Blender 5 Beginner Tutorial - Part 5 - Creating Roof Beams
By CG Masterclass
Summary
## Key takeaways - **Organize Outliner Early**: By adding a lot of parts, it won't get messy. So it's important that you start organizing from this point. [02:12], [02:19] - **Use Blueprint for Measurements**: I feel more comfortable by using a blueprint than just modeling this out of the blue uh with any kind of reference. It gives them some measurements so we know how to do that exactly. [02:40], [03:00] - **Mirror Modifier Speeds Modeling**: At this point, I'd like to add a modifier, a mirror. And the reason is that everything I'm going to do on the top will be done on the bottom. And this way, uh, it speeds up the modeling. [06:29], [06:51] - **Apply Texture Once, Duplicate**: As soon as we make this part, we have to add a texture. Uh so we're starting to duplicate and we don't have to map it for every single part. We just have to slide the UVs a little bit to make it more unique. [05:33], [05:49] - **Create Backups Before Merging**: Because we now have one beam, we're duplicating it and putting it right there. So, we have this backup. So we can like merge this later on and we always have one extra. [12:37], [12:48] - **Shift UVs to Avoid Repetition**: We have to change the UVs for every part. We don't want to have any repetition, repeating part. [25:20], [25:32]
Topics Covered
- Part 1
- Part 2
- Part 3
- Part 4
- Part 5
Full Transcript
Hi there and welcome to part five. In
this part, we're going to model the construction beams on the top of the factory hall. And these are the core of
factory hall. And these are the core of this complex. So, they're very important
this complex. So, they're very important and we're going to model them from scratch. And in the end, we're putting
scratch. And in the end, we're putting them on the top of the factory and duplicating them so we have this nice looking construction. So, that will be
looking construction. So, that will be pretty much it for this part. So, let's
get start. and welcome to part five of this factory course. So in the previous part uh we added some materials uh we
started with the plaster we had to do some UV mapping did a box projection and then we added the concrete uh floor with
the striping the concrete plates and the roof plates right there. And in the end uh we added the windows with some transparency. And as soon as we hit
transparency. And as soon as we hit render, we have this nice looking factory hall.
Uh, and it already starts to feel like a factory. Um, but the part I like to
factory. Um, but the part I like to focus in, uh, uh, for part number five are the construction beams, and they're going to be on the roof. Um, and it will
be a lot of modeling. Uh, it will be a bit more advanced. So, uh, it's important that we slow it a little bit down and you focus. So you know what
we're doing and you feel comfortable and as soon as just follow what I'm doing.
Um we will get there. So what we will do is I like to start by adding a new collection. I'm clicking on building and
collection. I'm clicking on building and calling this factory.
And we're moving this factory right there. That is the hall. And on
there. That is the hall. And on
blueprints I'm doing making beams like this.
And doing the same for the top one beams. So this way uh construction. Oh,
it's calling beams. Let's say construction because you cannot have the same naming.
Um by adding a lot of parts, it won't get messy. So it's important that you
get messy. So it's important that you start organizing from this point. Uh
then we're good. So, I like to go to the front view and move a little bit more to the right. So, we start with adding a
the right. So, we start with adding a blueprint. Add image reference.
blueprint. Add image reference.
And we go to let's say my beams. And you can see a couple of images. Um, I
created the beams multiple times. So um
for this beginner course um I feel more comfortable by using a blueprint than just modeling this out of the blue uh with any kind of reference. It's not
like the best reference but it gives them some measurements so we know how to do that exactly for the same for the factory hole. So we start with the beam
factory hole. So we start with the beam measurements. You can find these uh all
measurements. You can find these uh all these images on my Patreon uh as a pack.
It's all free available. You don't need to pay anything. It's just there. Free
subscription.
Um, so we have this image. I'm scaling
this a little bit. Um, and I want to measure this. So I'm adding a cube.
measure this. So I'm adding a cube.
Let's click beam construction. And this
will just be uh a measurement uh object.
So I'm just dragging this. I'm not
snapping. I'm just trying to measure it.
Uh, we go to item. And we want to have 11 m. So we now have to align this
11 m. So we now have to align this image. And we go to the settings making
image. And we go to the settings making opacity. Uh lower it a little bit like
opacity. Uh lower it a little bit like this. We go to wireframe. And I have to
this. We go to wireframe. And I have to enable my screencast again. It's the
most stable plugin I've ever worked with, but at least it's doing something.
And I'm going to align the ends. So uh
this is the cube. And you can see it's now right there. So at this point, uh, we still work with Blender grids when, uh, modeling the main parts, but as soon
we have the measurement, we scale this down and we're going to align this with the blueprint. So then we skip the the
the blueprint. So then we skip the the Blender grits. That's totally fine.
Blender grits. That's totally fine.
Don't need to panic. Um, but for the main parts, we yeah, we use the measurements. Otherwise, we have very
measurements. Otherwise, we have very weird parts that doesn't fit. So, I like to just delete this measurement cube
because this represent well this beam represent the uh size and I like to just select the beam
construction again at mesh cube. So,
what we're going to do is just drag this cube right here so we can have some spacing. And I like to let's let's
spacing. And I like to let's let's import another more perspective image from the beam like this one.
And this is not for this is just as a reference so we can take a closer look what kind of parts we have. So I like to start with this part the construction
beam that we can put on the top and at the bottom. And we need it for some
the bottom. And we need it for some other parts in the factory. So we also have to make a duplication that we can use again. And as soon as we make this
use again. And as soon as we make this part, we have to add a texture. Uh so
we're starting to duplicate and we don't have to map it for every single part. We
just have to slide the UVs a little bit to make it more unique. So it's a lot of information. So let's get start with the
information. So let's get start with the beam. So I added this cube and what I
beam. So I added this cube and what I like to do currently. using two blender grids and I want to see the origin and because we are in the shading mode we
won't see that. Don't know why they skip that in these modes. So we go to the modeling tab and we go to the camera. We
don't want that. We go back to the cube and we can see the origin. So what I like to do is switch to the edit mode wireframe. go to the verticy selection
wireframe. go to the verticy selection mode by pressing one and we're pressing G and control and we're dragging this so the origin is at the bottom. So, so far
so good. At this point, I'd like to add
so good. At this point, I'd like to add a modifier, a mirror.
And the reason is that everything I'm going to do on the top will be done on the bottom. And this way, uh, it speeds
the bottom. And this way, uh, it speeds up the modeling. So, currently this beam or this cube has two blender grids. So,
I'm selecting the top, pressing G, control, and I'm scaling this up. Four,
like this. And one more. I want to have 1 2 3 4 5 6 7. And then we add another edge line
like this. And removing this on top. So,
like this. And removing this on top. So,
what I did was uh I added a cube and I extruded it by 1 2 3 4 5. And because we already had two blender grits, um, we
now have seven. So I added this edge line. So we can now also, by the way, we
line. So we can now also, by the way, we have to switch to Z. And it's happening there as well. And I like to extrude this to the right
with six blender grids. Extrude. So one,
two, three, four, five, and six.
Like this. And we have to do the same for the other side.
1, two, three, four, five, and six. And
then we have like the core of the beam.
What we could have done is also use a mirror modifier for the other side, but this works pretty good. So, um, as soon
as we're finished, I like to apply.
Yeah. And I want to check if there are doubles at this point. By distance,
there are no doubles. Um, sometimes if you use a mirror modifier, uh, yeah, what I did was I selected it and press X and face. And there was a face in the
and face. And there was a face in the middle, but no doubles. Uh, and I removed it. So, uh, that's what I did.
removed it. So, uh, that's what I did.
So, we go to the top. We're rotating
this beam.
We go to the front view. And I like to scale this down. So, at this point, we're just ignoring the Blender grids. I
like to align this with the construction beam right here or here.
So, we have something like this. We go
to the edit mode and let's move this to the middle and sx like so.
We can do this in multiple ways.
I feel like this is one of the best.
So, if we just scroll around, we can see we have this construction beam. And I
don't like this blueprint to be inside.
It's a little bit distracting. So, we
have this construction beam. And there
is no more modifier applied.
And at this point, I like to add a texture because if I just continue with modeling uh without adding the texture, I have to do this for all the parts and that's a
lot of extra work. So, uh I create a new material and beam metal like this. Oh,
that's not good.
Perfect. So, we go to the shading, add texture, image texture, and I like to go to my texture folder
and blue metal plate.
The original color was blue. And for
this, I like to use this orange. So, I
just made multiple colors. We're putting
it right there.
And I will give a little bit of explanation about what we're going to do with the texture, the roughness, non color,
and shift V. Add displacement normal map. Bring it right there.
map. Bring it right there.
And this normal.
I'm using this texture a lot like this. So, let's take a look. So,
like this. So, let's take a look. So,
uh, maybe we have to go to the UV editing, um metal so we can see it. So, the great thing
about this texture is that it has a lot of scratches and damage. So, by adding the beams on this uh, texture, we already have like a natural look. So, we
don't have to do a lot of post-processing and blending. It's just
adding this. We're going to unwrap it and then we're like pretty much done. So
we have this beam and yeah, let's start with the UV mapping and then we make a duplication.
So we select let's add some edge line. 2
3 4 5 and we select everything pressing U Q projection or we have to check if the
scaling the scaling is not right. Ctrl+
A rotation and scale and we do the cube projection again and that helps a lot.
This is why you always need to do this do the scaling. We select the UV and we rotate this and we start to scale it and
align this with this line.
So I like to um hide this factory. I'm pressing H.
So, it's still there. If I press all the H's back, but if I go to the material preview, um, it's loading all the textures from the factory. I don't want that. So, we do the material preview.
that. So, we do the material preview.
And it looks like this.
I have to SL remove my tap.
And from a distance, it looks really cool. So, because we now have one beam,
cool. So, because we now have one beam, we're duplicating it and putting it right there. So, we have this backup. So
right there. So, we have this backup. So
we can like merge this later on and we always have one extra. That's very
important. So I like to duplicate this beam and holding control snapping this.
And now we're moving this a little bit downwards.
Yeah, it's still in the same line. So we
now have these two beams. And my screencast is taking a break again.
So there we have it. Um, and we are in UV editing. Um, and I like to continue
UV editing. Um, and I like to continue with another part. So, I like to go back to modeling and we're going to add a new cube. So, I
like to select this and we have to call this beam beam.
Otherwise, we get a lot of beams. So naming is very key. So we have to be we need to be in the beam construction
and we go to add mesh and cube and we're dragging this cube right here. So Ctrl + Z pressing G control and we're snapping on the Blender grids. So moving it a
little bit downwards.
And the part I like to make is this um shaped construction uh beam. It's a small part and we have
uh beam. It's a small part and we have to make it looks like this with some reinforcements in the middle to make it strong. And then we have to align this
strong. And then we have to align this on the beam. It's quite a complex construction, but as soon we finished
it's really working well out. So,
we're going to extrude this. One, two,
three, four five and an edge line. And we're putting this right there. So, we want to have 1 2 3 4
right there. So, we want to have 1 2 3 4 five of these blending grids at the bottom.
And extrude this one. One, two, three, four, five. So, we have this um shape.
four, five. So, we have this um shape.
So, what I like to do now is we go to the top view. We rotate it. We go to the side view and rotate it again like this.
Go to the front view and we're going to scale it down. We're moving it upwards like this. Make it smaller.
like this. Make it smaller.
And you can see what we're going to make. It looks a little bit like this.
make. It looks a little bit like this.
Scale it. So, we're aligning this. So,
we forget about the blender grits. It's
not important at this point. We're going
to scale this as X.
So, we're trying to align this like this.
Okay.
At this point, control A rotation scale or rotation and scale doesn't really matter. And I like to add this
really matter. And I like to add this reinforcement. So, Ctrl R two
reinforcement. So, Ctrl R two S and bring them a little bit together.
This what you see in the background is just a reference. I want to be these exactly in the middle like this. And I
kind of like it. So we're going to select these. Alt alt leftclick shift
select these. Alt alt leftclick shift alt leftclick and shift alt left click.
We press ctrl +b.
So we have this. So not too wide.
Something like this will do.
That's pretty cool. And we go to the face selection mode.
and shift left click. Shift left click.
And at this point, I like to extrude these. That will look a little bit
these. That will look a little bit weird, but we will get there. We extrude
it like this.
And I want to bring these now more together. But if we do this, that looks
together. But if we do this, that looks weird. So if you go here on the top and
weird. So if you go here on the top and you go to individual origins, you can scale these together
like this.
That's what I want to do. All right. So
same for this bar. I like to use the beam metal. And we're going to
beam metal. And we're going to do the scaling again just to check.
And we add the texture cube projection.
And we have to switch back to UV editing.
And check our UVs. We rotate it. Oh,
like this. And just use the other side like so.
And the first part is ready.
So what we will do is we keep this part right here. We shift D, duplicate it.
right here. We shift D, duplicate it.
Bring it right here. I like to start with the the large one on top. So the
large one will be these two. We have a smaller and this vertical one. That's
the bottom.
So uh we have to make three versions.
Pretty easy. As soon this one is ready, we can just hop to the next one. So I
like to go to the side view. Press point
on the numpad.
And we have this selected in the middle.
And I just want to move this to the left. Gy.
And we duplicate it. Shift D. And we
rotate it like this. Holding control.
And I want two blender grids between this. Like this.
this. Like this.
So we go to the front view. And the
first part is like ready. What I like to do is just move these on the uh yaxis. So we have different like
uh yaxis. So we have different like textures on it. UV mapping. And we can uh we have a double. So we can join
these. Shift left click. Ctrl J. So if
these. Shift left click. Ctrl J. So if
you do Ctrl J, you have like one single object and we have the right scaling. So press
shift D.
And we lower it like this.
And I like to align it. So we're moving these like this. And we select all of it. I
like this. And we select all of it. I
like to select these end points in S Y.
So the and we're going to move them slightly down. So again, we have a
slightly down. So again, we have a little bit of different uh textures, but you can see some repetition. So, feel free to just move
repetition. So, feel free to just move this to the other side like this.
That's good. All right. I like to duplicate it another time for the smallest one. We move this together
smallest one. We move this together like so.
Just perfect.
Okay. So, we now have three parts. Um, I
like to select these and do the same as Y little bit close together. How does it looks like?
Something is going weird. So, we have to do the cube projection again. Uh, that's
kind of weird. So, let's select one U cube projection.
Sometimes you have to check your UVs. Oh, that's fine. you.
That one is kind of weird. It's just
mapping a double.
So, we have to just align that. No problem for it. Uh, it's
align that. No problem for it. Uh, it's
kind of double. What's happening? Why
it's not changing?
Okay. H.
At this point, uh, because they are now single objects, we can, uh, align these on the main beam. We can go to the solid view. And I
beam. We can go to the solid view. And I
like to start with the vertical bar. So,
we press shift D for this part, holding control, and rotate it like this. And
align this with that part. I like to go to the side view and align it a little bit better with the main beam like this.
And then we go to part number B, shift D, and rotate it so it's fitting
like so. Go to the side view. Align that
like so. Go to the side view. Align that
as well.
Very important. and the tallest one.
Shift D and bring that in position.
Side view and G Y.
Okay. So, front view I like to duplicate this part is exactly the same. So, I
also want to just move the UVs. Otherwise, you see repetition and because uh yeah we have to duplicate
that one as well just the same and another time.
Okay. So we now have this and the other side is like exactly the same. So we can just we have first have to make the smaller ones and when you make a big
duplication. So as you can see we have
duplication. So as you can see we have single ones here. So, we duplicate that one.
Align this. We're going to stretch these a bit more in the edit mode. Don't do
this in the object because that will stretch the uh middle reinforcement.
So, just do the cube projection again.
Here we go. And bring that in position.
Okay.
So, shift D and rotate like this and align it.
Okay. Go to the side view.
Align it with this point and shift D.
Rotate.
Hold control.
Yes. Yes. and
slide the UVs. GY.
Okay.
So, we have something like this.
So far so good. So, you can see there are some plates between. We have to model these. Add mesh cube.
model these. Add mesh cube.
So, where's the cube? It's right there.
So, I made some samples, but I mean it's just a matter of making these smaller like so and SX
and try to align that.
Okay, we go to the side view and we make it smaller so it's fitting between these two as Y.
Okay, you want to have a more just a little bit of spacing. Not that they are merging.
Ctrl+ A rotation and scale and shift left click Ctrl L and link material. So
it's now sharing the same material without just selecting it in this uh panel. So it's a sort of a short and do
panel. So it's a sort of a short and do the cube projection and you can just use something here like
to have the border on top. How does it look like? That's fine.
look like? That's fine.
So, we have multiple ones doing in the shading uh the solid mode. Shift D. Here
we go.
They all have a little bit of different shape.
Okay. Shift D.
So, as I mentioned before, this part is all about the modeling. It's the most intensive one. Um, we have to, by the
intensive one. Um, we have to, by the way, change the UVs for every part. We
don't want to have any repetition, repeating part.
Um, but I think it's valuable to have a part that is more complex than just doing rough shapes or simple shapes. Um,
shift D. This one
is different than the others.
Like so. I'm just aligning it. Nothing
fancy.
You can use these like templates if you want.
So, I have this adding an edge line and bringing these down together like so.
and a cube projection.
Always a new projection to just match it. So, we have most of them.
it. So, we have most of them.
And there's two more.
One over here and the large one like this. Okay. and do the cube
like this. Okay. and do the cube projection like so. Cool. A little taller.
like so. Cool. A little taller.
And at this point, what we will do, uh, we're going to copy like everything. So,
just deselect the background. We want to select these and that one and this part.
Okay. We go to the top view and shift D and we rot. Oh no, you have to go to bounding box center and then we can rotate that
and move this inside like this and move this to the right. Here we go.
Okay, so there's a little bit of aligning issues. This is perfect. Only
aligning issues. This is perfect. Only
this part is a little bit different. So,
we're just moving it.
And this one is smaller.
Here we go.
Like so.
Great.
And if we go to the material editor, uh, it looks like a construction beam.
Um because we made this duplication, I want to move all the parts a little bit so
they you they look unique a a bit more unique because we're going to duplicate this beam uh four times
and it's pretty odd if you see like a repetition um for the beam as well and maybe just a whole other area for
the beam like this and these.
And for the plates as well, I just want to check if we have original objects.
All right.
And these some are not selected. All
right, we're almost there. Uh there are some parts you cannot really see but at this perspective you can see there are some
plates on the ends sort of end caps. So
I like to model these as well. Add mesh.
It's very simple but uh they need to be added. Just bring them over here. And
added. Just bring them over here. And
you can see it right here. Smaller.
This is sort of guerilla modeling.
And I like to put this on the end like so. Go to the side view. And we're
like so. Go to the side view. And we're
aligning this part with the beam.
So, and yet it looks like this. So, we
have to bring this area all a bit more inside like so.
So we're aligning this control a rotation and scale. We're
using the same material. Ctrl Link
material and do the mapping U cube projection.
And we have one another one here at the bottom like so.
And now you can see the origin is floating. You press spacebar origin
floating. You press spacebar origin uh to geometry and it's exactly in the middle. And I'd like to just adjust this
middle. And I'd like to just adjust this beam a little bit.
So cube projection.
Oh, select this part. Rotation and
scale. It's just a lot of space for a small part.
And then we can duplicate these and bring them to the other side. And then
we have it fixed. So
this is the beam. I like to hide this one.
And we make a duplication. So we have a backup.
Shift D. Like so. It's always good to have something if something breaks, if something doesn't work out and you can see it, you have something there. So, at
this point, you can select everything and control J.
Just check. There's no modifier applied, no mirror. You have to be sure that
no mirror. You have to be sure that looks all good. Ctrl A rotation and scale and origin to geometry. Um, yeah.
So, this one is exactly in the middle.
Fine.
And we have this beam over here. So,
what I like to do is we're going to add these beams in the factory. So, pressing
Alt H, we have our factory back and we start with this beam and then we align the other construction. So, let's
go to the workbench and go to the render mode.
And we're just dragging this one to this area, rotating it.
We're not scaling it.
And we're going to align this. It's very
hard to see. So, it's inside. So, let's
put this outside for a second.
Yeah, exactly. So, you don't want to interfere with the window. So, that's
why I need this reference.
And I like to use a mirror. So we extend it. Uh a mirror modifier.
it. Uh a mirror modifier.
Go to the side view.
GX gy.
And we have to do the clipping to merge these. G Y.
these. G Y.
Yeah.
So we have this beam. It's a little bit too. It's maybe
too. It's maybe just good. Okay. And then I want to
just good. Okay. And then I want to scale it a little bit down as Y like this. And it's not a big deal if
like this. And it's not a big deal if it's pops out a little bit, but just a little bit. Gy. And bring this in
little bit. Gy. And bring this in position. Ctrl A. Rotation and scale.
position. Ctrl A. Rotation and scale.
Oh, Ctrl + Z. You have to apply the mirror first. First apply. And then we
mirror first. First apply. And then we can do the rotation and scale. Okay, at
this point we're lowering this beam.
So align this with the roof.
Okay.
And yeah, we're duplicating it. Shift D to the other side. You can see this line is
right here of the window.
Another time. So we have a beam right here. You can take this window as
right here. You can take this window as a reference. Let's say the corner of the
a reference. Let's say the corner of the window. And another duplication. So same
window. And another duplication. So same
for this point. We're using this window as a reference.
Okay. From the inside, we can now see we have these beams and you don't want them to interfere with the window and that's not happening. So we're good. And this is in
happening. So we're good. And this is in the workbench.
So, what I'd like to do is go back to cycles material preview.
Yeah.
And just check the face orientation.
Okay.
And now I like to start adding these construction beams in the factory.
So uh I can see that I almost blend everything except these two caps on the end.
So we have to join these and change the name struct beam.
Yeah, it's a lot of parts. We do some clean up later on.
We bring this part inside of the factory like this.
So we have to align this.
So bring this up.
Let's go back to the workbench render.
And you can see the origin because we join these caps are there. So we do this.
We're scaling it a little bit.
Scale it a little bit down.
Then we're moving this so it's hitting the other beam but not inside. Just slightly like this.
And looks good to me.
So I want to have these beam in the middle between everything. So between this
between everything. So between this shift D between these two windows and shift D again
and shift D.
So we have these beams at all parts.
And that looks like this.
So it's not finished yet. Uh there's one more thing I like to do is um we had this beam as backup and we
used it uh without making a new duplication. So I like to just use this
duplication. So I like to just use this tall beam. Shift D.
tall beam. Shift D.
And we remove half of it vertices.
We rotate it.
And we rotate it again.
And then we align it with the side.
So we can just remove this part as well.
Let's align this with Okay.
And we put origin back in the middle.
And we want to have this beam as a sort of um it holds the other beams. So it's the
construction of the factory. So inside
it looks like this.
Shift D.
Gy and another time the final one.
Okay, currently we are in the workbench. We go
back to cycles and I want to see how that looks in render mode.
So there we have it. We have the construction beams. That was a lot of modeling, but it was definitely worth it. Um, we still need some extra beams
it. Um, we still need some extra beams um on the top, but therefore we also need the concrete pillars. That's quite
a lot of work. So, we combine that all in part six. Um, but the most complex modeling part is uh is finished now. as
the construction beams. Um with all the tiny parts um that's done. That's a lot of work. And uh from this point, it's
of work. And uh from this point, it's just modeling more objects, putting them in the right position, and finalize this. So, it was a long ride. It was
this. So, it was a long ride. It was
pretty tough. If you're still there, you did a great job. And um imagine how beautiful this factory will be if we complete it with all the other parts.
So, thanks for watching and I like to see you in the next one. Bye-bye.
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