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:
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