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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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