Victorian House Set Extension with Projection Man: Modeling the House: Part 02

Photo of Joseph Herman

Instructor Joseph Herman

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  • Duration: 14:56
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In this video, we continue building out the house geometry focusing on things like the staircase, bushes and making sure all the polygons are facing in the right direction.

In this video, you will continue building out the house geometry, focusing on things like the staircase, bushes, and making sure all the polygons are facing in the right direction.

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Transcript

- In this video I'll finish constructing the low-resolution geometry of the house that will be used for the projection. Now let's move back to the back of the house on the left and start fitting the geometry to this part of the house. We'll make a cut there and start doing what we need to do so this shape will capture the picture. Once again, you might build your base shape a little bit differently, a little bit more truer to the form. It all depends on time, place and circumstance. How long the shot is going to be on, how close we're going to get, what kind of shot you're doing. Are you doing it for a film that you want to win the Academy Award on or do you want to do it for something like a little commercial that nobody's really going to notice it? Okay, now let's make a cut over here. And we're going to start working on this area which is I guess the side door into the house. We'll move this edge down a bit and click on this little edge right here. And then start to extrude that out. We'll also extrude it to the side. Extrude up the roof part of it. Switch to the scale tool and scale that in. Next I'll extrude these edges down to create these polygons. Then I'll select those polygons, go to the Mesh menu and disconnect them from the rest of the geometry. But I want them to be in the same position that they were before, just disconnected from the main house. So now I'll make some cuts into these polygons. And then I'll delete these areas between them and I'll start making this pillar. So this is what we have so far. Let's go back to the Lines mode and make a cut with the Knife tool right about here. Let's move up that edge a bit and go ahead and extrude out this polygon to about right here. Then we'll extrude it back into this seam and I want to disconnect that as well. Let's switch back to the staircase for a while. There are these little ornaments on the top of the banisters so we'll make those. As mentioned we just want to have something to be able to project upon. Okay, now what I want to do is I've created a new cube there and I'm going to move it to the right temporarily. I'm going to enable Snapping. Now if I drag that over there, it will snap to the edge of that staircase. I'll make it smaller. Obviously I'm always keeping an eye on what's happening in the viewport and trying to fit to that. Let's go ahead and move that up. Always keeping an eye on the viewport. Now I'll massage it into place a bit. That works. Now let's make a copy of it and move it over to the left. For the stairs themselves I'm going to start with a new polygon and move it over to sort of where the stairs begin which is right around here. I'll make it editable. I'll select all the points. I'll enable Snapping and move the points so that way it snaps to that edge. Now I'll take off Snapping and drag it over. Now I'll move that edge down and extrude that polygon backward a little bit. I'm not going to model every little stair there and extrude each and every step. What I'm going to do is just make a sloped polygon here and I'm going to project right onto that. It just doesn't pay to make things too complicated because you're not going to notice it. Unless you're really intending to get close onto a projection or use it over and over again. Otherwise you can sort of take shortcuts. Let's make some cuts here and then choose this edge and extrude that up. We're going to sort of make this chimney shape here. Move that up a little bit. Scale it down and extrude up to the top. That looks pretty good. So now what we're going to work on is the bushes in front of the house. Although they're not as geometrically right-angled as the house we can create some simple geometry in order to project the bush upon it. So we'll start with a cube and we'll move it up so that way it's lying on the floor. Then what we'll do is we'll make it editable and start by extruding out the left polygon and making it go around the house. So we're going to start moving around this cylinder. We'll switch over to the Rotation tool and start by making the edges sort of wrap around the house as it does in the picture. Now always when you're working you're keeping one eye on this view window and the other eye in the perspective window in the viewport that contains the background image. So now we've got the basis of these bushes. Okay, now I'm going to make another loop cut there. And we'll make another loop cut along the top edges because I want to go ahead and make this shape a little less rectangular, a little more organic-feeling. Even though it's low resolution geometry. I'll take off the Phong tag because that's sort of getting in my way. The Phong tag tries to smooth out the renders and in this case I don't need that. I just want to see the edges of my geometry. I'll just speed it up for the sake of brevity. I'll just keep an eye on the View port and move the points on the mesh so that way they hug the edges of that bush a little bit better. You can add more polygons to the mesh if you like, but this is going to be fine for me. It's really when you do projection mapping, it's really how much can I get away with. You don't want to do any more work than you have to. The whole purpose of projection mapping or camera mapping as it's also known is to save you from doing a lot of tedious work. Like building a whole model from scratch, texturing it, lighting it and so on and so forth. Okay, that's looking pretty good. I think that that'll do it for us for that part of the bush. All right, let's just quickly make another bush on the right side. Start extruding out from a cube. Now we'll make some more cuts in this. Then we'll switch to the Points mode again. And we'll just make it fit a little bit better to the shape of that bush. I'll switch to the bottom for a moment. Let's switch to the back of the house again and make this little bush over here. It's very small but we'll include it as well. Make some loop cuts. Move to the Points mode and make the shape look a little bit more irregular and organic. Okay now I want to extrude out a bunch of polygons here which I want to be able to project some other plants onto. Then I'll click on some points. And add some cuts. And there. Okay, I'm going to select all of the polygons on the house and you'll notice that some of them are blue and some of them are orange. That means on the blue ones that the normals are facing in the opposite direction. This can cause a problem because if you were to project onto those polygons, you won't see the projection. So what you want to do is you want to reverse the normals so that all the polygons look orange and not blue. So make sure that that happens and you'll save yourself a headache trying to figure out why your projection's not working. We have a few left. We'll reverse the normals on these polygons here. Make sure that we don't get any of the good polygons, the ones where the normals are facing in the right direction. The shortcut to Reverse polygons is by pressing the U key and then pressing the R key. Okay, now all the polygons seem to be facing in the right direction. And this geometry is just about ready for projection. Now let's rename some of these objects rather than just Cube. So we'll call this one of all the house, we'll just call it "House." Cylinder, we'll leave it named Cylinder since it's kind of a cylindrical shape. This shape is of the little post on the right side of the stairs so we'll call it "Post R." And we'll call the other one "Post L." Then we'll select the stairs themselves. We'll call it "Stairs." And this will be "Bush L" because it's on the left side. And the other one we'll call it "Bush R." Now some parts of the model have transparency such as this area here and this area here, where there are holes cut into the model so you can see what's behind it. I'm going to make a copy of this House object. And I'm going to select these polygons that have these transparent areas. So let's go ahead and do that. I'll click on the copy, choose my polygon tool and select that area, that polygon and these polygons. Then what I'll do is I will hold down the Shift key and press the Points mode which will convert that selection to points. And what I'm going to do is I'm going to invert the selection and delete everything except for those areas. So you can see that I've gone ahead and I've just left a transparent elements on this object. And I'm going to name that object "House-Transp" or House-Transparency. Now I'm going to go ahead and hide that temporarily and click on the House layer and then I'm going to do the opposite. I'm going to choose those points on this object here and delete them. I'm also going to go ahead and delete this polygon. And I'll click on this and delete that as well. So I have two objects here. One that has all the transparent polygons, the polygons that have Transparency on them. And the other one that has everything else. The House model is now done. In our next video I'll use Projection Man to start creating the projection.
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