In this video, we're going to start working on the upper half of our
building, adding in decorative ventilation holes and a fancy roof trim.
Alright, let's go!
Alright, so for the time being, let's go
ahead and step away from the bottom of the building and let's work a bit on this
top piece here.
I have this cool idea where there's
sections of the bottom of this top piece here that's going to have kind of like
holes in it, or like decorative, like a decorative grate of sorts.
Maybe this is for airflow into the building, or maybe it's just decoration
or something, but I think that would be pretty neat.
So let's go ahead and hide our roofs for a second and those signs.
And we need to clean up the geometry here.
Let's just hit slash to go into local view.
You can see local view here.
And if we hit slash again, we leave local view.
Let's go ahead and clean up the geometry on this building.
There's a lot of geo here that we simply do not need.
For example, these, we can just dissolve these edges.
These edges we can just dissolve.
Pretty much all of these edges we can dissolve.
So let's go through and do that for mostly everything here, sort of like this.
And then some of them are just stubborn, and if you hit dissolve edges, it doesn't
get rid of them.
So we're going to have to do this a
little bit more manually.
These up here, for example, we can just
snap these together.
So I'll just snap those at A, M, and then
by distance, and then we can dissolve that.
Cool.
And then it looks like our window might need a little bit of support here.
So I'm just going to add a support loop in, hit G, Z, and snap it to that vertice.
Now I'll just go ahead and connect these up with J.
Now I'm just going to go ahead and dissolve these vertices.
Should be able to now.
Yep.
Now that they have their support loops.
Now this window itself, I think the
geometry is not great on it.
I think it might be a little bit, let's
see, let's see if it's okay.
No, it looks okay to me actually.
Now I think, I think we might be able to leave it, but I would like to give it a
little bit more data.
So I'm just going to select these edges
here, and then I'm just going to hit Control B to bevel it.
And then you can see the profile is messed up from when we were working last time.
So all we have to do is hit P and then 0 .5.
And then we can go back to A to change
the width.
And I'm just going to go sort of like
that, just to make it a little bit more rounded.
Now we have these unnecessary edges that
have been created.
So we'll just dissolve those like so.
And then also you can see that some of these are spaced out a little bit incorrectly.
So a really easy way to fix that, I'm just going to go ahead and dissolve or
get rid of that face because we don't really need it right now.
A really easy way for us to fix this is just to hit our Circle Select, hit all of
the vertices there.
Then we're going to hit right click and
go to Loop Tools and then change it to Space.
And now we have spaced them all out correctly.
Now you're going to need the Loop Tools add -on for that.
So let's go to Edit, Preferences, Add -ons, and then you can search up Loop
Tools and then you have all those nice options.
Now when we did that action, it made this
edge a little bit not so straight.
So let's go ahead and just select all of
the vertices that are involved in that edge.
Hit S and then Z and then 0.
And that will correct them so they're all straight and perfect now.
So now we have a nice window again.
We can go ahead and just select the loops
and hit E and then X and just bring that in like so.
I think this is actually a doorway now that I think about it.
Now we can go up to the overlays and hit Face Orientation.
Make sure everything's all blue is nice.
Now we can just leave Local View hitting
Slash and we have a much cleaner object to work with.
So I'm just going to add a loop cut that goes to the bottom about here maybe I think.
This is roughly what I'd like my edge loops to be.
I have also added a loop cut right here.
Yeah, something sort of like that.
And now I can go ahead and just take this whole line of faces here and hit P and Selection.
So we've separated this out from this main piece here.
Now I'm just going to add a whole bunch of edge loops.
So we can just scroll up and we get something maybe sort of like that or
maybe even more.
Let's just go and go and go.
We get something.
Yeah, maybe like that.
And then we'll turn up edge loops here and we're going to go like that.
So I'm adding ventilation holes right now.
So we'll just go ahead and select these,
delete them, and then I'm going to go into Shader View and we can just see if I
like the size of those holes.
Yeah, I think that's perfect.
We can go ahead and just undo what we did for a second.
Go ahead and try to duplicate the same distance over here.
So I'll just go like that.
And that looks pretty good to me.
So we'll just go ahead and select this bottom face, select, checker, deselect,
and then we'll go ahead and get rid of these two on the side.
Maybe create like a distance of four.
One, two, three, four, five.
One, two, three, four.
Yeah, maybe five.
And then we'll do the same over here.
So one, two, three, one, two, three,
four, five.
So I'll just select that back.
And yeah, that looks pretty OK to me.
And then I'll go ahead and just delete
these faces.
So delete faces.
And now we'll do it for the next row.
So I'll select this, select, checker, deselect.
And as you can see, they're in line.
And then we'll just go ahead and match
that up to where they are roughly.
Do it on the other side as well.
Something sort of like that.
Faces, delete those.
And then we'll just do it for the next row.
If you want your checker deselection to
be in line with this, the face that you select is really important.
So I had to select this in order to get these to be selected in line with these
holes, if that makes sense.
So if it doesn't work, just select a
different face and then go select, checker, deselect.
Now I'll go ahead and just fix this up, just like so.
We'll do it to this side as well.
Then hit faces.
And yeah, looks pretty good to me.
Let's go ahead and see what that looks
like in rendered view.
And yeah, I like that quite a bit.
Actually, one thing I would like to do is create a little bit of a gap here every
few holes.
So let's just count maybe like one, two,
three, four, five, six, seven, eight.
And then these will be patched up.
So I'll go ahead and just go in here, patch these, and maybe I'll just have a
little bit of a gap like so.
And then those will start again.
So it's like one, two, three, four, five.
Oh, maybe I'd like those to be a little
bit closer.
So now it's a gap of one, two, three,
four, five.
And now there's five in between each gap.
Let's see if I like that gap.
Yes, I think I do.
Oh, maybe, yeah, I think I do actually.
So now I'll just count eight.
So one, two, three, four, five, six, seven, eight.
So that one will be closed up.
That one will be closed up.
And then these next one will be closed up.
So close up, close up, close up.
And then we'll do the same thing over here.
F, F, F, F, F, F.
And there's that gap.
And then we have one, two, three, four, 10.
Let's see.
We'll go ahead and just close these up and not really worry that the distance
between this and this is different from this and this.
I don't think it really matters.
We really cared we could fix it, but we
go into rendered view.
I just don't think we're really gonna notice.
Yeah, it's not really noticeable.
And that looks really good in my opinion.
So I like it.
Go ahead and duplicate the same thing
over here.
So one, two, three, eight.
And then I'll just patch these up, patch these up.
And then on the edge here, I'm just gonna patch these up.
One, two, three, four, five, six, seven.
Close enough, not a big deal.
Clearly the person that made this place wasn't very competent.
So there's some errors in the architecture, but you know what?
That's all good.
Also we can see back here, it looks like
these are a little bit weird.
So I'll just go ahead and delete those
faces entirely.
Same with here.
We're not gonna see these walls in the render at all.
So it's fine if it's a little messy, we'll just delete those.
And then we can go and just patch it up.
I'm just gonna select those vertices, hit
control, select the next one.
And then I'm just gonna bring this
around, snap it, fix it all up.
Nice.
Okay, so next step, you can see that this has a blank top face and this just kind
of ends there at the hole.
So I'm gonna wanna fix that.
So I'll just go ahead and select this top edge, bring that up.
I'm gonna select this, snap it up top.
Now I'm gonna grab this edge, just alt
left clicking, shift D to duplicate this whole line of faces here.
Now I'll just snap it there and then I'll hit one, A, M, and then by distance.
So now we've brought that in and then bring this top edge back down, just
snapping it.
And then we have something like this.
Now I'm gonna go ahead and put a solidify modifier on here.
So just gonna select it, go to the modifier tab, add modifier, solidify.
Let's change this to complex from simple.
And then right now you can see it's
pushing outward.
So we want it to go inward.
So we can just bring that thickness in like that.
And we want them to be pretty thick.
Maybe something, yeah, maybe something
sort of like that.
And then we'll look at it in rendered
view and there we go.
Now we have some cuts in our wall.
It's like some sort of ventilation or something like that.
Plus it looks fancy, makes the building look a little bit more detailed and stuff
like that.
So yeah, I think it looks good.
Okay, so now let's go ahead and work on the trim up top here.
And I do want it to be a little bit fancier than these trims.
Although these trims are not done.
We're still gonna fancy these up a little
bit more later when we are making this building more high poly.
But let's go and get this trim in here.
You can see the balcony.
I like the position of that.
So I think what I'm gonna do is just
bring this up and then just bring this top face up a little bit more to give
room for that new trim that we're gonna make.
I'm gonna add a loop cut.
It goes right here.
And that should be good.
Now I'm just going to add a face up top here.
Now I'm just gonna select both of these
and go Alt E, Extrude Along Normals .
I'm just gonna bring this out sort of, let's see.
I think I might start small like that.
And then we'll add another loop cut there.
Select these faces, Alt E, Along Normals.
And then I'll do it again but maybe with
a little bit more distance.
Alt E, Normals.
We've created like a nice little step up.
And then I'm gonna select this top face
and go Alt S.
And we're just gonna scale this out like so.
Now I'm gonna put a loop cut down the middle and go Alt S.
And I'm just gonna bring this in sort of like this.
I'm also gonna make sure that we are not scaling on the 3D cursor anymore.
So let's go period and then change this back to medium point.
So I think this looks pretty okay.
I'm gonna scale this in a little bit more
actually, I think.
And then bring this down.
Yeah, I think that looks pretty okay.
And now I think I'm gonna select this and
go Alt S and make this a little bit more extreme.
And then maybe I'll just go Alt S, bring
that down a little bit.
Okay, let's see what that looks like in
rendered view.
Yeah, that looks pretty good, I think.
So next, I think, do you want this top trim piece to be a little bit thicker?
So I'm just gonna hide this balcony.
I'm gonna select all the top faces here.
We'll just go around, make sure all of this is selected.
It's like so.
I'm gonna hit G and Z to bring this up
because I would like that to be a little bit thicker there.
And then we're gonna add some intricate detail in here.
So I'm just gonna put a little thing there and then we're gonna put one here
and I'm just going to extrude both of these out a little bit.
Alt E along normals, bring these out.
So actually maybe that's a little too extreme.
Alt E along normals, just like that.
And then I'm just gonna take this top
face and go Alt E along normals, just like that.
And that should be pretty okay.
And then in here, I'm gonna have some
cool details, but we'll do that with an array modifier.
And then down here, I'm gonna have also some like supports kind of running along it.
Let's see what this looks like so far though.
Yeah, that looks really good.
So for these supports and stuff, I think I'm just going to, well, let's see.
We want some like little details running along here.
So I think actually I might add a loop cut down the middle and go Control B, and
then I'm gonna go extrude along normals and I'm just gonna bring this in sort of
like that.
Now I'm gonna add my 3D cursor, Shift A,
Mesh, Cube, and scale this down.
And then I think I'm just gonna have some
simple things sort of like this, and they're just going to be arrayed all the
way down.
But let's see, do I like the size of that?
It's quite small.
I do want them to be like little
intricate details.
So I think this is okay.
Although I may add a little bit more detail, just going like this, beveling,
and then we'll just bring that out a tiny bit.
So it has a little bit more interest to
it, a little more visual interest, and then I'll bring that in.
All right, so now we'll take this and we'll go to the Modifier tab.
We'll go to Add Modifier.
We'll go to, I can't find it, Array.
We'll turn this up on the Y axis, sort of like so.
And then I'll turn this up a lot and go all the way to the end here, something
like that.
And then I'm just going to go ahead and
take note of the distance.
Let's see, I'd want this to come like
pretty much all the way to the end here.
So then I'm just going to go down here
and try to replicate that.
And then we can just adjust the Y a
little bit.
Okay, let's see.
And then we need to go down a little bit.
So let's go to a 6, 6 .5 maybe, 6 .6.
Okay, that looks pretty good to me.
Go into Rendered View and yeah.
Okay, that's actually quite hard to see.
So I think maybe I'll turn the distance
down a little bit more and also push them out a little bit more.
So go like that.
I'm going to turn this down to like 160
and then I'm just going to stretch these out.
The gap in between them is a little bit bigger.
Maybe I'll do that.
I'll leave it a little bit more, 150,
then stretch that out.
And we're just going to try to match that up.
One, four, six, one, four, seven, with a one, five, one, five, five maybe.
Okay, that looks pretty good.
Now I'll just turn off Overlays, go into
Rendered View and let's see.
Okay, so yeah, that reads a little bit
better, I think.
Looks really good actually.
Although I think I am going to submerge them a little bit more into the building.
So I'll just go like that.
And yeah, that should be pretty good.
Now I'm just going to duplicate them.
It's like so, RZ negative 90.
And I'm just going to put them over here in a very similar location.
I think they stick out about like that.
And then we can just turn down the count
on this and try to match it up as best as we can.
It looks like there's a little bit of a gap, so we can just turn this up slowly
until we get the correct distance.
It's a little bit too extreme.
Maybe like a five, nine, I think would be perfect.
Yeah, there we go.
Go into Rendered View and check this out.
That looks really good.
Nice.
And now the final step, I want to add
some sort of like wooden supports that go along this trim.
So I'm just going to put my 3D cursor down, Shift A, Mesh, Cube, scale our cube down.
And these are going to be relatively simple.
I think really all I need to do for now
is just kind of scale the cube up and stick it in here, scale it on the Y -axis.
Do something, R, Y.
Something sort of like this for those supports.
I think that should be okay for now.
Let's see how big it is.
I do want them to be a little bit large.
So maybe I'll just bring this out, R, Y,
scale it up.
Maybe something like this, something like that.
And then I'll go ahead and turn the thickness up as well a little bit.
And now I can just rotation scale, go to the Modifier tab, Add Modifier.
We'll go to Array, turn this down to zero, and then turn the Y up to like a one.
We'll go ahead and separate these.
They're not going to be as close together
as these top ones.
So we'll just go like, yeah, maybe
something like this.
And I think that distance looks pretty low.
So we're going to just scoot that down.
Yeah, it looks pretty good.
All right, let's check that out.
Go into Rendered View.
And yeah, see that adds a lot to that trim up there.
Okay, so I like it quite a lot.
Let's go ahead and just duplicate it and
put it onto the other side.
So R, Z, negative 90.
Scoot these over here.
Going to push them in until they work.
Something sort of like that.
And then we can just turn this down and 4
.95, maybe.
Okay, that looks pretty good.
Go into Rendered View and there we go.
All right, I think that's good for this episode.
And in the next one, we are going to start our balcony railing.