Welcome to the eighth tutorial of the 3D Game Assets series. In this tutorial we will be modeling a low-poly city street corner asset.
This tutorial series assumes that you know the basics of Blender modeling. If you are new to Blender I would recommend viewing my Blender Basics course before beginning this series.
Blender Basics Course (Playlist) - https://www.youtube.com/watch?v=O_RIqBGe7eA&list=PLQAHbMF4PoGZAc5fCwn3VhoRCK7GbHTXJ
Blender Reference Manual – https://docs.blender.org/manual/ja/dev/index.html
Blender Hotkeys Reference – https://wiki.blender.org/index.php/Doc:2.4/Reference/Hotkeys/All
1. Change the Renderer to Cycles
2. Go into Orthographic View and Front View
4. Move the Cube (base) up along the Z-Axis 1 Blender Unit
5. Scale the base along the X- and Y-Axis (10)
6. Select the top face of the base and move it down along the Z-Axis until it is 1 Blender Unit high
7. In Top View, add two vertical loop cuts and scale them along the X-Axis (2)
8. In Top View, add two horizontal loop cuts and scale them along the Y-Axis (2)
9. Add two vertical loop cuts between the previous vertical loop cuts
10. Add two horizontal loop cuts between the previous vertical loop cuts
11. Add a two vertical loop cuts in the second row (from the right) and scale them along the X-Axis (2.5)
12. Add a two vertical loop cuts in the second row (from the left) and scale them along the X-Axis (2.5)
13. Add a two horizontal loop cuts in the second row (from the top) and scale them along the Y-Axis (2.5)
14. Add a two horizontal loop cuts in the second row (from the bottom) and scale them along the Y-Axis (2.5)
15. Choose the faces around the following squares
16. Extrude the faces along the Z-Axis (0.1)
17. Add a Plane and move it up along the Z-Axis 2 Blender Units and rotate it around the X-Axis 90o
18. In Top View, move the Plane (office) to the upper-left face (the one surrounded by the sidewalk) – about 2/10 of a Blender Unit from the sidewalk
19. Scale the office along the X-Axis (1.5)
20. Select the top edge and move it down along the Z-Axis until it is 1/2 of a Blender Unit from the bottom
21. Extrude the edge along the Z-Axis (0.5)
22. Repeat this process until you have twelve sections [HINT: use SHIFT + R to repeat the extrusion]
23. Add seven vertical loop cuts to the front of the office
24. In Front View, select the bottom-center faces and inset them (0.1)
25. Select the bottom-left face and inset the face (0.05)
26. Repeat this process for every face on the office – except the very top row and the doors [HINT: use SHIFT + R to repeat the inset]
27. Select all the inset faces (windows and doors) and extrude the along the Y-Axis (0.05)
28. Select the entire office section and duplicate it
29. Rotate the duplicate around the Z-Axis 90o and align it to the right-side of the first section
30. Select both sections of the office and duplicate them
31. Rotate them around the Z-Axis 180o and align them to the other sections of the office
32. Select the front and back top edges and add a face
33. Duplicate the top face and scale it (1.1)
34. Extrude the top face along the Z-Axis (0.3)
35.Inset the top face (0.1) and extrude it down along the Z-Axis (-0.2)
36. Select the entire office, center it over the bottom (base) face and scale it along the X- and Y-Axis (1.2)
37. Add a Cube (shop) and move it up along the Z-Axis 2 Blender Units
38. In Top View, move the shop to the upper-right face (the one surrounded by the sidewalk) – aligned along the top sidewalk
39. Scale the shop along the X-Axis (1.5)
40. Select the top face and inset it (0.2) and extrude it along the Z-Axis (-0.2)
41. In Front View, add two vertical loop cuts and scale them along the X-Axis (0.5)
42. Add a horizontal loop cut (through the center of the shop)
43. Add a second horizontal loop cut and move it 2/10 of a Blender Unit below the first horizontal loop cut
44. Add a third horizontal loop cut and move it 3/10 of a Blender Unit below the second horizontal loop cut
45. In the Right-Side View add two vertical loop cuts and slide them along the Y-Axis until the are 2/10 of a Blender Unit from the front of the shop
46. Select the face (second from the bottom and second from the left) on the right-side of the shop (window)
47. Select the bottom center-face on the front of the shop and the one directly above it (door)
48. Inset all three faces (0.05)
49. Select the window and extrude it along the X-Axis (-0.05)
50. Select the door and extrude it along the Y-Axis (0.05)
51. In Front View add two vertical loop cuts to the left of the door
52. Inset the second-from-the-bottom face (0.05) and extrude it along the Y-Axis (0.05) (window)
53. Add a horizontal loop cut between the top and center loop cuts and move it down along the Z-Axis until it is 1/10 of a Blender unit from the center loop cut
54. Select the new loop cut (only on the front of the shop) and extrude it along the Y-Axis (-0.2)
55. Select the top horizontal edge loop and add a face
56. Fill in the face on the ends of the canopy
57. In Top View, add two vertical loop cuts to the front sidewalk
58. Select the top and side faces and delete them
59. Fill in the gaps left behind with faces
60. Duplicate the shop and move the duplicate to the lower-left square, rotate it around the Z-Axis 90o (aligned to the right-side sidewalk)
61. Scale the restaurant along the X-Axis (1.4) and the Y-Axis (1.2)
62. In Front View, add four vertical loop cuts on the left side of the building
62. Select the large face (on the right) and every-other face (second row) and inset them (0.05)
63. Extrude the faces (windows) along the Y-Axis (0.05)
64. Select the corresponding small windows on the right-side of the building
65. Inset the windows (0.05) and extrude them along the Y-Axis (-0.05)
66. Add two vertical loops to the right of the door
67. Select the center face (window) and inset it (0.05) and extrude it along the X-Axis (-0.05)
68. Select the two faces on the back of the restaurant (second row from the left)
69. Â Inset the faces (0.05) and extrude them along the X-Axis (0.05)
70. Add a Cube (apartment) and move it up along the Z-Axis 2 Blender Units
71. In Top View, move the apartment to the lower-right face (the one surrounded by the sidewalk) – centered along the left sidewalk
72. Scale the apartment along the Y-Axis (1.85)
73. Add three horizontal loop cuts
74. Add two horizontal loop cuts in between each of the loop cuts from the previous step
75. Add four vertical loop cuts
76. In Front View, add five horizontal loop cuts
77. On the front of the apartment, select the bottom two faces (starting with the second-from the right) – skipping two rows in between each selection (doors)
78. Inset the doors (0.02) and extrude them along the X-Axis (0.02)
79. Select the corresponding faces on the back of the apartment (doors)
80. Inset the doors (0.02) and extrude them along the X-Axis (-0.02)
81. In Front View, select the second and fourth faces on the second, fourth, and sixth rows (windows)
82. Inset the windows (0.02) and extrude them along the Y-Axis (0.02)
83. Select the corresponding faces on the left-side of the apartment (windows)
84. Inset the windows (0.02) and extrude them along the Y-Axis (-0.02)
85. On the front of the apartment, select the faces above the doors on the fourth and sixth rows (windows)
86. Inset the windows (0.02) and extrude them along the Y-Axis (0.02)
87. Select the corresponding faces on the back of the apartment (windows)
88. Inset the windows (0.02) and extrude them along the Y-Axis (-0.02)
89. Select the edges on the back of the apartment (outer edges and to the right of the doors)
90. In Top View, extrude the edges along the X-Axis (1.7)
91. Add a Plane (fence) and move it up along the Z-Axis 2 Blender Units
92. Rotate the fence around the Y-Axis 90o and align it with the bottom and right sidewalks
93. In Right-Side View, select the top edge and move it down along the Z-Axis to match the top of the already existing fence
94. Select the right edge and extrude it along the Y-Axis to fill in the back of the fence
95. In Top View, select all of the faces on the roof and dissolve the faces (Space Bar – Dissolve Faces)
96. Duplicate the top face and extrude it along the Z-Axis (0.5)
97. Select the faces along the top-front of the apartment and dissolve the faces (Space Bar – Dissolve Faces)
98. Repeat this process for each of the other three sides of the apartment
99. Select the top face and inset it (0.1)
100. Extrude the top face along the Z-Axis (-0.2)
101. Add a Cylinder (stop light pole) with 16 vertices and move it up along the Z-Axis 2 Blender Units
102. Scale the stop light pole along the X- and Y-Axis (0.05)
103. Move the stop light pole to the front corner of the sidewalk by the office
104. Duplicate the stop light pole and rotate it around the Y-Axis 90o
105. Scale the duplicate along the X-Axis (0.8) and the Y- and Z-Axis (0.5)
106. Align the duplicate to the top of the stop light pole (1/10 of a Blender Unit from the top)
107. Duplicate both sections of the stop light pole
108. Rotate the duplicates around the Z-Axis 180o and place them on the right-side of the street
109. In the Back View, add a Cube (stop light back) and move it up along the Z-Axis 2 Blender Units
110. Scale the stop light back (0.1)
111. Scale the stop light back along the Y-Axis (0.05) and Z-Axis (2)
112. Align the stop light back to the horizontal section of the right stop light pole (1/10 of a Blender Unit above and 2 1/2 Blender Units from the left)
113. Add a Cylinder (light) and move it up along the Z-Axis 2 Blender Units
114. Rotate the light around the X-Axis 90o
115. Scale the light (0.03) and scale the light along the Y-Axis (0.1)
116. Select the front face and inset it (0.005)
117. Select the six top-center faces of the light and extrude them along the Y-Axis (0.02)
118. Align the light to the top third of the stop light back
119. Make two duplicates and place them vertically along the stop light back
120. Duplicate the stop light sections and move them to the left stop light pole
121. Duplicate the right stop light and pole and rotate them around the Z-Axis 90o
122. In Top View, move the duplicate to the corner in front of the restaurant
123. Select the light and the horizontal pole of the first stop light
124. Duplicate the sections and rotate the around the Z-Axis 90o
124. Align the duplicates with the vertical pole and move the light sections to the proper place along the horizontal pole
125. Add a Plane (stripe) and move it up along the Z-Axis 2 Blender Units
126. Scale the stripe along the X-Axis (0.1) and Y-Axis (0.5)
127. In Top View, place the stripe in the center of the road between the office building and the shop (align it with the top edge loop)
128. Duplicate the stripe and move it down along the Y-Axis (leave about 2/10 of a Blender Unit between them)
129. Repeat this process until the stripes fill the space between the office and the restaurant
130. Select all the stripes and duplicate them
131. Rotate the stripes around the Z-Axis 90o and delete the horizontal stripes in the center
132. Select all the stripes and move the onto the road surface
133. Open the Materials Tab
134. Make a new material called “building” and assign a gray color to it (#8A8A8A)
135. Select the buildings and assign the “building” material to them
136. Make a new material called “window” and assign a cream color to it (#E7DFCF)
137. Select all the windows and assign the “window” material to them
138. Make a new material called “door” and assign a blue color to it (#8CB3BD)
139. Select all the doors and assign the “door” material to them
140. Make a new material called “red canopy” and assign a red color to it (#B61318)
141. Select the canopy of the shop and assign the “red canopy” material to it
142. Make a new material called “green canopy” and assign a green color to it (#268848)
143. Select the canopy of the restaurant and assign the “green canopy” material to it
144. Make a new material called “fence” and assign a brown color to it (#945B2C)
145. Select the fence of the apartment and assign the “fence” material to it
146. Make a new material called “sidewalk” and assign a gray color to it (#CCCCCC)
147. Select the sidewalks and assign the “sidewalk” material to them
148. Make a new material called “grass” and assign a green color to it (#8DAD37)
149. Select the grass area behind the apartment and assign the “grass” material to it
150. Make a new material called “light pole” and assign a gray color to it (#C3C3C3)
151. Select the stop light poles and assign the “light pole” material to them
152. Make a new material called “light back” and assign a yellow color to it (#B6A82F)
153. Select the stop light backs and the outer parts of the lights and assign the “light back” material to them
154. Make a new material called “red light” and assign a red color to it (#E70B00)
155. Select the top stop lights and assign the “red light” material to them
156. Make a new material called “yellow light” and assign a yellow color to it (#E7D308)
157. Select the middle stop lights and assign the “yellow light” material to them
158. Make a new material called “green light” and assign a green color to it (#19E700)
159. Select the bottom stop lights and assign the “green light” material to them
160. Make a new material called “stripe” and assign a white color to it (#FFFFFF)
161. Select all the stripes and assign the “stripe” material to them
162. Make a new material called “pavement” and assign a black color to it (#000000)
163. Select the remainder of the model and assign the “pavement” material to it
164. Tab into Object Mode and delete the default material
166. Split the 3D View port into three sections
167. Change one section to the Node Editor and the other to the UV Editor
168. Select all the models and using the spacebar search for Lightmap Pack
169. Check “New UV Map” and change the size to 1024
170. Click on the plus button at the bottom of the UV Editor and give the UV map a name
171. Make sure you have the “building” material selected
172. In the Node Editor add an Image Texture (Add > Texture > Image Texture)
173. Open the UV Editor you just named
174. Copy (CTRL + C) this Node
175. Select each of the materials one-by-one and paste (CTRL + V) in the copied texture node
176. Under the World Tab check Ambient Occlusion
177. Under the Render Tab go to the Bake section and click on Bake (leave everything at its default settings)
178. *IMPORTANT* Save the UV map you just baked (Image > Save as image)