#Gamedev TutorialsGame Art

How to Model an A-Frame Cabin

Low-Poly Modeling for Beginners [Tutorial]


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Welcome to the second tutorial of the Low-Poly Modeling for Beginners series. In this tutorial, we will be modeling a low-poly A-frame cabin.

Blender Reference Manual – https://docs.blender.org/manual/ja/dev/index.html

Blender Hotkeys Reference – https://wiki.blender.org/index.php/Doc:2.4/Reference/Hotkeys/All

 

 

CABIN

1. Change the Renderer to Cycles

2. Go into Orthographic View (5 on the Numpad) and Front View (1 on the Numpad)

3. Scale the Cube (S + 5)

4. Tab in Edit Mode

5. Go into Edge Mode (CTRL + TAB)

6. Go into Top View (7 on the Numpad)

7. Select the left and right loops on the top of the Cube

8. Go into Front View (1 on the Numpad)

9. Scale along the X-Axis (S + X + .05)

10. Go into Face Mode (CTRL + TAB)

11. Select the roof of the cabin

12. Extrude the roof (E + 0.5)

13. Select the front faces of the roof

14. Go into the Right-Side View (3 on the Numpad)

15. Extrude the roof along the Y-Axis (E + Y + -2)

16. Go into Front View (1 on the Numpad)

17. Go into Edge Mode (CTRL + TAB)

18. Add one horizontal loop cut (CTRL + R) to the center of the cabin

19. Add two vertical loop cuts (CTRL + R) to the cabin (click the left-mouse-button ONCE)

20. Scale the vertical loop cuts along the X-Axis (S + X) until the bottom of the loop cuts are about 2.5 Blender Units from the edge (pull your cursor down)

21. Add one horizontal loop cut (CTRL + R) to the top portion of the cabin (click the left-mouse-button ONCE)

22. Slide the horizontal loop cut up until it is 1 Blender Unit from the top

23. Add one horizontal loop cut (CTRL + R) to the bottom portion of the cabin (click the left-mouse-button ONCE)

24. Slide the horizontal loop cut up until it is 1 Blender Unit down from the center loop cut

25. Add one horizontal loop cut (CTRL + R) to the bottom portion of the cabin (click the left-mouse-button ONCE)

26. Slide the horizontal loop cut down until it is 1 Blender Unit up from the bottom of the cabin

27. Add a vertical loop (CTRL + R) cut to the right-side of the cabin (click the left-mouse-button ONCE)

28. Slide the loop cut until it is about 2/10 of a Blender Unit away from the edge

29. Repeat steps 27 and 28 for the left-side of the cabin

30. Add a horizontal loop cut (CTRL + R) to the bottom of the cabin (click the left-mouse-button ONCE)

31. Slide the loop cut up until it is about 2/10 of a Blender Unit away from the upper loop cut (from step 24)

32. Add a horizontal loop cut (CTRL + R) to the bottom of the cabin (click the left-mouse-button ONCE)

33. Slide the loop cut down until it is about 2/10 of a Blender Unit away from the bottom loop cut (from step 26)

34. Add two vertical loop cuts (CTRL + R) to the center of the cabin (click the left-mouse-button ONCE)

35. Scale the vertical loop cuts along the X-Axis (S + X) until the bottom of the loop cuts are about 2/10 of a Blender Unit from the center loop cuts

36. Go into Face Mode (CTRL + TAB)

37. Select the three upper faces and two lower faces on the front of the cabin

38. Select the three upper faces and three lower faces on the back of the cabin

39. Inset the faces (I + 0.03)

40. Deselect everything (A)

41. Select the five inset faces on the front of the cabin

42. Go into the Right-Side View (3 on the Numpad) and Wireframe Mode (Z)

43. Extrude the faces along the Y-Axis (E + Y + 0.2)

44. Go into Solid Mode (Z)

45. Select the six inset faces on the back of the cabin

46. Go into the Right-Side View (3 on the Numpad) and Wireframe Mode (Z)

43. Extrude the faces along the Y-Axis (E + Y + -0.2)

44. Add a Cube (SHIFT + A)

45. Use the Manipulator and move the Cube to the front of the cabin

46. Go into Solid Mode (Z)

47. Scale the Cube along the Y-Axis (S + Y + 0.3)

48. Go into Front View (1 on the Numpad)

49. Scale the Cube along the Z-Axis (S + Z + 1.75)

50. Use the Manipulator and move the door down along the Z-Axis until it is about 2/10 of a Blender Unit from the bottom of the cabin

51. Select the front face and Inset the faces (I + 0.03)

52. Go into the Right-Side View (3 on the Numpad) and Wireframe Mode (Z)

53. Extrude the face along the Y-Axis (E + Y + 0.2)

54. Select the entire door (L) and move it back along the Y-Axis (make sure the inset face is slightly in front of the cabin)

55. Go into Solid Mode (Z) and Front View (1 on the Numpad)

56. Go into the Right-Side View (3 on the Numpad)

57. Add a Cube (SHIFT + A)

58. Use the Manipulator and move the Cube to the front of the cabin

59. Scale the Cube along the Y-Axis (S + Y + 0.1)

60. Go into the Front View (1 on the Numpad)

61. Scale the Cube along the X-Axis (S + X + 0.2)

62. Go into Edge Mode (CTRL + TAB)

63. Add two horizontal loop cuts to the Cube (click the left-mouse-button ONCE)

64. Scale the loop cuts along the Z-Axis (S + Z) until they are about 2/10 of a Blender Unit from the top and bottom of the Cube

65. Go into Face Mode (CTRL + TAB)

66. Select the back top and bottom faces of the Cube

67. Go into the Right-Side View (3 on the Numpad)

68. Extrude the faces along the Y-Axis (E + Y + 0.3)

69. Select the entire door handle (L) and go into Wireframe Mode (Z)

70. Scale the door handle (S + 0.5)

71. Use the Manipulator and move the door handle into place

72. Go into Front View (1 on the Numpad) and Solid Mode (Z)

73. Deselect everything (A)

74. Add a Cylinder (SHIFT + A)

75. Use the Manipulator and move it so half of it is above the roof

76. Go into Top View (7 on the Numpad)

77. Scale the Cylinder (S + 0.3)

78. Move the Cylinder to the right (about 1/3 of the way from the center of the roof)

79. Go into Front View (1 on the Numpad)

80. Scale the Cylinder along the Z-Axis (S + Z + 10)

81. Use the Manipulator to move the chimney along the Z-Axis until the bottom of it is inside the roofline

82. Deselect everything (A) and go into Top View (7 on the Numpad)

83. Select the top face of the chimney and Inset it (I)

84. Go into the Right-Side View (3 on the Numpad) and Wireframe Mode (Z)

85. Extrude the face along the Z-Axis (E + -0.5) and back into Solid Mode (Z)

COLOR

86.  Go into Face Mode (CTRL + TAB)

79. Open the Materials Tab

80. Assign the default material to the entire cabin

81. Click the Plus Button and the New Button and change the color to a black (#000000)

82. Select the top faces of the roof

83. Choose the black material and assign it to the roof

84. Click the Plus Button and the New Button and change the color to a dark brown (#723905)

85. Select the inside and edges of the roof along with the window and door frames

86. Choose the dark brown material and assign it to the roof and frames

87. Click the Plus Button and the New Button and change the color to a light blue (#04a3a5)

88. Select the window insets

89. Choose the light blue material and assign it to the window insets

90. Click the Plus Button and the New Button and change the color to a dark gray (#525252)

91. Select the door handle and the chimney

92. Choose the dark gray material and assign it to the door handle and chimney

93. Click the Plus Button and the New Button and change the color to a light brown (#aa754d)

94. Choose the remainder of the cabin and the door inset

95. Choose the light brown material and assign it to the cabin and door inset

Tags
#tutorial gamedev #gamedesign blender 3d game asset #levelDesign

Jen S Abbott

Jennifer S. Abbott is a digital graphic designer & illustrator and 3D artist. I love teaching and communing with nature. I am a contributor to Indie Watch (https://indiewatch.net/members/jen-s-abbott/) and Blender Nation (https://www.blendernation.com/author/jsabbott/). **FOR HIRE**

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