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Going 3D with Blender: A room with toys
In this third article of our series about Blender we will place
the toy train that we have modeled last time in a kid's room
and also model a few more toys. We assume that you have read
the two previous articles,Going 3D with Blender:
Very first steps and Going 3D with Blender: A toy
train and have modeled the toy train yourself as we use it
as our starting point for this article.
A room with toys
Take a look at the image above, imagine it without the two Tux
penguins and the chest and you have the image we are going to
create this time.
As you can see we are using our toy train again. So open
Blender (the current version as of this writing is now Blender
2.28) and then open the blend file of your toy train
(toytrain.blend or whatever you named it). In top view select
the whole train (press b and mark the whole train, then press
shift and right clicks on those objects you marked
unintentionally by this) and make it a bit smaller (press s).
Now having it still selected click g in front or side view and
move it back down to the floor.
A new view of our toy train
If you have looked at our new image carefully you might have
noticed that our viewpoint has changed a bit compared with the
last image. In side view select the camera with a right click,
move it up (press g) and rotate (press r) it a bit so that the
camera looks a bit downwards to the floor.
![[new camera position]](blender/kidroom/newcamerapositionsmall.png)
Fig.1 New camera position
Creating the room using textures
Now we will change our stage in a way that it will become a
room.
The floor
For this select the green floor of our stage (right click on
it, it must be highlighted in pink now) and press the texture
button (the one next to the material button) followed by a
click on the white button to add a new texture (as the floor
already has a material we can go straight to the texture
button, otherwise we had to give the floor a material first). A
row of buttons with different options for textures appears now.
At the moment you can see that no texture is selected. You can
create many different textures in Blender yourself, e.g. a
cloud like texture, a texture with rings like for woods etc.
and you can take any jpg (and tga) image as your texture. This
is what we are going to do: for the floor texture I took a
texture from the patterns of The Gimp, filled a small image
with it and saved it as wood.jpg. You can either do the same or
download the image below:
Fig.2 Wooden floor texture
So click on "Image", new buttons will appear, click on "Load
Image" and choose the one that you want to take as your
texture. Click in the field that starts with TE: and name your
texture floor.
Now you only need to click the Repeat button and set xrepeat
and yrepeat to 9 and the floor is done. You can play around
with the values and take the one you like best.
The walls
Next we will change the blue background of our stage. We have
to make a wallpaper out of it. Again select it, press the
texture and white buttons to add a new texture and press image.
The image I used as the wallpaper is from my Gimp article Playing around
with Dingbats and The Gimp:
Fig.3 Wallpaper texture
Name the texture wallpaper. Press Repeat and set xrepeat and
yrepeat to 30 and the first wallpaper is ready.
Scale both, the floor and the wallpaper up (select both by
pressing shift plus right clicks with the mouse, then press s).
Now let's add the wallpaper to the right: In side view press
Space -->Add-->Mesh-->Plane. Scale it up (press s) and
place it (press g) to the right in front and top view. Make a
render (F12) to see if it looks good or if you have placed the
wallpaper too much to the right so that it isn't visible on the
rendered image anymore.
![[the walls]](blender/kidroom/blenderroom01small.png)
Fig.4 The walls
Now click on the material button plus the "Add new" button
first before you click on the texture button and also add a new
texture. An object always needs to have a material first before
a texture can be assigned to it. Add the flower meadow as
texture again (but as a new texture). Click repeat and change
xrepeat and yrepeat to 20. Name the texture wallpaperside. The
room is ready.
The door
To create the door select the plane that is used as right
wallpaper in top view and duplicate it (shift +d). Then scale
it down (press s) a bit and in top view move it a bit to the
left. Click on the material button and the white button and add
a new material. Change the colour to yellow (R=1, G=1, B=0) or
whatever colour your door should have. Then go to the texture
button and white button to add a new texture as well but click
"none" (as we copied it it has the texture of the wallpaper and
only if we give it a new texture we can take this texture away.
If we change the "old" texture the wallpaper loses its
texture). If you now make a render the plane that will become
the door is visible in yellow. Now that you can see your door
scale its height up and its width down by pressing s and the
middle mouse button to restrain the scaling. When you are
satisfied with the outline and with the door being still
selected click tab followed by a and then extrude (press e) the
plane in top view a bit.
If an object is in edit mode and you want to select all points
you can do this by simply pressing a. If some points are
selected and you want all points to be unselected you can press
a too.
For the door mounting duplicate the door (shift +d) and in
side view scale it down (press s) and move it (press g) to its
place in the left middle of the door. Now just choose a pink
(or a different) colour (R=1, G=0, B=1) and make sure that in
top and front view the door mounting looks a bit out of the
door.
For the door knob I simply squeezed a sphere. Hit Space,
Add-->Mesh-->UVSphere and let the segments and rings at
their default value of 32, click tab to leave edit mode. Then
in side view press s and by pressing the middle mouse button
restrain the scaling to the horizontal side. Then go to top
view and again press s and hold the middle house button down
and scale it vertically. When it has the form of a door knob
scale it down so that it fits to the door and give it a black
colour (R,B and G =0).
For the keyhole I took a Bezier Circle (in side view hit
Space, Add-->Curves-->Bezier Circle, then press tab to
leave edit mode), converted it into a Mesh object (alt +c) and
extruded (select it, press tab followed by a, then press e) it
a little bit in top or front view. Then I gave it a black
colour (R,B and G =0). When it is scaled down (press s) and
placed (press g) on the door mounting it looks like a keyhole.
![[door and posters]](blender/kidroom/doorsmall.png)
Fig. 5 Where to place the door and posters
The posters
Okay, now for the posters. I simply copied the planes of the
wallpapers and the door respectively, scaled them down, moved
them out a bit, moved them to their place (take a look at the
figure above to see where to place them) and gave them the
textures (see below). The same procedure as for the door. For
the poster on the wallpaper you can directly see I chose this
picture as texture:
![[poster]](blender/kidroom/pianotux04small.jpg)
Fig.6 Poster texture
The pins are Bezier circles (hit Space,
Add-->Curves-->Bezier Circle) that were converted to mesh
(alt +c) and extruded (press e) again. For the poster on the
door I chose this:
![[poster on door]](blender/kidroom/pianotux01small.jpg)
Fig.7 Poster texture on door
and finally for the wallpaper to the right I took this
one:
![[poster on side]](blender/kidroom/pianotux02small.jpg)
Fig.8 Poster texture on side
The room itself is ready now. Congratulations! Time to create
the toy objects in the room:
Layers
As it will become rather crowded it might be a good idea to
model our toys on different layers. If you haven't played
around with the layers you probably have modeled everything in
the first layer so far. But there are 20 possible layers in
Blender.
![[layer buttons]](blender/kidroom/layers.png)
Fig.9 Layer buttons
Only the layers whose layer buttons are pressed down are
rendered. So if you want to see a scene with or without an
object just put it in a separate layer and select or unselect
this layer respectively. I usually have the lamps and the stage
in layer one and model the other objects in different layers.
This way I can model an object separately from the other
objects and by selecting the first layer as well for rendering
I can easily see it in a rendered picture without being
distracted by other objects.
You can very easily move objects from one layer to another.
Just select the object(s) you want to move and press shift+m. A
pop up menu appears that showns you the 20 layer buttons with
the one(s) pressed down your selected object(s) is lying in.
Now you only need to click with the mouse on the layer you want
the object(s) to be in and it is moved to it.
Let's move our train to layer2. Select all parts that belong to
the train, press shift + m and then press on the second layer
in the pop up menu, only the second layer button should be
pressed now, then click okay. If you now only render the first
layer you will only get the room. To make the train visible
again too you have to press down the second layer (shift plus
click with the mouse) in the menu below the three windows as
well.
Creating the toys
The rails
Let's now add the rails for our toy train. In top view add a
circle (hit Space key, then Add-->Mesh-->Circle (leave
the vertices at the default of 32). With all points of the
circle selected (they are yellow) press e in top view followed
by a left mouse click. Now a click on s to scale them up a tiny
little bit. Hit a to unselect the points and tab to get out of
edit mode.
Give it a black colour (R,G,B=0). Then duplicate it with shift
+ d and scale the new circle up a bit.
Next add a cube to the scene and give it a black colour as
well. Fit its length and height (it must become rather flat,
e.g go in top view and restrain the scaling so that you get a
small width, then go to front view to scale down the height and
finally back in top view scale the whole cube down) so that it
fits between the two circles. We will duplicate and spin it now
around the two circles. To do this go to the edit button (F9).
Change the Degree field to 360 and the Steps field to 36. With
the cube placed between the circles and selected press tab and
then a to select all single points. Place the red and white
cursor at the center of the two circles (by a left mouse click)
and then press Spin Dup and click on top view. The cube is
duplicated so that it exists 36 times and the duplicates are
spun around 360 degrees. Now you select the cubes and the two
circles and scale them in such a way that they become a bit of
an oval.
The rails are ready now and we only have to place the toy
train on them. To do this first select the whole train. Move,
scale and rotate it so that the locomotive fits well on the
rails. Next deselect all the parts of the locomotive (you can
either right click on every part or you can press b and draw a
square around the locomotive while pressing the right mouse
button (and not the left one as before for selecting)) and by
placing the red and white cursor between the locomotive and the
first waggon and using it as rotation center (you must also
have clicked it in the menu bar as your rotation center) move
and rotate the rest of the train such that the first waggon is
well placed on the rails. Then deselect it, move the red and
white cursor between it and the waggon behind and do the same
again. Repeat this until all waggons ride nicly on the rails.
![[rails with toy train]](blender/kidroom/railssmall.png)
Fig.10 Rails with toy train
The coins
For the coins just duplicate ( shift +d) a red wheel from the
train in side view and rotate it (press r and rotate it in side
and front view). Place (press g) it in the middle of the rails.
Then duplicate (shift +d) this one as often as you like (look
in top and front view to see how to place it). As the original
wheel is in layer 2 the duplicated wheels are also there.
The three balls
Let's now add the big ball in layer 3. Click on the third
layer, then add a sphere in front view (hit Space,
Add-->Mesh-->UVSphere, leave the segments and rings at
their default value of 32, click tab to leave edit mode), give
it a material and then a new texture where you load the
illustration image of my Playing around with
Dingbats and The Gimp or any other picture you like as
texture image. Now go to the edit buttons (F9) and click on
"Set Smooth". Duplicate the ball twice, move them inside the
rail oval and scale each appropriately.
The three cubes
Now let's create the three cubes on the right side. In front
view hit space, Add--> Mesh --> Cube, click tab to leave
edit mode, scale it (press s) and place it (press g) where you
see it in the picture, finally give it a material. Then give it
a texture. I again used images from my Playing around with
Dingbats and The Gimp article. But again you can use any
image you like. Duplicate the cube twice and change the texture
by first adding a new material and then going to the texture
and white button, "Add new" and choose a different image. Note
that for the rightmost cube I chose that the texture should be
placed on a cube surface. In the material buttons menu you can
find 4 boxes "Flat", "Cube", "Tube" and "Sphere". The default
is "Flat". With this setting the picture is shown on one side
of the cube while the other sides display the colours of the
edges of the image. With "Cube" selected the texture image is
shown on every side of the cube.
The pens and the picture
Next let's create the pens and the picture in layer 4. Select
the 4th layer. For the picture with the sunflower I simply
added a plane (Space-->Add-->Mesh-->Plane) in top view
and placed (press g) it where you can see it. I gave it a
colour (material) and chose the sunflower from my Playing around with
Dingbats and The Gimp article as image texture. For the
pens I added a Bezier Circle (hit
Space-->Add-->Curve-->Bezier Circle, then tab to leave
edit mode) in side view, converted it to a mesh (alt+c) and
extruded it (press e) in front view until I had a tube like
object. Then I extruded it again on one end and scaled it a bit
smaller. On the other end I extruded it four times and made it
a bit smaller each time. The last time it should be so small
that all points meet in one spot. Now give it a white colour
(r,G,B=1). Next select the second and third line as seen from
right as well as the first three lines seen from the left. Then
go to the edit buttons and press "New" and "Select". Go t o the
material buttons, add a new material and give it a red colour
(R=1. G,B=0). Go back to the edit buttons and click "Assign".
The fist pencil is ready. Now you copy the pen 4 times, change
their colour (the white parts are the same for all pencils so
you can leave them as they are and only need to change the
other two parts. Select the appropriate lines so that they
appear in yellow, then press "New" and "Select" in the edit
buttons, go to the material buttons, click "Add new" and change
the colour, then go back and click "Assign") and finally place
them as you can see in the picture.
![[pencil]](blender/kidroom/pencilsmall.png)
Fig.11 The pencil
![[pencil, paper, balls and boxes]](blender/kidroom/pencilballandboxes.png)
Fig.12 Pencil, paper, balls and boxes
The building blocks
Now for the building blocks. For those cylinder like pieces you
can just add a cylinder in top view by clicking Space -->
Add -->Mesh --> Cylinder (leave the vertices at their
default value of 32) and rescale them. For the square looking
ones you add a cube and lower its height. For the lengthy
looking ones you take just the square looking ones and change
their length.And finally for the ones that can be used as a
roof you take one of the square looking ones again and select
the points on the upper half. Then press s and resize them so
that all points will end in one point. Now you have to give all
of them a material and in case you want to place them exactly
as I did you can take a look at the picture.
![[building blocks]](blender/kidroom/blocks.png)
Fig.13 The building blocks
Let there be light
Finally I changed the lights a bit. Take a look at figure 14 to
see how the lights are placed now. For the spot light make sure
that the boxes "Shadows" and "Square" are pressed. If you make
a render now you see the square already. Now go to the texture
button and click "add new". We will give our light a texture
now. Open The Gimp and open a new image with a white
background. With black as foreground colour select a brush and
draw some horizontal lines. Save it as lighttex.jpg. Now go
back to Blender and load the image lighttex.jpg as your
texture. For the other two lights I used a hemi light. Just
take the two lights that have been lamps and click on Hemi in
the lights buttons menu.
![[lights]](blender/kidroom/lights.png)
Fig.14 The lights
In this article we only learnt a few new techniques but still
you see that we can create a very nice image with just the
techniques that you know by now. So go on practising your
skills!
![[kidroom]](blender/kidroom/kidroomarticle.png)
Fig.15 The final kid room
Have fun and happy blending! :)
References
Copyright © 2004-2013 Katja Socher, tuxgraphics.org