It's time to get out your hammers, saws, and tape measures, and start building something.
In this article, by Gordon Fisher, the author of Blender 3D Basics Beginner's Guide Second Edition, you're going to put your knowledge of building objects to practical use, as well as your knowledge of using the 3D View to build a boat. It's a simple but good-looking and water-tight craft that has three seats, as shown in the next screenshot.
You will learn about the following topics:
(For more resources related to this topic, see here.)
You are going to turn the default Blender cube into an attractive boat, similar to the one shown in the following screenshot. First, you should know a little bit about boats. The front is called the bow, and is pronounced the same as bowing to the Queen. The rear is called the stern or the aft. The main body of the boat is the hull, and the top of the hull is the gunwale, pronounced gunnel.
You will be using a technique called box modeling to make the boat. Box modeling is a very standard method of modeling. As you might expect from the name, you start out with a box and sculpt it like a piece of clay to make whatever you want. There are three methods that you will use in most of the instances for box modeling: extrusion, subdividing edges, and moving, or translating vertices, edges, and faces.
Extrusion is similar to turning dough into noodles, by pushing them through a die. Blender pushed out the edge and connected it to the old edge with a face. While extruding a face, the face gets pushed out and gets connected to the old edges by new faces.
The first step here is to create an inside for the hull. You will extrude the face without moving it, and shrink it a bit. This will create the basis for the gunwale:
You just created a simple hull for your boat. It's going to look better, but at least you got the thickness of the hull established. Pressing the E key extrudes the face, making a new face and sides that connect the new face with the edges used by the old face. You pressed Enter immediately after the E key the first time, so that the new face wouldn't get moved. Then, you scaled it down a little to establish the thickness of the hull. Next, you extruded the face again. As you watched the readout, did you notice that it said D: -1.900 (1.900) normal? When you extrude a face, Blender is automatically set up to move the face along its normal, so that you can move it in or out, and keep it parallel with the original location.
For your reference, the 4909_05_making the hull1.blend file, which has been included in the download pack, has the first extrusion. The 4909_05_making the hull2.blend file has the extrusion moved down. The 4909_05_making the hull3.blend file has the bottom and sides evened out.
What is a normal? The normal is an unseen ray that is perpendicular to a face. This is illustrated in the following image by the red line:
Blender has many uses for the normal:
Modeling tip
If you create a 3D model and it seems perfect except that there is this unexplained hole where a face should have been, you may have a normal that faces backwards. To help you, Blender can display the normals for you.
Displaying the normal does not affect the model, but sometimes it can help you in your modeling to see which way your faces are pointing:
To see the normals, you opened up the Properties Panel and instructed Blender to display them. They are displayed as little blue lines, and you can create them in whatever size that works best for you. Normals, themselves, have no length, just a direction. So, changing this setting does not affect the model. It's there for your use when you need to analyze the problems with the appearance of your model. Once you saw them, you turned them off.
For your reference, the 4909_05_displaying normals.blend file has been included in the download pack. It has the cube with the first extrusion, and the normal display turned on.
It always helps to have an idea in mind of what you want to build. You don't have to get out caliper micrometers and measure every last little detail of something you want to model, but you should at least have some pictures as reference, or an idea of the actual dimensions of the object that you are trying to model. There are many ways to get these dimensions, and we are going to use several of these as we build our boats.
I went on the Internet and found the dimensions of a small jon boat for fishing. You are not going to copy it exactly, but knowing what size it should be will make the proportions that you choose more convincing. As it happened, it was an American boat, and the size was given in feet and inches.
Blender supports three kinds of units for measuring distance: Blender units, Metric units, and Imperial units. Blender units are not tied to any specific measurement in the real world as Metric and Imperial units are. To change the units of measurement, go to the Properties window, to the right of the 3D View window, as shown in the following image, and choose the Scene button. It shows a light, a sphere, and a cylinder. In the following image, it's highlighted in blue. In the second subpanel, the Units subpanel lets you select which units you prefer. However, rather than choosing between Metric or Imperial, I decided to leave the default settings as they were.
As the measurements that I found were Imperial measurements, I decided to interpret the Imperial measurements as Blender measurements, equating 1 foot to 1 Blender unit, and each inch as 0.083 Blender units. If I have an Imperial measurement that is expressed in inches, I just divide it by 12 to get the correct number in Blender units.
The boat I found on the Internet is 9 feet and 10 inches long, 56 inches wide at the top, 44 inches wide at the bottom, and 18 inches high. I converted them to decimal Blender units or 9.830 long, 4.666 wide at the top, 3.666 wide at the bottom, and 1.500 high.
One of the simplest ways to see what size your boat should be is to have boxes of the proper size to use as guides. So now, you will make some of these boxes:
To make accurate models, it helps to have references. For this boat that you are building, you don't need to copy another boat exactly, and the basic dimensions are enough. You got out of Edit Mode, and deselected the boat so that you could work on something else, without affecting the boat. Then, you made a cube, and scaled it to the dimensions of the boat, at the top of the hull, to use as a reference block. You then copied the reference block, and scaled the copy down in X for the width of the boat at the bottom of the hull as shown in the following image:
Reference objects, like reference blocks and reference spheres, are handy tools. They are easy to make and have a lot of uses. For your reference, the 4909_05_making reference objects.blend file has been included in the download pack. It has the cube and the two reference blocks.
Now that the reference blocks have been made, you can use them to guide you when making the boat.
Now that you've made the reference blocks the right size, it's time to make the boat the same dimensions as the blocks:
You made sure that the screen was properly set up for working by getting into the side view in the Ortho mode. Next, you selected the boat, got into Edit Mode, and got ready to move the vertices. Then, you made the boat the proper length, by moving the vertices so that they lined up with the reference blocks.
For your reference, the 4909_05_proper length.blend file has been included in the download pack. It has the bow and stern properly sized.
Making the boat the right length was pretty easy. Setting the width and height requires a few more steps, but the method is very similar:
You used the reference blocks to guide yourself in moving the vertices into the shape of a boat. You adjusted the width and the height, and angled the hull. Finally, you angled the stern and the bow. It floats, but it's still a bit boxy.
For your reference, the 4909_05_proper width and height1.blend file has been included in the download pack. It has both sides aligned with the wider reference block. The 4909_05_proper width and height2.blend file has the bottom vertices aligned to the narrower reference block. The 4909_05_proper width and height3.blend file has the bow and stern finished.