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Original subtitles

in this tutorial we're going to be

making a door in blender

first go into the scene properties and

make sure that your units are based in

metric

then go into front view by pressing 1 on

the numpad

by pressing shift a open up a reference

image that you're going to be using to

model this door

if you want to use the same images

myself you can find that in the

description

select the cube enter edit mode and

click on the x-ray button in the top

right hand corner

select the leftmost edges press g and

then x

to move the vertices inward the height

and width of a door

is about 2 meters by 90 centimeters

which is why it is important to make

sure that your units are correctly set

if you want you can press 3 on the

numpad to move into right mode

select everything and adjust the depth

however in a minute we will be making

changes to this anyway

to make sure that the dimensions are

completely correct you can use the

measure tool in edit mode

here we've got about two meters and on

the width we've got

approximately 90 centimeters so not bad

looking at the door you can see by

drawing horizontal and vertical lines

that you can split the door into

sections and this is what we're going to

replicate

on our model click on the model and then

enter edit mode press ctrl r and then

use the middle mouse button to create

four vertical lines and then again to

create four horizontal lines

you should have this kind of grid we're

going to move the lines

so that we can roughly make out the

outline of the panels on the door

select all of the vertices you created

in that first line

then press g and then z or z followed by

0.275 to move that into position

do the exact same with the bottom set of

vertices except now you're choosing

minus 0.275

next choose the middle lines of vertices

and press

s to scale followed by z and then 0.15

when you are happy with the horizontal

set of lines select the leftmost set of

vertices you created

then press g x and minus 0.05 to move

that into position

then do the exact same for the rightmost

set of vertices you created

except g x and 0.05

then select the middle two lines of

vertices press s

to scale then x and then 0.33

this will make the small little panel in

the middle

on the numpad press three to go into the

right mode and then select the rightmost

set of vertices

and delete them what we're going to do

is use a mirror modifier so that any

changes that we make to one side of the

door

will appear on the other side as well so

go into your modifiers

select mirror and then choose an axis of

y and make sure that clipping is turned

on

we're going to give the door some depth

by selecting all of the vertices

pressing e and then y to extrude along

the y-axis

until it meets its mirror counterpart

[Music]

great now still with edit mode selected

click on the face

select tool and then click on each face

of the panels

pressing x to delete and then faces

[Music]

you should be left with four holes in

the center of your door

we're going to try to build out the four

panels of the door

having a look at the reference image you

can see that there are ridges of the

panel and that's what we're going to try

to recreate

in edit mode with vertex mode selected

click on the face which is closest to

you on one of the panels

then press e then y then 0.015

followed by s to scale by 0.675

then finally scale again pressing z

and 1.3 this will bring a nice

oblong shape to your panel on the

diagonal between the face you created

and the edge of the panel click on

control r

and then use the middle mouse button to

create two edge loops

by holding alt and shift click on the

two edge loops you just created

as well as the middle face we're going

to move these back into the door

so press g then y then 0.01

and then deselect the outermost loop so

you have just two selected

and click on g y and minus 0.01

do the same thing with the second loop

so you are just looking at the third

and choose g y and minus 0.015

and this finishes the basic panel now

all you have to do is the exact same

procedure

for the other three panels so let's do

that

okay with the door finished we're now

going to turn our attention to the door

handle

so first create a cube by pressing shift

a

and then selecting mesh and then cube

press s to scale by 0.1

and then s again followed by x and 0.25

this will create a nice rectangle for

you

go into right mode by pressing 3 on the

numpad then pressing

s to scale followed by y and 0.05 to

reduce the depth of the cube

make sure to rename the object to

something like door handle base or door

handle

talking of the handle let's create that

so create a new cube by pressing

shift a mesh and then cube then pressing

s to scale by 0.01

followed by s z and 0.85

press 3 on the numpad to go into right

view

then click on the leftmost face and

press e

followed by y and minus 0.02

to extrude the handle outwards

from here select the right face then

press e to extrude

x and 0.085 this should make a nice

handle then let's move the handle into a

slightly better position

now let's turn our attention to creating

the lock or the keyhole

to create a cylinder and rotate it by

pressing r

then x and then 90 degrees scale it by

pressing s

and 0.008 and then translate it

downwards by pressing

g then z and minus 0.05

create a cube and scale it by pressing s

and 0.005

we'll translate it again so press g then

z then minus

0.06

in edit mode select the bottom most set

of vertices

and extrude by pressing e and 0.002

we'll scale this inwards so press s but

this time

press shift y so that we don't scale in

the y direction

scale it by 0.8 let's extrude again

so e and 0.002

scale shift y and 0.6

and one more time extrude e

0.001 shift y

for scale and 0.2

when you're happy with that make sure to

move the bottom section

into place

now we're going to create the actual

keyhole so in the topmost cylinder

select face mode and then delete the top

face

go back into vertex mode and select the

edge of vertices around the cylinder

press e to extrude then s and 0.4 to

scale inward

then do it again but scale s x

and 0.4 to make an oval shape

with the oval still selected press e

then y

and 0.005 to extrude inwards

then do it again to just close the face

you can do this a few times as you want

now maneuver the lock into position on

the door handle frame

you can make small adjustments to the

mesh so that it doesn't go through the

door handle if you'd like

however this will be hidden by the door

so it's not too important

in the real world objects are never

completely straight and rigid

so we're going to add a subdivision

modifier to our handle

so it looks a little bit more natural

and a bit more like the reference

picture

so that we can maintain roughly straight

edges with a little bit of rounding

we're going to go into edit mode and

press ctrl r to create edge loops

and slide them to the edges of the mesh

and we'll do that everywhere

it's slightly more difficult with the

mesh of the lock but the principle is

exactly the same

just press ctrl r and move or slide the

edge loops into position

along the mesh lines

when you're happy with all of that

select the door handle base in object

mode

then go down to modifiers and select

subdivision modifier

change the level's viewport to 2 and you

can see the effect that this has had

on the mesh it's rounded it off slightly

let's perform the same thing

on the actual handle and make sure right

clicking

to shade smooth

go down to the lock

add the subdivision modifier put it up

to two

and if there's any problem with the mesh

make sure you add additional edge loops

as i'm doing here

great on this door we have a secondary

lock near the top

so what we're going to do is copy the

one that we've already created

and put a cylinder underneath it

select the lock object and then press

shift d

to move this into position further up

okay so let's create the cylinder base

so create a new cylinder

then r then x then 90 to rotate it

and scale it down until it's roughly the

same size

as the door handle base shift it up by

pressing g

and translating it up and then scale it

along the y axis and move it into

position

with the lock

make sure to select shade smooth on the

cylinder base

and that's it

select all of those objects and then

translate them

onto the mesh of the door so that

they're roughly in line with how you see

them in the reference photo

if you want you can create a door frame

by scaling a new cube

making sure that the size of the frame

is slightly larger than the door itself

on the top and the bottom make sure that

there is a slight overhang

so we're almost done with the modelling

and the last thing we're going to create

are the door hinges and these are just

simple cylinders

so in object mode create a new cylinder

and shrink it down

and then move it into place by using the

translate tool

zooming in let's do some further

manipulation by doing some scaling and

translating until

the cylinder is roughly the same size on

our door as it is

on the reference photo when you're happy

with the size

click on the object and press shift d to

duplicate it

then shift-click to select both objects

and shift d

again to duplicate both hinges at the

same time

we'll do this one more time shift d and

then move

the third hinge down into position at

the lower end of the door

and that's it for the modeling if you

want to see how we apply materials to

the door

make sure to watch the next video

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