Reworking the blocking objects

Until now, we had quickly added a series of 3D objects to form a fairly rudimentary house and have a general idea of the entire model of the house. Now we will finish the modeling and review the topology of our models in order to make them more presentable.

There is still a final important object to be made: the front door. It is composed of several 3D objects. There is the frame, door, lock, handle, and there is the top frame with a decorative pattern. The frame and the door are quite similar to the windows. The door will be created as follows:

  1. We will use a mirror modifier each time. The lock is quite simple, just an extruded cube with a few insets (I) (refer to step 23 in the preceding screenshot). For the decorative pattern, we will use a circle in order to get a better round shape.

    The rays are extruded and moved by hand. Don't forget to add a few edge loops when you add the Subsurface modifier (refer to steps 24 and 25 in the preceding screenshot).

  2. We will place the address number of the house. For this, we will use the Text tool (Shift + A and select Text). We will use the basic Bfont font of Blender, but you can download and use any font instead. We will use the Extrude: 2.3 cm and Depth: 1.2 cm parameters to make a small bevel. We will make two small nails to hold them.
    Reworking the blocking objects
  3. We will now review every asset and remove the nonvisible polygons that are useless in our case. Instantiating many of our objects has greatly facilitated the work.
    Reworking the blocking objects
  4. We will also often add a Subdivision Surface modifier when it's needed.

    But sometimes, this is not the case, as a simple bevel will do the job as well. As always, you need to maintain your geometry with loop cuts or bevels. In both cases, we want to activate the Smooth Shading (in the left panel of the 3D viewport).

  5. We will also detach some parts of the geometry from other objects. To do this, we will go in the Edit Mode and we will select the faces that we want to detach by pressing P and selecting Selection.

    This will allow us to rework certain objects and add the Subdivision Surface modifier with ease. For instance, for the roof, we will detach the center part and add tight edges near the four corners with the Bevel tool. We can also increase the windows' resolution by adding and placing some edge loops to form a nice round shape in the corners.

All the improvements that we've done here are, in our case, pretty easy because we don't have to get a realistic result. We are taking a more "cartoony" path, and in the next chapter, we will paint textures by hand in order to add more details.