Modeling the environment (8 pages)

Now that we've finished the house modeling, we will improve our scene with an environment composed of a cliff, a barrier, a cart, and some rocks.

Let's now model the cliff:

Now our goal is to give the impression of a rock with the few polygons that we have. To get the shape, we will go in the top view, and with the wireframe turned on, we will select the edges of the contour of the cliff and move them to form ridges and a valley. This will give an angular look. Remember that all the details will come with the texturing process in the next chapter, so we only have to give the overall shape here.

We are now going to learn a new way of modeling certain objects with curves. Curves are entities that can be useful to model ornaments, shoelaces, ropes, tree branches, and so on. In our case, we will model an entire tree with them.

Modeling a tree with curves
  1. We will add a new curve of the Bezier type (press Shift + A and select Curve | Bezier). Then we will enter in the Edit Mode.
  2. We will then turn off the handles and the normals of the curve. To do this, we will uncheck the Handles and Normals check boxes under the Curve Display subpanel in the right 3D view panel (N).
    Modeling a tree with curves

    The Curve display options in the N panel.

  3. When you start working on a shape that uses curves, it's easier to set all the control points as Vector (press V and select Vector).
  4. Now we will leave the Edit Mode and add a new curve object of the bezier circle type (press Shift + A and select Curve | Circle). This circle will define the volume of our bezier curves.
  5. We will select the bezier curve, and in the Properties editor, we will click on the object data icon. Under the Shape subpanel, we will then select the circle as the Bevel Object. As you can see, the curve is now getting a volume defined by the circle. If you change the circle, its scale, for instance, will change the curve volume.
  6. We will then close the holes on each side of the curve by checking the Fill caps option under the Bevel Object one.
  7. We can now modify our curve to form the trunk of the tree. To do this, we can simply vertically rotate the two points that we already have and extrude the tip several times with E or press Ctrl and LMB. You can also subdivide the curve by selecting at least two consecutive points and pressing W and select Subdivide.
  8. Now we can change the radius of each point by changing its value in the Transform subpanel in the left 3D view panel. This is how we will taper the trunk.
  9. We can now add new branches to our tree by simply adding a new point by pressing Ctrl and LMB without anything else selected. This point could then be extruded.

    We can also change the radius of the branch. If you want to quickly select a branch, you can either select one of its points and press Ctrl + L, or select one of its points and press Ctrl and the + numpad key several times.

  10. We will now add more branches by duplicating the first one that we've created. The process simply involves the duplication and placement of a lot of branches that differ in size and radius.
  11. Next, we can convert our curves to a mesh object. In order to do this, we will have to first decrease the subdivision of our branches and our circle profile object by going to their Object data tab in the Properties editor and by changing the Preview U (for the viewport) and Render U (for the final render) sliders. We can now select our curve object and press Alt + C and select Mesh from Curve/Meta/Surf/Text to convert our curve object into polygonal geometry.
    Modeling a tree with curves

    The curves option in the Properties editor

We will now show you how to deform the tree with a special type of object called a lattice. This will serve us to change the overall shape of it.

We will now enhance our scene by adding some cool assets using the techniques that we've seen in this chapter:

We will now create a barrier in front of the house with a very nice modifier.

The following screenshot shows the barrier modifiers:

It's now time to model the cart, which is a more complex object, but still simple to do with all the tools you've learned until now:

  1. Let's start by duplicating one of the planks that we used in our physics simulation. This time we want to modify it without breaking the ones that are part of our simulation, so we press the U key and select Object & Data to make it a single user.
  2. We can now use an Array modifier to make the bottom part of our cart. We can specify a little margin between each of them.
  3. Now we will apply the modifier and tweak each plank so that they don't look the same.
  4. We will now add a small cube and change its height. We can break its silhouette a little bit with Loop Cut (Ctrl + R) that we will move, and finally, add a bevel.
  5. Now we can duplicate this object (Shift + D) at each corner of the cart.
  6. We can now add a small plane that we will extrude by following the outline of the cart. We will add a Solidify modifier and apply it.
  7. We can now add a new cube that we will shape into handles. As always, it's a matter of loop cuts, bevel, and placement.
  8. Now, the last thing we need is two big wheels. To do this, we will add a circle, and in the Edit Mode, we will extrude it along the normals (press E + Alt + S). We can also extrude the wheel to give it a thickness. Remember to check your normals' orientations and clean them with Ctrl + N if needed.
  9. Now we will add some radius. To do so, we first select one of the inner faces of the wheel, duplicate it and extrude it. We can select the whole radius and press P for Separate selection. We will also need to change its pivot point at the center of the wheel (press Ctrl + Alt + Shift + C and select At center).
  10. We then duplicate the wheel with Alt + D, and without validating the action, we will press R to rotate it. This is because now we can press Ctrl + R to repeat the duplication and rotation process. What a time saver!
  11. In order to cap the wheel, we will add a cylinder that will be extruded several times.
  12. Finally, we can duplicate the wheel on the other side with Alt + D and add a cylinder that will connect both wheels. Remember to delete the unneeded faces on each side.
    Enhancing the scene with a barrier, rocks, and a cart

    The final cart

As you can see, the items that we created are quite simple, so we encourage you to add more of them, such as a dead trunk or a scarecrow. Be creative, you have all the tools needed to do that yourself.