There are a lot of drawbacks to working with a room that was carved out of a single chunk of solid rock.īuildings and rooms are assembled from parts. It seems straightforward to make a big cube, turn it inside out, and call it a living room. Just as with furniture, you may model your first building interior as a hollowed-out cube. Even if the whole model needs subsurfaces, it becomes a bit hard to control where one material starts, and another material ends. And lastly, you can choose to use subsurface tricks on the various parts, while avoiding them on other parts. You can adjust the mesh that defines the shape of the deck, without having to reassign the areas that should be one material or the other. You can replace the wheels or use trucks of different styles later. If you model the skateboard as separate parts, based on the way different real parts are assembled, then you have a lot more control over the final model. While Blender does provide an interface to allow such a combination, it is not usually the best approach for modeling realistically. For example, a skateboard with metal trucks, rubber tires, and a wooden deck. Separate Objects for each Material skateboards, modeled in partsĪ common question for new modelers is how to make one mesh that uses more than one material. Components come in handy for other models: adapt a desk's drawers in kitchen cabinets and bedroom furniture.The model is more flexible, because they can be reconfigured to other styles more easily.Working with things made from multiple real materials is easier: one object, one material.There are a couple more benefits to this form of component modeling: Create an "Empty" type object, give it a descriptive name, and parent all of the pieces to it.Any cloth, glass or metal fittings are separate components using their own materials.Bevel just the parts or edges which are naturally worn or intentionally beveled.Align those woodgrains or other materials in an appropriate direction and scale for the model.Choose varying woodgrains by duplicating materials and adjusting them to be more individual.Measure real example furniture and take note of the construction details.Cut lumber in a variety of sizes and thicknesses.But you can make realistic furniture when you build things from their natural components. You don't need to model every nail and dowel, and you don't even need to know what a dovetail joint is. Model several kinds of boards and fittings, then copy and assemble them appropriately. Think of those "self-assembly" kits from the local superstore, or even the showroom examples from a nearby unfinished knotty pine store. Instead, cabinetmakers tend to assemble a piece of furniture from many component parts. Real furniture is not chiseled out of a half-ton cube of mahogany, because trees don't grow that thick, and it's a real waste to chip out the spaces for drawers. The more you look at it, even with good render settings, the more it looks like dollhouse furniture instead of a real life, full size desk. You then realize it will be hard to bevel just the few edges that need beveling. The woodgrain goes in the same direction everywhere. The writing surface seems to be at the wrong scale for thickness. ![]() The corners are all amazingly sharp and crisp. Then you find that the drawers won't open realistically. ![]() But it rarely comes out looking quite right. You may think it's easy to model your desk using a couple of boolean operations on cubes. Let's start with the furniture around you.
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