Blender

Blender

So simple, yet impossible :(
Hallo y'all! :D Quick question. So, I've really been wanting to make some very very simple "Square Structures" in Blender, but I DO NOT GET ITTTTT!!!!!!

What I mean by "square structures" is something like these (he/she used blender for these) https://gyazo.com/b177d8d947675e6068ab226e198f751e or https://gyazo.com/7c9a2170fa689b92addbf637ee21592a

I swear to holy heck I've tried to make these kind of buildings EVERY SINGLE WAY known to man, but I still don't get it! Is this simply harder than it looks or..

They're just a bunch of squares for crying out loud :(
Last edited by ♥♥♥ dog; Sep 23, 2015 @ 6:39pm
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Showing 1-15 of 16 comments
Elmapul Sep 23, 2015 @ 6:57pm 
its not impossible -.- make an squar, split it in may parts then extrude it.
♥♥♥ dog Sep 23, 2015 @ 7:01pm 
Originally posted by Elmapul (versus noob):
its not impossible -.- make an squar, split it in may parts then extrude it.

But then what happens is when I delete faces for doorways and windows, its flat, theres no thickness to the building. And adding solidify messes the whole model up and makes it look weird :( I've tried everythinggggg
Zipperhose Sep 23, 2015 @ 11:28pm 
Originally posted by You Fool!:
Originally posted by Elmapul (versus noob):
its not impossible -.- make an squar, split it in may parts then extrude it.

But then what happens is when I delete faces for doorways and windows, its flat, theres no thickness to the building. And adding solidify messes the whole model up and makes it look weird :( I've tried everythinggggg

You're not adding enough vertices for your faces. If you plan to make the entire wall first, make sure you have enough vertices so that when you delete the face, it leaves that "door shape" that you want. I'm not too sure what you mean by flat when you delete it though. However, I believe that when said "flat", you meant only 1 surface, or like a sheet of paper. When you are selecting a vertice or face by using B, you usually only select one point if you are looking at it from a "Front, Back, etc." view. However, there is also another point behind that (for a square). If you want to be able to see all the points when the figure is "Solid", go into edit mode (Tab) and select the icon that has a square with 4 points and another transparent square behind it. I'm not too sure why you are adding a modifier to it as it's composed of squares but I hope I answered your question.
♥♥♥ dog Sep 24, 2015 @ 9:09am 
Thanks alot for that video Scre, I sha'll try that sometime very soon :D

♥♥♥ dog Sep 24, 2015 @ 9:11am 
Originally posted by Xiphos:
Originally posted by You Fool!:

But then what happens is when I delete faces for doorways and windows, its flat, theres no thickness to the building. And adding solidify messes the whole model up and makes it look weird :( I've tried everythinggggg

You're not adding enough vertices for your faces. If you plan to make the entire wall first, make sure you have enough vertices so that when you delete the face, it leaves that "door shape" that you want. I'm not too sure what you mean by flat when you delete it though. However, I believe that when said "flat", you meant only 1 surface, or like a sheet of paper. When you are selecting a vertice or face by using B, you usually only select one point if you are looking at it from a "Front, Back, etc." view. However, there is also another point behind that (for a square). If you want to be able to see all the points when the figure is "Solid", go into edit mode (Tab) and select the icon that has a square with 4 points and another transparent square behind it. I'm not too sure why you are adding a modifier to it as it's composed of squares but I hope I answered your question.


Sorry matey, you kinda lost me. Heres a quick video I made for what I mean by "flat", and my solidify problem to attempt to fix that https://www.youtube.com/watch?v=fuClnLAQ5Hs&feature=youtu.be I just cannot for the life of me do something super simple :(
Ichqwertzu Sep 24, 2015 @ 1:51pm 
If you want to create Houses like the ones you showed, there is a better approach (At least i think so). I created a (hopefully) simple Step by Step Tutorial that should help you:
http://imgur.com/a/zsy8D
Last edited by Ichqwertzu; Sep 24, 2015 @ 1:51pm
McFuzz Sep 24, 2015 @ 3:55pm 
I also find that insetting helps when making square buildings. Press i to inset a face. You could make a piece of building fit to a piece of pavement, or make the inside of a set of walls, without getting overly generous with vertices this way.

Another option is the Boolean modifier. The boolean modifier just cuts one shape out of another, so say you had a set of walls, put a few squares in them, selected boolean and 'difference'. Bam. Instant windows/battle damaged buildings :D
+Rusty+ Sep 24, 2015 @ 4:13pm 
Those pics look like a block out stage with in a game engine (maybe source engine maybe unity?) and at that point everything is basic forms and primative shapes (cubes,sphere's etc) with some enviroment lighting.
At that point most things really are just cubes that have been sized to create the blockout and forms of the enviroment, all can be done within blender ovc but the source engine & its hammer editor is a good place to start for learning to create enviroments\maps for games
Mr Chappy Sep 24, 2015 @ 5:46pm 
Hi,

I would avoid the Boolean modifier whenever possible, it can cause a multitude of problems, I never use it for anything anymore. You will learn more by not doing so as well. The inset tool is very useful but may also cause you some problems if you are not careful.

They are not just cubes either, you would see "z fighting" on the overlaps if they were.

Try building it wall by wall like this :

Make the wall as a flat 2D plane, cut your windows and door into this plane(use the knife tool, "k", cut right through the entire plane in straight lines, press "c" while in knife mode to keep the line straight(before you make your first cut), make sure you are viewing it straight on via the keypad view selection). By keeping it in straight lines and cutting all the way through you will be able to edit it easily after, click on an edge while holding "alt" and you will select all the edges in that line/loop, you can then adjust it easily via "gg"(not a typo, press "g" twice quickley) to slide the edge line/loop and use with "shift" held down during sliding for extra precicion)

When you have it cut up delete the faces that are where the doors and windows will be.

Now select the whole plane(mesh) with "a". Now extrude the mesh, "e" to solidify it into a 3D physical wall.

Repeat this for all your walls, ceilings, floors, roof etc and place them together to form your building. Let the floors etc overlap the walls a little so they sit just inside them but do not appear through them.

You can mitre the wall edges(give them a 45 degree angle) by selecting the vertical edges at each inner end of each wall and scaling them on one axis toward each other("s" for scale, "x" OR "y" OR "z" while in scale mode to pick the axis to scale along).

If some or all the faces look unusually dark then some or all of you faces are inverted, fix this by selecting the whole of the mesh in "edit" mode via "a", select the "shading/ uv's" tab(left hand side of screen), then press "recalculate".

This is a pretty easy way to make what you want, not the best way but probably the easiest and most flexible when just starting out. Hope this helps a little :)
Last edited by Mr Chappy; Sep 24, 2015 @ 5:48pm
♥♥♥ dog Sep 24, 2015 @ 6:16pm 
Thank you all for your huge delicious answers!!! So greatly appreciated! I sha'll get cracking tomorrow and today on all of these suggestions and let y'all know how it turns out. My only problem with making a "square per wall" was that I don't know how to align it perfectly with another wall :(

@Ichqwertzu thank you so very much, I shall try this momentarialy :D appreciate the effort.

@Frank McFuzz I have tried to do that in 3ds Max as well as Blender, and I tend to try to stay away from them. Thank you for the suggestion matey!

@Whipper_snapper Indeed it is with Unity, which is what I am using. I know they're just cubes, but it's damn difficult :(

@Mr Chappy Loved the idea about extruding the plane when you have a shape made, I shall try that out ASAP

Sorry y'all I feel so rude if I don't respond to everybody XD I will let y'all know soon how everything turns out :D Cheers!
Zipperhose Sep 24, 2015 @ 10:07pm 
Originally posted by You Fool!:
Thank you all for your huge delicious answers!!! So greatly appreciated! I sha'll get cracking tomorrow and today on all of these suggestions and let y'all know how it turns out. My only problem with making a "square per wall" was that I don't know how to align it perfectly with another wall :(

@Ichqwertzu thank you so very much, I shall try this momentarialy :D appreciate the effort.

@Frank McFuzz I have tried to do that in 3ds Max as well as Blender, and I tend to try to stay away from them. Thank you for the suggestion matey!

@Whipper_snapper Indeed it is with Unity, which is what I am using. I know they're just cubes, but it's damn difficult :(

@Mr Chappy Loved the idea about extruding the plane when you have a shape made, I shall try that out ASAP

Sorry y'all I feel so rude if I don't respond to everybody XD I will let y'all know soon how everything turns out :D Cheers!


Sorry I lost you. Your video definitely helped though. Since you tried to create a blocky house, subdividing it gives the amount of vertices you actually needed. However what you can do after that is to use the solidify modifier. Since the shape is rather small and it's a cube, your solidify value should be a lot smaller than what you wanted to do. Try playing with the value. After that you can try and delete the faces that you want. Also remember that instead of subdivide you can use loop cut and slide. That allows you to divide it according to your placement of windows and door.

But I would say that the best solution for this is what Ichqwertzu did. While it may be a bit slow, I would say that it works the best for a good house.
Last edited by Zipperhose; Sep 24, 2015 @ 10:15pm
Ichqwertzu Sep 25, 2015 @ 4:37am 
If your problem is the alligment of the individual cubes i have two ways to make it more exact:

1.This is the more exact but also more complicated way. Math. Make yourself a sketch as to where which wall goes and which dimensions they have andcalculate where they have to go.

2.This is an easier way which works best for simple objects. First change your view to "Orthograpic" by pressing "5" on your Numpad. This basically removes all perspectives and makes the following steps possible. Then press "7" (again on the Numpad) to go to the top view.
Then Activate "Snap during transform" You will find this here: http://imgur.com/a/kD5n0
As you can see in the second picture they are lined up perfectly. If they only move in too big increments you have to zoom in a bit.

In case you don´t have a Numpad either buy one or you can go to "User Preferences" - "Input" and check the box that says "Emulate Numpad" This way you can use your normal Number Keys as a Numpad.
Last edited by Ichqwertzu; Sep 25, 2015 @ 4:37am
Mr Chappy Sep 25, 2015 @ 4:48am 
Another quick tip you may find useful:

In "Object" mode you can duplicate an object(wall) by selecting the object you want to copy and pressing "Shift + D". This will make a seperate copy which can be edited/modified independentley from the original, good for making a similar-ish wall from your first wall.

You can also copy by using "Alt + D", this will be a linked copy. When you edit one wall which has any number of linked copies then upon returning to "Object" mode from "Edit" mode all the linked copies will update with the same changes.
♥♥♥ dog Sep 25, 2015 @ 10:30pm 
GUYS GUYS!! I somewhat did it!!!! I've combined many techniques here that you guys have let me in on, and made this in 4-6ish hours, maybe a bit more.

https://gyazo.com/c7cd28ce6847fe00ed858a4db11a3fc5
https://gyazo.com/b46e53967196f2dc8966a5e6a245f267
https://gyazo.com/208352958c61b69ae061331690b64368

I've made a first floor (forgot to add the actual floor), a second floor, and you can go up on the roof! :D The capsule is used to represent the size of the person in my game. Thank you all soooooo very much, hopfully I will expand even more and practice what you guys have said more. All credit to y'all. Cheers matey's! :steamhappy:

Last edited by ♥♥♥ dog; Sep 25, 2015 @ 10:31pm
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Date Posted: Sep 23, 2015 @ 6:38pm
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