like this.
And if you hold Control,
you can snap it in five degree increments.
I'm going to go negative 90 and then left-click.
Then over here on the right side,
we're just going to change
the front view blueprint by
clicking that button right there and
then selecting the side view blueprint
and then load reference image.
And since we duplicated it,
the scale is going to be
exactly the same as the other one.
Then what we'll do is we'll go into
side view by pressing 3 on our number pad.
And then we need to line this up.
So I'm going to move it over here.
And then we can see here the dimensions is
4.5 meters for this front bit right here.
So let's select our cube and put
that in for the y-dimension.
So here we'll go 4.5 and enter.
Then just line it up.
So we'll select the reference image again,
press G and Y and drag it over
until it lines up right about there.
So just like that.
And again, it doesn't need to be perfect,
just roughly the same position.
And there we go.
We've added in both the reference images and
now everything is aligned properly.
The other thing I'm going to do is I'm gonna come over to
the top right corner and then turn
on at this little cursor icon.
Then we're going to turn it off for
both of the reference images.
Doing that will make it so that we
can't select our reference image.
This will make it easier when we're working with
the viewport and we don't want to accidentally select it,
so just turn it off so it's easier to work with.
Next up, let's add in the windows.
To add in the Windows, we're going to be using
an add-on called ARC mesh to
enable this add-on come over to
the Edit menu, down to Preferences.
Then underneath the add-ons tab type in the word arc.
And you should see the arc of mesh add on right there.
Make sure that is enabled and you'll be good to go.
To add this in. We can press Shift a and go underneath
the mesh and then ARK mesh
and then select the panel window.
Once we do this, the window will be added into our scene.
To actually move that window around,
you need to select the empty object right here.
Then we can press a G and then you'll be able to move it.
If you select the frame of the window, you can't move it.
So make sure you select the empty object,
is this object right here
to actually move the window around.
Let's move this into the front and
then place it right on this side.
So I'm gonna go into top view.
And then I'll press G and Y and drag it down this way.
And then G and X and drag it over here.
When I first created this course,
we actually cut a hole in this cube right here
by going into edit mode and then adding some loop cuts.
Now this is destructive modelling,
meaning to that once we add that in,
It's a little bit hard to move it
around or change the location of our window.
So instead, we're going to be using a Boolean operation.
When using the ARC mesh add on,
you can see it adds this cube right here.
This is for actually cutting a hole in the mesh.
So what I mean by this is what we need to do is select
our cube right here and then go over to the Modifier tab.
We'll select Add Modifier and click on a Boolean.
And for the object,
we're going to select the Eyedropper tool and
then select that frame around the window.
So now if we press Z and go into wire-frame,
we can see there is a hole in
our cube and it automatically does it for us.
So if we select the entity,
we can move it around and
the hole will move with the window.
And this is very useful for moving the window around.
This is a much better way than adding in
luke cuts and actually cutting a hole in the window.
Next up, let's change the dimensions of
our window and place it in the correct spot.
So with the frame selected and make
sure you press N to open up the Properties panel.
We're gonna go over to the Create tab.
We're going to split this out so
we can see it a little bit better.
And here are all of the settings for the window.
If you want to, you can add in a new window right there.
So you can have four or you can add an,
a vertical one like this.
Play around with these settings until
you're happy with what you like.
What I'm gonna do is I'm going to
set the height down here.
It's this value here.
We're going to set this to a value of 265 and enter.
And then it should line up right where
the top of the ceiling is.
We're also going to be changing some values over here.
So this value I'm going to set to 145, 145, and 145.
If it goes past the side of the house,
just select the empty and move it across
so it lines up right where it's supposed to write it.
There looks good.
And the other thing I wanted to mention
is that these checkboxes right here,
I'll go into wireframe so we
can see it a little bit better.
They allow you to add in an extra frame on the inside.
This is for opening the windows.
So if I turn this off,
you're going to see that extra frame disappears.
If I leave it on,
that extra frame reappears.
What this means is is that we can
actually open this window if we wanted to.
So what I'll do is I'll go into edit mode and I'll
select the top corner right there and
press Control L to select
the entire thing will go
inside the house so we can see it a little bit better.
If I press G and X,
I can actually slide open the window.
This could be kinda cool if we wanted
to leave the window open like that for a render,
that might look pretty good for now though,
I'm just going to leave it closed.
Another thing that you might notice is that
our Boolean operation has disappeared.
So to re-enable it, select your mesh,
go over to the object and then
select the frame of the window once again,
if for some reason and this happens,
you wanna make sure that the frame is actually
underneath the top of the ceiling.
So to fix that, we'll select our frame,
set this a little bit lower.
So let's say right about there is good.
And then this side, we also want
to make sure this is inside.
So over on this one,
we'll just turn this down a little bit
so it's inside, just like that.
Then we will do the same thing.
Select the select the entire house.
I drop a tool and then select the frame of the window,
and then it should work properly.
Next up, let's actually duplicate this window
and place it over on the left side of the house.
So with the frame selected,
I'm going to select the bounding box and the empty.
We'll go into top view and press Shift D to duplicate it,
and then we'll place it over here.
Then we will select the frame,
and then we have a rotation value right here.
And then set this value to 270 just like that.
And the reason we're not doing 90
is because that's the inside of the frame.
If we set it to 90,
you're going to notice the frame is on the outside.
That's not what we want.
So make sure this is up to 270 and Enter.
Then of course you want to make sure that
the frame is in the correct spots.
I'm going to select the empty down here,
press G ANY and move it back
until it lines up right where that corner is,
will go on the other side of the frame.
And we can see here it's sticking out a little bit.
So select it and then turn down this a little bit until
it lines up inside of the house, just like that.
From there, select your cube at an, another Boolean.
So select the Boolean modifier.
And this time we're going to go
the object and it's going to be this frame.
And there we go.
We've now added all of the windows.
This way is so much better than adding
loop cuts manually because what you can do
is select your empty and just move it anywhere
along the cube and it will
automatically cut a hole in the mesh.
And there we go.
We've now set up the windows.
But there's one less thing that we
need to fix and that is
to create an actual hole in the window at the moment.
If we select our frame and then press H to hide it,
you're going to notice that there is not a hole.
It's basically taking the outline of
this border right here and just indenting at the mesh.
The reason this is happening is
because blunder is treating
this object as a completely solid object.
So what we need to do is give this mesh some thickness,
so it treats it as an empty object.
We can very easily achieve this by clicking
Add Modifier and selecting the solidify modifier.
Once we do this, we need to
drag it above both of the Boolean.
So make sure it's above both of
the Boolean modifiers and then it'll work properly.
The other thing that you're going to notice though,
is that we have a weird gap in
between the frame and the mesh itself.
The reason that's happening is because of this frame
right here is below the actual mess.
So we need to take it and drag it above.
Select both of the MTS just like this.
And then I'm going to press the G and drag both of them
above just like that until they're above the floor.
As you can see there.
At the top though, you're going to
notice that it's too tall now,
so we need to select both of the frames.
I'm going to press N and bring
the height of them down just slightly until it's below.
Right there looks pretty good.
I'm going to press Alt H to bring back
my other window and then
select it and do the exact same thing.
The height of this,
the height of this is 258.
So we're going to select this window and set
this to 258 and enter.
Doing this makes the Boolean operations not work anymore,
so we just need to refresh it by coming over here,
selecting the Boolean and then
selecting the bounding box of the window.
We'll do the same thing for
the other Boolean operation as well.
Select the Eyedropper tool and then
select the bounding box for the window on the left.
And there we go.
Now it is working properly.
If we press Z and go into render view,
we'll be able to see inside
our mesh as you can see there.
And there we go.
We've now completed the first video of the modern house.
In the next couple of videos,
we're going to be adding in
the second floor of the sidewall and all of that.
I hope you're excited to continue working on
this course and I will see you in the next video.