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[edit] Finishing The Pattern

Pretty nice

You may have noticed that the "simple" central pattern is not actually visible as it is behind the wall of the pillar. To fix this, we need to unhide the rest of the mesh. To do this, press Alt H. Deselect all verts and select the central pattern. Go into SIDE view and translate to the left by 0.05. This is another good time to go into SHADED mode and take a look around your pillar. If your pillar looks like this, you are the proud creator of an architectural masterpiece. :)

Note I left EDIT mode so the screenshot looked even prettier.

[edit] Completing The Pillar

Almost there

Now, to complete the pillar, we simply have to do a few duplications. Go into TOP view. Make sure you're back in EDIT mode, and select all verts. Press Shift C to snap the cursor to the middle of the grid, and set the pivot mode to 3D Cursor. If you don't remember/know how to do this, check the first tutorial out.

Rotate the selected verts by 90, then repeat another two times, so you get a perfect pillar with patterns on all four sides. Now, select all verts and remove doubles. The only remaining task is to add a top and a bottom.


[edit] The Final Task

No Face...

Ok, so we need to add a top and a bottom, if we recall the very start of this tut, we will remember that a "filled in section" is called a face. What we need to do is create a face (two actually, one for the top and one for the bottom, but we do one at a time).

To create a face, we need to first select either three or four verts. We will start with the top. In TOP view, using the B selection tool, select the innermost square of verts. This will select both the top and the bottom verts, so go to SIDE view and deselect the bottom verts. We now have four verts selected in a square, so let's create that face.
... Face!

Before we actually create it, though, we shall go into SHADED mode, as you can see the effect much more. I would also recommend going into a 3/4 style view by rotating the viewpoint with either NumPad 4,NumPad 6,NumPad 2 and NumPad 8 or using the  MMB Image:Template-MMB.png. A full overview of how to manipulate the view is given in the Introduction To Blender tutorial.

Press F and view your new face.

Repeat this procedure by going into TOP view and back into WIREFRAME mode. Select the four innermost verts but this time go into SIDE view and deselect the top ones. Press F.

[edit] Rendering The Pillar

Camera I

Time to set the scene up for rendering. Firstly, get out of EDIT mode (tab) and go into FRONT view. Add a Camera and go back into TOP view.

Camera II

Translate the camera down and left by 10 then rotate it 45 clockwise, so it faces the pillar. Now for the tricky bit, go into SIDE view and translate the camera upwards by 5.

Go into CAMERA view (Ctrl NumPad 0) and press R twice. This lets you rotate the camera from a first person view. (Pressing R once lets you roll the camera around the axis you are looking along). Rotate the camera downards (note, you move the mouse upwards as the control is inverted) by about 13.

Ambient Occlusion

Finally, snap the cursor to the camera, which should be the currently selected object and add a lamp. Again, if you've forgotten how do to this, read the end of the first tutorial again. Now, because we've done some pretty mesh modeling, to pick out some of the detail a bit more, we're going to switch a render setting on. Press F8 and turn on "Ambient Occlusion" and turn the "Samples" up to around 7. See the Lighting tutorial for an indepth description of what this does.

Press F12 and enjoy. :)

Complete