Simple House

Make the house model

Rotate your view with the middle mouse button.

Get in Edit Mode

Space bar ... Loop Subdivide

Move until you see this, and left click to accept

Hit A to deselect

Go to Edge mode

Right click the top middle edge

(It will turn yellow)

Pull up on the blue arrow

with the left mouse button.

You just raised an edge for the peak of the roof.

Modeling is done!

Ctrl W to save.

Set up UVs

We need to set up the workspace for UVs

Right click on the long horizontal seam ...

left click on split area

Make the left side UV Face Select

Make the right side the UV Image Editor

On the right, hit 1 to go to the front view

Hit A to select all so the house is pink

(Ctrl-W to save now and then.)

Hit U to access UV Calculation ...

Choose Unwrap (smart projection)

This appears on the right side

Set up this selection method.

If you right click on a face, then hold down shift,

and right click on a second face, without letting go,

you can move the face away.

Left click sets down the face.

Here is where you can flip a face around

Separate all the clusters like this

Mirror cluster on Y like this

Tip – if unwanted vertices also move,

undo, and

hit A once or twice to deselect.

Then try again.

Move them all close together

Hit G to Grab/move ...

Position within the gray square area.

Hit G to move and

S to scale.

This is where you assign a tiled checker image.

the purpose of this is to check for stretching and bad positions.

The house will look white or purple until you get the checker material in the UV editor.

Load MappingGuide.jpg.

This mapping guide is useful to help understand uvs.

Move vertices with G (Grab/Move) to get the roof checkers square and not stretched.

B = border select or

Right click shift right click then

G = grab and move.

Shift drag pans the viewports.

Make sure all the shapes make sense and nothing appears backwards, or upside-down.

If so, mirror to make corrections.

Now we export the UVs as a guide for us to work with in Gimp.

Make sure not to save in the blender folder,

save to the folder where you are working on with blender.

Note -- The guides here might look different than your UVs, because I did them 2 ways.

This allowed me to double up some faces on top of each other.

Regardless, the process from here on is exactly the same.

Gimp

Open the targa (the uv guide file)

Open up layers

Make a new layer that is filled with white.

Name it art.

Duplicate the background

Drag art below it.

Name it guide and set to multiply.

Delete the original bold faced background.

Paint

Activate the art layer.

Using the rectangular selection tool

The color selector, and

the paint bucket

Fill the roof, front, and sides of the house with colors.

Make additional selections for windows, doors, etc.

If you move art

Set it up to only move the current layer:

For extra art, make a new layer

Add type

Turn off the guide layer

Save and export if asked.

Back to Blender to set up the material ...

Essential: These are the shading and texture buttons

Add new

Go to textures and add new.

Give it a name.

Hit “none,” pick image and  load your art file.

Go to shading and add new.

Give it a name.

Make sure OB is selected.

Make sure you texture (your art work) is selected.

Set Map input to UV

Hit F12 to render.

You can set up to 50% for a faster render.

OK. Our material is on the model.

Our render looks dark and we can’t see the front door.

We will fix that with lighting next.

Tip: If you want to see the material in the viewport

Reload in the UV Edit window

 

Lights, camera view, and environment

Set up your workspace;

Make the right viewport a 3D View again ...

Set it for Camera

Make the left viewport Object Mode

Set the house to textured so you can see the art

On the left viewport:

Zoom back with the middle mouse button.

Make the camera point to the house

Right click to select the camera.

Hold down shift.

Right click the house next.

Hit Ctrl T

Change to local view

Move the camera closer to the house.

Move the camera around until you get a good view in the camera window

Spacebar on the left viewport

Add a spot light

Rotate the light to aim at the house

Go to top view.

A to deselect.

Spacebar

Add a plane.

Scale up the plane.

Working in front and top views, position the plane.

F12 test render

Delete the second light

Right click the spot light ...

Set up to edit the light:

Intensity and color settings ...

Ray traced shadows ...

Plus, soften the spot light effect ...

This is known as the key light.

It is very dark on the left side.

Duplicate the light we made

Position this in such a way the it is

90 degrees for the other light

blue

about a third as intense

no shadows.

This is known as the fill light.

Render: