[Blender3D] Small Cabin in the Forest Workflow.

Hello guys, how are you?. In this beginning of April, I have another blender3d tutorial for you. If you following me on instagram, you will notice last week I posted a new lowpoly blender3d object, a simple cabin in the forest. And in this article, I will summary how I created it.Before we start, I want to state that this is not a tutorial for beginner. Probably an intermediate level, where you know how to add object, material, memorize transformation important command, and other basic stuff. I don’t want a long article where readers gets bored reading it. Send me best wishes so I can get my Macbook fix or replace fast and you can get a video version of this tutorial :).

Okay, let’s start by create a new file and name it cabin. Delete the default cube, and add (Shift + A) Cylinder. On its property, change the vertices to 8.

Rotate 90d to X axis, scale it smaller, and then scale bigger to X axis. It should look like a long wood. Enter edit mode, choose the one of the face on wood end, press I, and scale it smaller. Repeat the same process to other end.

Before we duplicate it, let’s add material first. I want to have 2 materials on this object. A dark & light green. Dark green on entire area and light green on inset area.

Duplicate Object with Array Modifier:

For duplication we will use Array modifier. But, don’t forget to normalize the rotate & scale that we apply before with Ctrl + A —> Rotation & Scale. It’s up to you the count of duplicate object. Once you satisfied with the setting, click Apply.

For 3 other walls, you can copy, rotate, scale, and set the position so it’s looks like cabin wall.

Next the roof. Create plane object, put it on the top of the wall, enter edit mode, and cut it to 2 faces with Ctrl + R command.

Make sure the middle edge still select, change the viewport to right/left ortho, and pull the edge up so it’s looks like a roof. Adjust the position so it sit right on the wall. For it thickness, I use solidify modifier and the material just simple brown.

The upper wall I created from cube and using transformation command I make it like wooden board. Place it in the middle of wall.

After that, use Array with Y axis, click Apply, and duplicate it to other side.

Pick one of the array object, enter edit mode, active Vertex Mesh Select, and move all the top vertex by following the shape of the roof. Repeat it to other array object.

Add the same material that we use on wall. After you finish, copy, and place it to other side of the wall.

Create a Simple Cabin Door:

Make plane object for the door, rotate it 90d to X axis and create a cut like picture below:

The new upper faces will be a glass. Select those faces, press I (Inset) 2x, scale it smaller, press E (Extrude), and last pull it to the back.

Select all the edges that surround door body, make an extrude, then again pull it to the back. So now we have some thickness. By the way, I forgot to make the door frame. Choose the front door edges and extrude. There will be 2 vertex with incorrect position. Select them and pull until it align with 2 other vertex. Don’t forget to active Snap During Transform (Shift + Tab) with vertex option on.

Active door frame edges and extrude to front & back. Place the whole door to your desire position on the cabin wall.

Now, what about the windows?. From the final picture above, I have 2 different windows shape. But, the method I use is the same with the door. So, now you can get creative and build on your own. For the placement I choose to put it inside the wall using Boolean modifier. And for the glass material, I use Emisson with soft yellow color. The window frame is just a simple brown.

Subdivide & Displace Modifier:

The ground object again just created from a plane that I scale bigger, and apply Subdivide (W) 32x.

After that I add Displace modifier to plane, click New button, and on Texture choose cloud. Adjust the strength. Make the material green.

To have a forest atmosphere we need a tree object. Again I won’t go to detail how to add a tree in blender3d. You can check that link for more step by step. The last part of this scene is rendering. Set the camera location and change to Cycles Render. On world tab, change color to Sky Texture, set strength to 0.5, and check Ambient Occlusion. If you want to use lamp as well, change to Sun.

I guess the final render on the top of this post is better than the last one haha. I still hope you can find something useful from this article though. Thank you for reading it and don’t forget to follow my social media and youtube. See you next time on another blender3d tutorial.

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