Introduction to Blender House Modeling
This tutorial guides you through creating a basic house structure in Blender, ideal for beginners learning 3D modeling. You'll start by adding simple meshes and manipulating them to form a house on a street scene.
Adding and Scaling Meshes
- Use Shift + A to add new meshes like planes, cubes, cylinders, and spheres.
- Start with a plane as the ground and scale it on the X and Y axes to create a base.
- Use the Scale (S) tool and axis constraints (X, Y, Z) to adjust size.
Editing the Ground Plane
- Enter Edit Mode with Tab.
- Use Extrude (E) on the Z-axis to give the ground thickness, making it 3D.
Adding and Manipulating Objects
- Add a cube in Object Mode to start building the house.
- Use the Snap Tool (magnet icon) with 'Face' snapping to align objects precisely on surfaces.
- Switch between viewport shading modes (Material, Wireframe) for better visibility and selection.
Object and Edit Mode Differences
- Adding objects in Edit Mode attaches them to the current mesh; add new objects in Object Mode to keep them separate.
- Use L to select linked parts of a mesh.
- Use P to separate selected parts into new objects.
- Deleting in Edit Mode offers options like deleting vertices, edges, or faces.
Constructing the House Shape
- Use Face Select Mode to select and move individual faces.
- Move faces along specific axes using G + axis key (e.g., G then X).
- Scale the entire object along an axis with S + axis key (e.g., S then Y).
- Duplicate faces or objects with Shift + D and rotate with R + axis key + degrees.
- Reset object origin to geometry for proper rotation and scaling using Set Origin > Origin to Geometry.
Creating Doors and Frames
- Add cubes for doors and scale them appropriately.
- Snap doors to walls and floors for accurate placement.
- Create door frames by duplicating and scaling cubes.
- Add door knobs using a UV sphere and a cylinder, positioning and scaling them to fit.
Tips and Best Practices
- Use keyboard shortcuts to speed up workflow.
- Keep objects separated in Object Mode for easier management.
- Switch viewport shading modes to aid in modeling and selection.
- Be patient; modeling takes time and practice.
Conclusion and Next Steps
This video covers the foundational steps to create a simple house model in Blender. The next tutorial will focus on adding windows, trees, pathways, streets, and cars to enhance the scene. Remember, mastering Blender modeling is a gradual process that requires patience and consistent practice.
For more in-depth techniques, check out our guide on Blender Basics: Navigating and Using Essential Tools for 3D Modeling to familiarize yourself with the essential tools you'll need.
If you're looking to expand your skills further, consider our tutorial on Master Blender for 5M: Create MLOs and Drawables Easily which covers advanced modeling techniques.
To enhance the realism of your models, learn how to How to Cast Shadows in Your 3D Scene for Depth and Realism. This will help you create more visually appealing scenes.
hello hello welcome to day three of from blender to 5m I am so excited to continue on with this series you guys
are amazing and I'm so happy that many of you are finding this series helpful today we are going to
dive in to creating our first basic structure for an actual
house I hope you are ready if you are let's go okay so now that we are back in
blender we are going to create our first scene I'm going to show first start off by showing you how to add objects meshes
to your scene viewport layout okay so basically in order to add a new mesh we've deleted the cube in our last
video um now we're going to bring something whether it's a cube or um a cylinder a sphere a shape we're
going to bring that mesh in and begin to create our scene so basically we're going to create just a
house uh on a street um surrounded by trees and a little bit of maybe cars lights things like that nothing too much
but yeah here we go okay so in order to add a scene a mesh to your scene when you have to click is shift and a and
order to bring up this menu right here so you want to go to mesh and we are going to add a plane but
before you do that let's just go over what we have here um and I'll just talk about what I know that I use most of the
time when creating an mllo I use the plane I use the cube I don't use the circle have not used The Circle
at all but I do I might start but I do use a plane a cube
um UV sphere and I use cylinder mainly I can see myself using the iGo sphere and the um Circle and The Cone maybe oh and
I also use the Taurus I did use a Taurus when I was creating um Flawless Salon but just you
know these are the things that this is what I use to create my mlos um and so let's just get started
okay so we're going to add a plane first um and with this plane this is
going to be our ground um what I would like like to do we're going to start off by
scaling this um ground I'm not going to I don't have a specific number in mine or a specific
size I just know that I need it to be bigger okay so I'm going to press scale and I'm going to scale on the
Y um maybe let's say about there okay and then I'm going to do press s again and we're going to scale on the x axis
and and let's just say about there um let's scale on a wi just a little bit
more all right okay um just make sure we are okay perfect I just want to get to
the front orthographic View and let's scale on the X a little bit more get closer to that square shape it doesn't
have to be perfect but um I just want to make sure it's big enough for us to create something I might end up going a
little bigger actually yeah let's just go bigger I'm not going to scale on X and Y I'm just going to go
bigger um but I did that so that you could um so that you
could I did that so that you could get practice scaling okay when I initially was scaling on the X and Y
um we're going to say that this is big enough okay um obviously this isn't size for a
video game or anything like that we are just practicing modeling what I want to do to this ground um is go what I'm
going to do is press tab well I like to press tab keyboard short shortcuts are your friend and blender however you
don't have to press tab if you maybe you forget that if you press tab it'll take us into edit mode see right here it
switch from object mode to edit mode um but you can also just go here to the drop down and select edit mode what I'm
going to going to do next is extrud I'm introducing something new to you that you haven't I haven't spoken about um
just yet and what we're going to do is extrude this plane up on the Z axis so that we can solidify the floor make it
actually um threedimensional okay so what we're going to do is press e to extrude and it's already it already
has it set up for the z-axis if you press e again um well there's actually no other way for this to go actually but
sometimes if you press e twice it'll allow you to extrude freely um but because there this is a
plane there is absolutely nowhere to go but up or down um I
should maybe like right there if You tab back into object mode you can see now we have uh flat surface that is more
than um a piece of paper it doesn't look like a piece of paper anymore if you want to um there is no set thickness
that you have to do this is strictly practice you guys and learning um all right so now that we have our ground let
us um we can do this two ways let us let's start with um bringing in another Mion
it's just going to be a cube um okay so what we're going to do is shift a we're in make sure you're in object
mode because um if you're in edit mode it won't add it separately it'll add it to this plane so if I go to edit mode
and I do shift a and I add a cube you notice that this plane here that it it doesn't say that anything was added um
so if we contr Z to get rid of that and we go into object mode we press shift a and then we add the cube then it it
populates here so it lets you know that you have a cube here if for any reason you are in edit
mode and um you add another mesh while in edit mode what you
can do um let's just bring this up for a second I'm going to press G and Z so I
can just bring it above the floor so that we can see the full cube um what you can do like say you want to separate
this and put it um in its own category um give it its own label
separated it from this plain mesh or what this is now a some sort of a cube if you want to separate it from this
what you can do is make sure you have all of have the entire Cube selected so if you hover over it um and you press L
it'll link and select every side of the cube for you um you can also just um select it and press shift and go
around until the full cube is selected um but to make things easy you can just hover over it and
press L this only works when you have added an an additional mesh to um your viewport and um when
um it's not necessarily something that you just pulled and disconnected from this object
right here it only works if you add a new mesh the pressing hovering over and press pressing
L um okay so back to what we were saying if you want to separate this if you
accidentally add it or if you get part in your creation and you decide hey I don't want this to be a part of this
object anymore I want it to have be its own separate object what you can do is um select the mesh that you want to
separate and and press p and it'll bring up another menu where it says separate and you can say
separate by selection and now it is separated so if you go back into object mode you have
two separate objects it's just still calling it plain one you can name it whatever you want it to
be okay I could have just deleted that um this in general that's what I'm trying
to do so that I can just get back to what we were just is doing you can say when you
um when we are deleting stuff um when you're deleting in edit mode you will see a lot more than what you see when
we're in object mode so if you press X and object mode all you see is delete and you only have the option to delete
to delete the full object but however when you're in edit mode and you have um something highlighted and you press X to
delete it brings up more things um you can say delete vertices delete edges faces and it will delete those um
according to what you have selected so just going to say delete faces okay so let's move
forward um the next thing that we we're going to just continue to make our continue to make our
house and the way we're going to do that is shift a we are going going to do it do it in object mode I just like to add
I try to add things in object mode unless it's specifically I need to add it in edit mode just to keep everything
clean and separated in the end you can um join everything if you want also um okay so let's just add a cube we're
going to rise it up um but what we're going to do is snap it to this surface
um so if we go up here there's a tool right here it's called our snap tool it's like
a it it functions like a magnet um if you turn it on right and then you press
G and hover over a surface well that's actually select face you have the snapping turned on
snapping tool turned on and then you come here to this drop down arrow and then you go down to select face okay and
if you press G and you hover over the face that you want it to snap to it'll snap to it so now it is
flesh with the floor okay and actually let's go I like to see it a lot brighter I went to
material mod um I guess I can go over that before we uh build this house little poly house
okay so right here I switched from um the shading viewport shading to the material view viewport material
so this one is it's like it doesn't it's just it's basically showing what you the meshes without any material on them so
they appear gray if you go to material there is no material texture to it but I just like it cuz it's a little bit
brighter um but you can use whichever one you want so you might see me switching in between these and this is
the render mode so when you when you're ready to maybe take a photo or render your creation you would put your lights
and you know set up your scene accordingly but we are here there's also wireframe mod in which will allow you to
see through objects and select a lot more more points or faces um that you possibly can't see um when you are in
this mode or this mode so if I I can literally select this whole thing just like that because I'm in this mode
okay so um let's go here I just want to be in this this so I can see
things all right make sure we on the front side let us construct this house out of this Cube
how do we do that uh I'm going to turn off snapping for
now um that we have our ways let's tab into edit mode I'm going to keep face select
mode on face select mode it allows you to select the faces individually where the edge mode allow you to select the
edges individually yeah and then you have vertex select mode which allows you to
select the vertices individually or group them together but let's just stick with the
face select for now um what we are going to do is place our house where do we want our house we can actually turn we
don't have to turn snapping back on we are going to move this Cube um around according
to excuse me um by use of the axis okay so let us select this Cube by
hovering over it and pressing L to link it so it grabs all of the faces and then we're going to press G and Y to move
along the Y AIS right so it's going to stay snapped to the floor but we're just going to move it back a
little um and then uh I think that is fine let us you know choose one of the
sides uh actually undo that if you know well I'll just show you both ways when we move things around in edit mode we
move them away from the object's point of origin does that make sense so when we
rotate if I would to rotate this this cube right now it would hold on it would rotate
around the object point to origin but it won't rotate if you notice that it's not rotating in place it's rotating around
this orange dot we don't want that especially when you start going to um map your M and then you you spawn it in
and you're like where is it because it's not in front not where you think it should be spawned because the point of
or origin is off you can reset it by right clicking on the cube or your mesh and then going to set origin and then
you can do origin to geometry and then it'll pull it back if we go back into oh we're in object mode already it'll start
to rotate around itself now um so if when you again if you're moving things is when you're in edit mode just keep
that in mind that you need to move your origin point back to the geometry the mesh so that when so that everything
rotates like it like it should everything scales like it should okay uh so but for
now we've already moved it so we can we can continue to expand this Cube while in edit mode we are going to select the
left side okay we can do this two ways I'm going to show you two ways to do this um scale
this how we want it so we're going to first start off by selecting the left side of the cube and what we're going to
do is press G we're not going to do like the traditional press s to scale we're just going to press G and then we're
going to press X to move along the X AIS so g x and then we're going to move or stretch it along on the
x-axis okay it's kind of big um I might end up making it a little smaller but let's go to the right side now and do
the same thing we're not looking for precision just we're just reshaping this press G and then X to move it along the
x-axis right like this don't look like a house it look like a Long Trailer okay it's it just bear with me
it's coming I promise you so we did the size now let let's do the front side of the house we going to do the same thing
well actually we're not going to do the same thing um what we're going to
do is just for you know learning purposes this is what we're going to
do um let's just link select the whole object by press hovering over and pressing L this time
we're going to use the scale tool to expand the house along the Y AIS so what I want you to do I'm again hover over it
over the object and press L to select all sides then I want you to press s but then after you press S I want you to
press Y and we're going to scale this along the Y AIS and boom was much faster right mhm I know I know I
know um so this house is going to have uh um two sides and this actually is going to end up coming over but what
we're going to do before we we can go on and do the top actually let's just select the top surface of the
house and you're going to press G and then Z to move along the the um z-axis and then just
raise the house up it's like right there okay and then what I want you to do is hover over this again and press L and
then we're going to duplicate it okay duplication is your friend we're going to duplicate it and we're also yes
we're going to duplicate it in edit mode just keep in mind when you are doing these things that you are doing it um
with a purpose um just know that if you duplicate in edit mode it's going to remain uh it within this Cube it won't
be separate it will remain in this Cube just like when you add a new mesh while in edit mode it will remain in with the
previous attached to the previous mesh that you were working on okay all right so let's duplicate this by pressing
shift and D at the same time it is there I haven't moved but it is there what we're going to do is move
along the Y AIS so before moving press Y and then move your mouse forward
okay so now you have two rectangles with this second rectangle selected what I want to do is rotate it 90° so we're
going to press R to rotate we're going to rotate along the Z axis so press Z to rotate along the z- axis and then type
90 and hit enter or you can click in on click on on the screen but I'm just going to hit enter just so I don't you
know do anything extra all right what I would like to do is now now select this side of the first mesh and
we're going to move it back in because you know I am just creating this as I'm making this video I didn't
know what kind of house I was going to make so click on the right side again we're just going to move this back in um
so you want what I want you to do is press G and we're going to move along the x axis so press X and just come back
into like right there right and then I want you to select this second rectangle and we're going to move it again so I
want you to press g y we're going to move along the Y AIS and we're just going to move it back um
let's go to the top top down view remember if you hold alt while you are panning it will snap
it um for you okay or you can press the hot keys not hot Keys the numpad to find the top down view okay so we're going to
do our best to just line it up G on the Y AIS doesn't have to be extreme extremely
perfect um but I am a perfectionist so let's let's do it okay so now we're going to move it along the x axis so
we're going to press G and x and we're going to move it to like right here all right uh it's not perfect
this house isn't perfect right now um if you come out of that view you will see that
um it's not uh there are walls here and this isn't the ideal house but we're not
going to worry about those extra walls is bother me is that we'll leave it it's not too
important um let us expand on this floor grow and we're just going to make it
bigger all right um let's go back actually let's go here
because yeah um let's go back to object mode and select our
object um where and let's just move it and place it how we might we might want it so just press L hover over press L
hover over this one also press L to select both at the same time and we are going to just move let's move along the
X for a second let's give us some space and then let's move along the Y I guess we can work with
that um all right so we're going to add go back to object mode so that we can wait before wait
hold up wait a minute that's that's at the origin again um I got to do it in object mode
actually so origin to Geometry all right so when you rotate it's rotating like it should all
right um let's go um so what we're going to do next why is this giving like it's not
out to this face hold on okay now it's up that was weird um let's just move this back again to where
we were gy GX sorry y'all what I it was like
under the ground I didn't want it to be on under the ground so I had to snap it back to the
surface um okay okay that is where supp the placement of our house
right we don't have a door we don't have any Windows um but let's create
[Music] those okay let's create a door what I need you to do is press shift
a um shift a and we're going to add a cube and it is back at our center of the at
the center of our world press gz to rise it up um let's scale it on the Y not the Y on the Z axis to just make it a little
taller like that right and then we're going to scale along the x axis just to make it a little
wider um and then we're going to scale hold on scale on the Y AIS to make it skinny don't have to be extremely
skinny um but let us snap to this face turn this turn that on we're going to snap it
to this space It should be up against the wall right at the same time we are going
to snap it to the floor and to the wall perfect um typically your door is not on the outside so let's turn that off I
just wanted to get it as close as possible we're going to move it it back press G and Y to keep it on the floor
and we'll just put it like right there all right so that's where our door is um again we are doing some very basic
things y'all uh typically when you create your door you want it to have a frame so let's create a frame so how do
we do that we add another mesh and what is it going to be a cube and then we're going to raise it up and then we're
going to scale it to make it beginning scale it again right um let's write scale it
along the Z axis that might be a little too big but it's okay I'm going to snap it we're going to
snap it here just to get it closer The Closer I Get to You More You Make Me Feel just know when
you're scaling in object mode it's scaling the whole thing and it's not scaling like according to like the
snapping it to the floor or anything like that just keep that in mind when you're
working I still have my snapping on [Music] so um because I have snapping on it just
allows me to do what I need to do there are different ways you can make this door and frame but we're going to do it
this way and then when we make the window I'll show you another another way that you can make a frame um without
having to like duplicate cuz we're about to duplicate this a couple of times let's scale this on the wi just um make
it bigger just so to go through um and then let's move it along the W hold on turn snapping off
move it along the W just a little bit doesn't have to be perfect what we're going to do is duplicate
this duplicate it shift d and then move it on the X and boom again does not have to be
perfect we're going to duplicate again shift d move it on the Z so like right there then we're going to rotate it
along the Y 90° press enter um we're going to scale along the X just to make it a smaller
then we're going to move it along the egg right and it's not big enough actually let's move it up a little along
the Z axis and then we're going to scale it along the X and there you
go there's your door frame very simple way to CL um create a door frame um let's add a door knob
shift a again and let's do where is it a UV sphere gz raise it up um this is going to be the knob of the
door of the door knob obviously let's scale it
um there's so many ways you can do this uh but I guess for the for sake of this let's
just do that that's so simple usually I'll put a a cylinder on the end of it let's do
let's put the cylinder on it so it'll actually look more like a door knob I shift
a a shift a and then cylinder uh g z to move it up right we're going to scale this
baby um we're going to scale along the Y okay that is not what I meant to do go into edit mode really
quickly um n no no no scale along the Z I'm like what the heck and then scale it to make it
smaller and we're going to rotate it on the x axis 90° Ro RX
990 enter and then just let's just come here it's still selected so when we get here
we can just snap it to um the wall the door so just press G and boom um let's move this out just wait hold on
let me turn off snapping G away move it out just a little bit we can make
this a little bigger I don't have to be super small but let me come out some well actually
that might be fine and then turn on snapping again and let just do G like just you can do it okay it doesn't want
to snap h want it so let's turn snapping off and let's just move it ourselves I just definitely freehanded
that so we can just be a little bit more precise G move it along the xaxis and there we have it um again it's
this is very basic primitive primitive things you can edit this and be more precise yourself if you would like but
I'm just showing you at my goal is to just show you what you can what is possible
um to do and blender so there's our door all right you all so that's going to wrap it up for today's video in our
next video we are going to move forward with making the windows um and after that we'll move
into creating the surrounding trees our Pathways and our street and our car bear with me you guys I know it might seem
like U we are moving at a slow pace um but I just I I have to make sure you hear me I have to make sure with all of
the questions that I get I have to make sure that I teach you everything that you need that way when we get to the
process of actually making the mllo you won't be lost and you won't be overwhelmed and you won't give up
because this is a tedious process it might not be hard to do once you learn it it's not difficult to understand but
it is tedious um cuz all we're doing right now is creating a basic structure like this
isn't like you look at flaw flawless Salon some you see Sleek edges and then you see some curves and some things that
might look a little bit more advanced and it's not necessarily more advanced it just takes time time to create time
to create so with that being said I hope you enjoyed today's video and I will see you
Monday bye
Heads up!
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