Breaking and ageing the elements

It's now time to refine some elements in order to give them an old/destroyed look. This will mainly come from the texturing work that we will do later, but we can still work on the geometry a little bit:

  1. We will begin by working on the stairs. We will delete the side faces that are invisible. (Refer to step 1 in the following screenshot.)
  2. Let's add loop cuts below the angle of each stair. This will allow us to extrude a face in the front direction of the top of each stair. (Refer to step 2 of the following screenshot.)
  3. We will then add two edge loops at the center to add more resolution.
  4. Now with Proportional Editing turned on (O), we can select some vertices on the stairs and move them to break the shape a little bit. (Refer to step 3 of the following screenshot.)
  5. We will now enter the stair ramps object and delete the one on the left. We will have to delete the invisible faces, those that are in the ground and in the house.
  6. After this, we can move the origin back to its center (Ctrl + Alt + Shift + C) and duplicate the object (in the Object Mode) with Shift + D in order to move it back to the left-hand side.
  7. We can then add definition to the object on the right-hand side with the Loop Cut tool.
  8. At the top of the ramp, we will use the Knife tool and cut around a loop cut that we had made before. We will then push this hole inwards. (Refer to step 4 in the following screenshot.)
  9. We can then repeat this process elsewhere on the other object. (Refer to step 5 in the following screenshot.)
  10. The stairs are now finished. (Refer to step 6 in the following screenshot.)
  11. We can also add a cut in the back wall of the house and move the vertices a little bit to add some sag.
    Breaking and ageing the elements

We now encourage you to go over each object and slightly move the geometry, with the Proportional Editing tool turned on (O), in a random manner in order to break each object's silhouette. You can also rotate the objects, such as the curtains. This is a house that is not new, plus it's probably abandoned!

Breaking and ageing the elements

Simulate a stack of wooden planks with physics

We are now going to add little bit more details by adding a stack simulation of wooden planks in the front of the house. But instead of placing each plank by hand, we will take advantage of the physics engine of Blender that will do the job for us. In order to keep our stack simple and manageable, we will use the instancing principle that we've seen before. Let's start with the modeling of the plank:

  1. The plank will be very easy to model by starting with a cube primitive.
  2. We will then rescale this cube to make it thinner and larger. Note that if you do this in the Object Mode, you will have to apply the scale with Ctrl + A.
  3. In order that the plank catches the light on its edges better, we will add a small bevel to it. There are two ways of adding bevels in Blender. The first one is the one that we've already used before with Ctrl + B. The other method is by adding a Bevel modifier. That's what we've done here. Note that if you want, you can apply the modifier too.
  4. We will now duplicate the planks by instancing them (Alt + D). You need to place them one on top of the other. In order to add a little bit of randomness, we will rotate them slightly in an unordered way.

Note

About the Bevel modifier

The Bevel modifier is nice because it is applied on the whole object, so we don't have to manage a lot of geometry while we are in the Edit Mode. We can adjust the Width slider to tighten or enlarge the effect of the bevel. The Segments option allows us to choose the number of cuts the bevel will be made of. The Profile of the bevel corresponds to the direction of the bevel; if it's negative, it will go inwards.

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