If you are looking for the way to easily model a house or building from scratch using blender software, this tutorial will guide you right with this step by step guide with pictures and illustrations on how to model a house/building from scratch in blender 3D software using primitive Plane. Whether you are a beginner or expert, this tutorial will boost your modelling skills.
Firstly, let’s take a look at the overall of the building
We want to model the house without rooms
Let’s start like this:
Firstly, delete the default ‘cube’ by pressing ‘x’ on your keyboard
Scale the ‘plane’ you added to a ‘scale’ of 10 (you can scale by pressing ‘S’ and then ‘10’ on your keyboard)
Switch to ‘top view’, Then go to ‘object mode’ tab and switch to ‘edit mode’
Then make a horizontal ‘loop cut and slide’ and set it to ‘5’
Make other vertical ‘loop cut and slide’ until you get something like the picture below
After making your ‘loop cut and slide’, select the ‘edges’ like the picture below. (‘solid display’ at the left, ‘wireframe’ display at the right)
Switch back to ‘perspective view’ and extrude the selected edges by selecting ‘extrude region’. After selecting ‘extrude region’, press ‘ESC’ button on your keyboard. Under ‘vector’, give the ‘Z value’ your desired height of the building, or use mine.
After making the ‘extrude’, it is time to separate the wall extruded from the ‘plane’ used as guide.
To achieve this, we need to switch to ‘face mode’, then use ‘shift’ + ‘alt’ key on your keyboard to select the ‘face loop‘ of the extruded wall.
(Note: If you didn’t get how to select the ‘face loop’, you can select the faces one by one).
After selecting the faces, press ‘P’ on your keyboard then click on Selection from the options to separate the ‘wall’ from the ‘plane’ we used as guide.
Once you have been able to accomplish this, switch back to ‘object mode’
At ‘object mode’, select your wall and go to its ‘properties window’ to add a ‘solidify modifier’.
After adding the ‘solidify’ modifier, make sure the ‘fill rim’ is checked as it is in the picture below, and set the ‘thickness’ to 0.0300 or to your taste.
After adding your ‘solidify’ modifier and setting the ‘thickness’, you will notice that the ‘edges’ of the wall are not well structured, and it does make our wall to look like a real wall. This happens because the ‘normal’ of our faces needs to be recalculated.
In the next picture, we will try to fix this edges by ‘recalculating’ the normal.
To recalculate the ‘normal’, first of all, select all the faces by pressing ‘A’ on your keyboard or follow the below picture.
After selecting all the faces, go to mesh>Normals, then click on ‘recalculate outside’.
After that, you will notice that the ‘edges’ has been resolved, and we now have our real wall.
The next thing is to go to ‘solidify’ modifier settings and thick on ‘Even thickness’ and ‘High quality normal’ according to the below picture.
Now that we have been able to get our wall correctly,
Lets add space for ‘window’ and ‘door’. To do that, make a ‘loop cut and slide’ and make it 2 as in the picture below.
Resize the loop cut and move it along the ‘Z-axis’ a little bit to suit your taste. You can use the picture below as guide.
After this, make other vertical ‘loop cut and slide’ to determine the size of your windows and doors according to the picture below.
After doing this, switch to ‘face mode’, select the faces where you want your doors and windows to be.
Then press ‘X’ on your keyboard and select ‘faces’ to delete the selected faces. If you have done it correctly, it will look like the picture below.
This is how it will look like if you switch back to ‘object mode’
Now that we have been able to make our wall, let’s try to rename what we have done. Click on your wall, it will reflect as ‘plane.001’, rename it to ‘wall’.
Then rename the ‘plane’ we started with, to ‘floor’.
Renaming our objects will help us in the rest of this tutorial.
At this point, if you haven’t save your work, you can save it now.
At next page, we will look at how we can create rooms in the house we have modelled.