 Good morning class, welcome to Gamedev Academy, I'm Professor Whittington. Make sure you sign the register by leaving a comment below. These fine people signed the register in the last class, but I think we can do better, so let's get that attendance number up. In this class we are going to be creating quite a famous cartoon house. I think it's pretty famous anyway, but let me know in the comments if you can identify where the house is from, where I've nicked the design from. But if you're ready, then we will begin. So take your seats and we'll get cracking. Dave, put your phone away. Put your phone away or I will find somewhere less pleasant to put it. Good lad. Okay, let's go. Okay, so let's get stuck in and make a start on this house. So I'm going to just kick off with a cube. Seems like a really good shape to start with, and I'm not going to worry too much about getting this scale perfectly, just kind of as long as the overall shape looks okay. So I kind of want the depth of the house. So this area here is going to be the front. So I want the kind of overall depth and the height to look okay. That's not a bad start. Okay, then what I want to do is just have it sitting on the grid. So I'm just going to hold D, put it into pivot point mode, and V to snap it to the bottom vertex like so. And then I'll hold X on my keyboard to do some grid snapping, and we'll use that to snap it so it sits on the grid nicely. Okay, so that's the first bit done. Okay, so next up, I want to get kind of the basic shape of the roof. So in order to do that, in this case, I'm just going to get this top face, control and E to extrude, and I'm just going to extrude it up to about that kind of height. And then I'm going to bring, scale that in to make it kind of look like that. And I think that might just need to come down a little bit. Something like that. Beautiful. Okay, next up, I want to add something onto this side of the house. So in order to do that, I'm just going to do an extrusion and just bring that in a little bit like that. And then we'll extrude one more time and bring that out to something like that. Let's see how far out I want that to go. And what happens if I move this face on top? Yeah, so then I'll move that top face down as well just to bring that down. So that's pretty nice. Okay, so now I want to extrude the garagy part out. And the way I'm going to do that is select this face on front and I'm going to extrude it once. And then straight away, I'm going to extrude it again. And hopefully this will become clear why I'm doing it in a sec. So now this second extruded face, I'm going to pull out to about there. And then this face on top here, I'm going to select and I'm going to move that down to about there. Okay, and this little stepped effect I've got here is because I did that double extrude. So that helps me to get what I want there. And then I want to get a little sort of roof of it there. So I'm going to extrude this top face. We'll move it up like that to about there. And then with the scale tool, we'll just bring that in. Beautiful. So that's a pretty good shape there. And then finally, I'm going to take this face here and we need to make this look a bit roofy as well. So we'll go control and a to extrude. So I'm going to move that up to about there. And then using my scale tool, we'll bring that in. Okay, and I just kind of want to get the same sort of slope. So let's just bring that down to about there. Okay, so that's the basic shape. I'm happy enough with that. Okay, so the next thing I want to do is get the roof tiles to kind of overhang, which I think is going to be an important feature of this house. And I'm going to do that in a slightly convoluted way. It's to make sure that I get it looking exactly how I want it and everything at the right angles. So I'm just going to start with this section of roof here first. So the first thing I'll do is duplicate the whole thing with control and D. And then before I do anything, I'm going to freeze transformations, modify freeze transformations. And the reason for that is is now everything's zeroed out. So I'm going to move this up above, but I want to put it back exactly in place. So all I have to do is change that number back to zero, which we will do when we're finished. So I'm going to select all of the faces and delete them apart from those faces there. And then what I'll do is I'll center the pivot to make sure that symmetry works properly. So we'll do modify center pivot. Lovely. Right. And what I need is to lengthen this and get it going in the right direction. And the way I'll do this is I'm going to go into edge mode and select this edge. And I can do a little trick. So if I double click my move tool, I'm currently on the axis orientation world. But if I change this to component, I can then move in the same direction, which is very, very useful. But I need this to happen symmetrically. So it needs to happen on both sides. So to do that, I will open my modeling toolkit, which is over here. And I will turn on symmetry and I'm looking across the X axis. So we'll do symmetry object X. And now you can see that side selected as well. So what I'm doing in accordance with the image I'm following is just pulling that out a little bit. And that's it. For the bit of roof I'm doing, though, there are two layers of this. So I'm just going to duplicate this. There we go. And then I'm just going to go into edge mode one more time and make that slightly longer again. So this is all going to become part of the roof in a minute. So I'll start with this one first. What I'm going to do now is add some thickness to this so that it looks like roof tiles. But in order to make sure it works, I need to first put this back into world, my move tool, and turn off symmetry. Now I should be able to hit control and A. And if I pull that up, it doesn't keep these edges straight. So I'm going to undo that. I'm going to switch to my general move tool, which is W, and then pull that up. And that gives me a perfect straight line there. So that is now spot on beautiful exactly what I'm looking for. So let's go into object mode and then we'll put that back at zero. And that's now perfectly in place. That's exactly what I want. And then I need to just do the same with this. So we'll do control E, press W, move this one up just a tiny bit like that. Put that into object mode and then we'll put that to zero. Oh, this one actually needs to go up a little bit. Okay, so we're going to do a little bit of a change with that. So I need to set my pivot to somewhere else. So I'm going to hold D and B and set my pivot to be on this vertex here. And then now when I hold V and move it, I can aim for this vertex and it'll just sit on top. So hold V, click it, and there we go. That's now sitting on top. That looks beautiful. Okay, so now it's over to you. What I'm going to do is repeat that exact same process on these two sections here. And then we'll pick up for something else after I've done that. So I'm going to do like a fancy screen effect and then it will be done. You just need to copy the same process two more times to get the roof looking right. Okay, so there we go. So if I just select that, you can see that I've now got all my roofy tile bits on. So the next thing I want to do is just try and add a little bit of an overhang to these because they should just be overhanging a little bit. So I'll show you what I mean. We'll start with this bit here. So I put this into face mode. I need face mode. I need these faces here. One, two, three. And I'm literally just going to pull them out so they overhang at the front. And with this one here, same again. Face one, two, three. And just overhang that that way a little bit. And then what I'll do with these just for now is I'm going to combine them so I can select all the faces at once nice and easily. So we'll do mesh combine. Put it into face mode and I want wrong shape. Put it into face mode and I want to select that one, that one, and that one, and that one, and that one, and zoom in a bit, Cheney. That a one. And I will swing around to the side. And I'm still holding shift that one, that one, that one. So I'm selecting 12 faces in total. And I'm selecting both sides at once is instead of moving them, I can scale them. And that'll just move them an equal distance at once. Okay. So that's a pretty good start. I'm fairly happy with that. I think the next thing we need structurally to get this house looking right is the chimney. So let's do it. So the obvious shape to start that one with would be a cube. So that's making your cube. We shall scale it up a little bit. And at this stage, I kind of want to get the thickness looking about what I want. So let's see. Yeah, that's actually pretty close. I'm happy with that. So what I'll do next is hold D and V to set my pivot to the bottom of the shape. So then when I hold X and move it up, I can get it lined up with the ground perfectly. Next up, I'm going to select this top face and just pull that up to get the height right. And that needs to just come up above the top of the house. And I think judging by the picture, we're going to... Oh, not like that. Object mode. We're just going to move the whole chimney this way a touch. Just a touch. Don't overdo it. Okay. And then there's a little bit of detail that we're going to put in using the multi-cut tool. So we need a couple of edge loops. So I'm going to turn the multi-cut tool on, hold CTRL and probably one edge there and one edge about there. Yeah, that's pretty cool. And then interface mode, select this face and just pull it that way a bit. Oh, yes. Okay. So we just need a little bit more detail on the top. So in order to do that, I'll put another edge loop in, probably about there. And then I'll select the faces that are going around at the top. Those ones there. I'll extrude them out a little bit. So I'll just add some thickness to it. And this little face at the top, just in case you see at any point, we'll extrude that down. Oh, that doesn't look good. So we'll extrude it. We'll put a bit of a thickness in there first. No, not a thickness. A bit of an offset in there first. And then we'll extrude it down. That's better. Okay, so we'll call the chimney done for now. And sort of structurally, the house is looking pretty nice. It does make me want to just bring the sides of this roof in a little bit though. So we'll go for the vertices this time. Because why not? Let's do it differently. And just so I can see what's happening on this side. We'll just scale them in. So I wanted to overhang the top of the house, but not by much. There we go. That looks nicer. You've got a little overhang there. It's not doing too much to the chimney. So that looks nice. Okay, so now it's going to start getting a little bit more complex because we need to start thinking about windows and doors, which are a bit trickier. But we'll do it. We'll do it. Okay, so at this stage I need to start putting some edge loops into this main shape and getting this right. So I'm going to use my multi-cut tool and hold control. And we're going to put an edge loop in sort of where the door needs to be. So I'm only really interested in the front of the house. So you can see it's going to put an edge loop all the way around. And it's not the end of the world, but I might need to fix some of that geometry later. But we'll see. So anyway, about halfway up I want for the top of the door. So plonk that in there. And then immediately I'm going to select that edge. And I'm just going to put my scale tool in to get it to be the same height everywhere really because I'm hoping to get a little bit more use out of this edge if I can. So I'm going to move it up to about there. So I'm trying not to go beyond the top of the garage really, but that looks okay. And we'll just check around everywhere else to make sure I'm not broken anything. No, that's cool. That's cool. It's nice. So next up what I'm going to do is cut an edge loop in for where the door would go. And that's roughly in the middle of the house. So I'll plop that in there. And then what I'll do is I want to just kind of break that open fairly evenly. So I'll select that edge. And I'm just going to bevel it, which will just turn it into two edges and reduce the fraction. So let's do something like 0.16. Yeah, that's a pretty good width. So I'm happy with that. So that's going to become my door. As for the bottom windows, they're just going to be shapes that I stick on. So I don't need to worry too much about those. But I do need to think about what I'm going to do up here for the windows. Which will probably become extrusions, I think. So that's already set up pretty nicely as well. So, so far so good. Okay, so I think the first thing we'll do is we'll work on the front. So I'm going to go into face mode and select these two faces here. These are going to become the windows. And I'll extrude them. And we'll put an offset on them. Something like that looks pretty nice. So they'll become the windows when I get around to it. And then we'll see what we can do with this door. So the first thing I think I'm going to do is select this face here and delete it. I want to get the curve without putting in too much effort. So what I'm going to try, and it could refuse to work, but we will do edge mode and we'll select the edges, the three edges now that make up the kind of door frame, one, two, three. And I'm going to extrude, control A, and move them back. And there's a reason I'm doing this. And the reason is I want to create two edges here. So I'm going to select this edge and shift select this edge. And now I'm going to cross my fingers because what I want to do is bevel that to get an arch. So we'll hit bevel. Yeah, I think that's going to work. So let's up the segments. We'll go for about three, maybe four. Let's go crazy. And I'm going to up the fraction to make it more arch-like. So something like 0.9 I think looks good. So you can see now we've got our arch that's going to make the door. So that's good. So we'll go into object mode for now. And what I want to do now is sort of fix this geometry. It's not broken as such. It's just messier than it needs to be that I can turn some of these quads into triangles and just neaten things up, which is what I'm going to do. So the tool I'm going to use for that, I'm just going to put this into vertex mode. And I'm going to go into mesh tools and I'm going to use the target weld tool. And what I'll do is just try and weld everything back to this corner. Like that. So now you can see I've still got my edge flow, but when we get to this point, everything branches out from there, which works just fine. So I'm just going to neaten that up again. There we go. That looks much neater. And it kind of brings everything back into lines where I had them as well, which makes it easier for me to work with. Okay. And while I'm still faffing around with the door, I think we'll put a door frame in as well. So the way I'm going to achieve that is go into face mode. Yeah. And select this face here. And then I'm going to hold shift and double click on that one, which should get the entire arch, which it does. I'm going to do control A. And then pull that in. And that's going to create me a bit of an arch like that or a bit of a border. And I'm going to use the same trick, but I'm going to click on the outside now. So click and then double click to get all of those going round. And then control A and then pull that out that way a little bit as well. And it has, it's got the inside as well, which I didn't intend on doing, but it doesn't hurt anything. So I'll leave it. Okay. So that's pretty nice. So next what I'm going to do are the top windows because they're fairly easy. So what I need to do is get a centerline in these windows. Otherwise, I'm going to have a bad time. But I don't want to mess up. I don't want to put too many edges into the house. So the way that I'm going to remedy that is I'm going to create a new shape to put in to be the windows. And that way it means that I can swap things out a little bit easier. So what I'm going to do is go and delete these two faces. Yep, that works fine. And we're just going to create like a little bit of a border. So I'm just going to go into edge mode, double click on that, hold shift double click on that to get the two edge ups there, control E to extrude and then push them back to create sort of a ledge around the window. Now I need a shape that's going to become the window to sit in there. So I'm going to get myself a polygon plane, scale that up a little bit and we'll just bring it out so I can see what I'm working with. Now what I need to do is get rid of the subdivisions. I only want the subdivisions that I put in there. So let's just put that down to one on one and I want to split it down the middle. So let's see if that's width. Nope, it's height. So one, two. So that's going to give me a center line there. And in fact, I'm going to choose to put that in manually later because it'll be easier to size the window into place without that in. So what we'll do is in object mode, I'm going to rotate this around 90 degrees. So I'm just going to hold J as I rotate and that will keep it at 15 degree increments, which is good. And then what I want to do is resize this and put it in place. So I'm going to start by making it too small and then I'm going to move it by holding V to snap to vertex to about there and then we're just going to put it up close to being in place. And now using vertex mode, I'm going to snap it to exactly the right size. So I'm going to select these two vertices on this side and then hold V on my keyboard and snap to that vertex there. Same on this side, hold V and snap to that side and then same working on the top and bottom. So do that. And then I'm holding V all the time. Vertex snapping is amazing. So now I'm going to put that into object mode. And if I deselected it, you can see it's almost like I put that face back because I've snapped it in so perfectly but what I actually want to do is move it back a little bit so we can see that ledge. There you go and that's looking more like a window already. Now what I want is a centerline bang down the middle and the way I'm going to do that is with a little tool we call the insert edge loop tool. So I'm going to click on the settings for that and what I'm going to do, if I just reset the tool this might be what you would see. I'm going to make it multiple edge loops but then I'm actually only going to put one in and what that does is make sure it goes exactly in the middle by doing that. So now I'm just going to come to my window click on one of the edges that runs in the opposite direction and now that's split that perfectly down the middle. Lovely. Right, into object mode for now. Okay, so we need to create some window frames. The way I'm going to do that is going to face mode select these two faces control E to extrude Now this bit is important, keep faces together needs to be set to off for this to work and then I'm just going to put an offset on them and you can see that creates two separate panes which is perfect and then the last thing I'll do is extrude one more time control E and just push them back in a little bit to create a little bit of depth like that. So now when I deselect that looks pretty window-y. Beautiful. Okay, so we're going to duplicate this one over to the other hole and hope they're the same size control D and let's move it over. I don't think they are exactly the same size so I might have to do a little bit of yep, so let's just resize this in a little bit and that'll do it and then I'm going to get my vertices on this side so you see I'm getting a marquee selection to make sure I get that right. I'm going to press W and hold V and I'll just snap that into place there and I'll do the same on this side hold V and snap that into place which is there. Object mode and we now have the two upstairs windows done the next bit we'll do, slightly more complicated is the downstairs windows which they're going to be separate shapes so let's see how we're going to go about that so we're going to start with a cylinder and then I'm going to scale it up so you can see what I'm working with just bring it up above the grid so there are three sort of panes of glass so I'm going to bring my subdivision axis down to 6 and that will then allow me to delete the backside off of that but first I need to just rotate this around a little bit so I'm going to turn my rotate to along hold J and just get it so that now it's the flat side like that and then I'm going to go into face mode select all the faces on the back and delete them okay so that gives us pretty much what we need for the windows I think what I will do is just oh that's weird let's change that to world I'm just going to scale it in a little bit I don't want it to stick out too far yeah that looks nice okay so now what we're going to do is put the panes in and we'll do it in a similar way to what we did for those there so what I need to do first is cut in some edge loops so I'm going to use my insert edge loop tool and we'll open the settings so I need to put one edge loop in down the center of each one of these and then I need two edge loops that's going to run all the way around like that and then the windows I know are mostly square so that suggests that this is a little bit too tall so we'll just bring that down to about that okay so now what I need to do is select all of the faces but not the top and bottom okay so I've got those good I'm going to do control E for an extrude keep faces together needs to be off and then I put a little offset in to give me all the window panes like that and then I'm going to do one more extrude control E and we will bring the thickness down move those windows in a little bit let's check that out okay so that's pretty good so far I'm going to leave the bottom flat I think that's okay but we've got to get this kind of dome effect on the top next so what I'll do for that is I want a sphere and again I'm going to scale it up so I can see what I'm working with and just bring it out it's going to need to be up above here and I think what I'll do is just hold V and by snapping this to the centre of here when I resize it and everything it should just fit we'll see so similar to what I did with the cylinder on the subdivisions axis that needs to be 6 and I think on the height I'm just going to set that to something like 12 for now because I'm going to delete most of them anyway so I can also see that I need to rotate this around to get them to match up so we'll turn the rotate tool on and we will hold J and we will get a better angle, hold J and 1, 2, perfect and now what I need to do is probably go into my front view for this that one, or actually it's called the side view for me so we'll go into face mode and I want to delete all those bottom faces like that I'm then going to go into this view which is more of a side view and delete the faces off the back and now what that should leave me with is that brilliant so I want to get this to match up with this so I'm going to hold D and V, get my pivot in the right place which is going to be set to the bottom of it and now when I hold V when I move the whole object and snap it to there it should fit and then I can see what I'm looking at kind of size wise so I can see that I need to scale it out this way to get it to fit and it's going out a little bit too far that way but yeah that's pretty nice ok so to finish this off I need to get rid of this gap here so the way I'm going to do that is get the edges 1 2, 3 perform an extrusion on those control A and then we're just going to change to the main scale tool and scale those in maybe not from the center we'll scale in using this little green square here to keep them flat and now we can't see the gap so we'll put this into object mode select them both we'll combine them so mesh, combine and then we need to get them to stick onto the house so I need to make sure that my pivot is right at the back of this so I'm going to do W D and V and make sure that the pivot is set to the back and then when I move it and hold V I can snap it to the side of the house which is there and now it's just a case of in place getting the size right so it's obviously far too big so we'll go for something like that a little bit bigger than that I think I think we'll just bring it in that way a bit and just ever so slightly bigger ok so that's one window how do we get the other one? with a control in D of course 2 windows beautiful ok so this is starting to come together I'm not happy about the banding on these so I think I'm just going to sort that out before I move on so I'm just going to go into edge mode and I'm going to do click and double click to get all those up there click and hold shift and double click and click and shift double click and then to stop those from banding the hard edges I'm just going to do mesh display and soften edge and that will make them look a lot better apart from these here which actually needed to be hard edges so I should put those back to hard mesh display hard and edge that's better ok now I could faff around and do that with this window or I could just duplicate it over again which is what I'm going to do because I'm a lazy guy there we go looking good ok so the next thing that's bothering me about this is the fact that there's no door so we'll make a door because it'll often make it look much better so that's going to be a cube so a new cube let's scale it up so I can see what I'm working with and get a kind of reasonable thickness to it and I'm just going to match this up to the extremes of the door and then I'm going to bevel it in the same way that we did with the door and it should just fit fingers crossed we'll see so let's go into a bit more front viewy like that and then I'm going to go into vertex mode on this select the top vertices and I'll be holding V a lot when I do this so I'm going to snap to the top of the door there might just need to be in wireframe mode for this and then we'll select this side here hold V again and I'm going to be snapping to the inside of the door again bottom needs to be snapped to yep and then this side to the inside of the door again so that should be pretty good that should give me a good fit in a second so now I'm going to go back into my 3D view and we will get the two edges one there one there and we'll bevel them and if I remember correctly when I did the door I added four segments and a fraction of 0.9 and if I'm right what that should mean is that this will fit perfectly into our little door opening hey look at that if you didn't know bear you would think I knew what I was doing okay but that does give us a problem with the door and that we've got endgones and endgones aren't good so just before I'm finished with the door I'm going to sort those out with a multi-cut tool I'm going to cut from here to here from here to here and there are different ways that I could do this making use of triangles but I'm just going to try and keep it at quads that's a bit easier to work with for me okay so I've done that side ahh and then I can't see we'll do to the side one two yep one and then that side and that side and just the two at the top there we go we are now end gone free and I can pop this bad boy back in it's little hole okay that's the door done okay so the next bit that I want to create is the garage door opening so let's go into face mode for that select this face and I think the way that I want to go about this is create an extrusion and we will put an offset on it for now okay that's pretty nice and I'll delete that face there and then I think what I'm going to do is just select this edge and I'm just going to move it down so I'm going to hold V and just snap that down which will give me the effect that I want and then what I'll do is get this edge this edge and this edge control E and just extrude that back a little bit give us a bit of a lip and then I'm going to select just that one at the top there control E and then I'm going to move that down I'm just going to snap it to the bottom like that in fact no I'm not I'm going to undo that last bit I'm going to bring it about that far down I'll extrude again bring it that far down again and then I'll snap it to the bottom and then if I want to put the detailing on the garage door I can do that because I've got the edges to do it and yeah I think while while we're doing it let's let's put that detailing so I'm going to get these two edges I'm going to bevel them I want two segments for each and I want the fraction to be tiny let's do 0.05 0.02 that should do it and then what I want is with each edge that's in the centre of those three so I'll select them both at the same time with our move tool I'm just going to push them back a little bit just to create a bit of an indentation which should be visible when the light hits it there we go so that's going to create our kind of garage door effect ok next I'm going to put a window in the top of the garage here so I'm going to start with this face I'm going to create an extrusion and we're going to put a offset on it whoa bad idea so we'll bring just a small offset otherwise it's going to upset it so what I don't want to do is overlap these two here because that's going to create the top of my window so I'm just going to select this top edge here and pull it down and then I'm just going to open that up a little bit for now because I've got to create a square out of this somehow and then I need that vertex there and that vertex there and we'll bring those in there you go and hopefully now you've worked out where my square is going to come from so what I need to do now is just in vertex mode use my scale tool to straighten all of these off against each other and that will create me a square and then what I'm going to do is select this face control E and then I'm going to move that back and I need to get a window frame in there so what I'll do is just delete that one and I'll put myself a new plane in there just like I've done with the others so I'll have a new polygon plane bring that out scale it up a little bit we're going to get rid of the subdivisions get it facing the right way get it so that it's small enough to fit and then get it at least close to where it needs to be that's pretty good and then holding V to snap it roughly into place and now what I can do is in vertex mode I can snap this to the right size so let's snap those two edges there snap those verts to there where are you going snap to place and then and these two are the last ones they're in place get hold of the face push it back a bit and then what I need to do is get a couple of edge loops in there so we're going to do my insert edge loop tool I'm going to just have one on each axis one there and one there and then I'm going to go straight into face mode one two three four control extrude keep faces together needs to be off and then put a bit of an offset on it control A and then push those faces back we have a window ok so at this stage I could just keep going on putting windows in but if you've not got the hang of that by now you're never going to so there are a couple of windows that should be here there's a window there although I've not really left a room for it to go in but there should be a window there but I'm not going to put any more windows in we'll just do a couple more kind of finishing touch details and then we'll wrap this one up so what I do want to do is put some bricks in on the the chimney stack what I'll do for that is I will create a cube I shall bring it here and I shall just size it up make it kind of brick like that's kind of brick like and then get it down to a reasonable sort of size and then I just kind of need to embed it in the chimney in creative ways so I really need to be able to see what I'm doing here so I'm just going to turn on wireframe on shaded and then kind of the first set of bricks look like they just go here so it's getting nice and close so it's just going to go like that I believe and then we'll duplicate that up and then I'm going to duplicate it again in fact now let's duplicate it to there and then duplicate it again so I can just keep the size and the distance consistent and then what I'll do is I'll rotate that around not like that I won't but they just press I will rotate that around 90 degrees and just bring it this way and this way which will create a kind of nice bricky kind of look and then I'll duplicate this up to about here and then I could just do one more sort of up here as well so I'll just get one of these control D wrong button and then that's going to stick out of the chimney over here and we will put it up there try and get that a bit more consistent create a copy of that move it up we shall do a 90 degree rotation and then put it there okay so just turn off the wireframe and shade it for now so we won't really be able to see that until we texture it but that's okay and I think I'm just going to end with the step and we might stick the antenna for the TV on top so the step at least is going to be nice and easy so we'll throw that in now so there it is scale it up don't want it to be too high then let's get this into place so we're going to be in vertex mode for this let's get this side into place first so I'll be snapping to vertices again that has been my best friend for this particular task okay so let's get that to snap to the bottom of the door there and then I just need to decide how far I want the steps to come out yeah that looks okay so I'll put that back into object mode we've got a little step and what do we want to do for the antenna so let's create a new cylinder like that I don't want there to be any more subdivisions than I need for this so we'll drop that down to 6 because we're not going to get that close up to it and I want it to be fairly thin so I'm just going to use my scale tool to thin it out a little bit yeah that's cool I want it to be roughly in place which let's just bury in the ceiling somewhere in that I think yeah there looks good okay so if it will let me I'm just going to put the subdivision caps to zero and that just means that when I want to make changes I've only got to select one face on top so let's do, go away face mode and I'm going to move this face down and then we will extrude and we will put we need to see what we're doing here we will put an offset on that because we need to make this thinner like that and then we will extrude that up again to about there okay and then what I'm going to do is select now I'm going to put an edge loop in there first I need to make some squares so let's get my insert edge loop tool for this one or cut faces tool rather so about there should do it and then I'm going to get that face there and that face there and we'll extrude them out that looks cool and then I'm just going to do one more extrusion there because I want some more squares to play with so we'll have that one that one that one and that one I'm going to extrude those out yeah that's pretty cool and I think what I want to do is we'll get about sort of here something else to stick out so probably we'll do that face and where's the opposite one to that and that face there let's extrude that can be our little antenna on the roof okay so that's going to bring us to the end of the modelling section I'm not going to do any UV mapping on this since I want it to look kind of cartoony but I am going to throw some colour onto it so I'm just going to create a load of Lambert's quickly to allow me to throw colour onto the appropriate faces so the first colour I'm going to need is kind of a pink colour so let's get the hyper shade open here it is let's just turn on texturing so I can see what I'm doing so I'm just going to create Lambert's for this and the first colour I want I'm going to sample from an actual picture there it is and I think what I'll do is just assign that to the whole of this bit so assign material to selection yep that looks pretty nice okay I think the next one I want is so let's just make sure I name these so this is going to be pink why is that not typing? type pink okay so we need another Lambert so I'll just clear my workspace let's make another Lambert and this one's going to be brown and this particular material appears in a lot of places so let's just sample the colour there we go and I'm going to assign it to a lot of different pieces so I'll put it on there on there on there and I'm probably going to put it on all of the windows and I'll put the blue colour in last I think okay so that looks nice I've also realised that I've missed that bit there so that's looking okay now there is like a grey colour so it's going to go underneath here so what I'm going to do is just separate those two meshes out mesh separate and that'll allow me to get that one underneath a little bit easier so let's create a new material and we're going to call it grey why is it not typing today? type! type damn you lovely okay let's use the colour picker for this bad boy yep that'll do it okay so I'm going to select this bit here now and I'm going to apply my grey material to it looking good okay next I'm going to get like a shade of blue for the windows I think I'm not going to make them see through just keep them blue so let's make a new material so we'll have another Lambert we'll call this one blue oh look at that two capitals don't do that and then we shall pick zicolor with zicolor picker and I want that one there lovely lovely right now what I need to do is select just the faces that are windows so we're going to be in face mode for this one two assign material to selection face one two assign material to selection a bit more of a pain with these windows here but we'll get through it so let's go into face mode one two three four five six seven eight nine ten eleven twelve thirteen fourteen fifteen sixteen seventeen eighteen and assign material to selection looking good and again because I'm lazy I'm not selecting all those again I'm not some crazy person there we go right that's looking now close okay I think I want the garage door color next so what am I calling that I call it peach right so let's clear the work area we'll have another Lambert let's get a color we will apply this to the garage door so I'm going to click on that face there hold shift and double click on that one then it should get all the ones in between assign material to selection oh I missed a window assign material to selection there we go okay I'm going to assign my grey material to the antenna yep looking nice and I'm going to create a dark pink for the door so let's create a new Lambert if it lets me we'll call it dark pink we will sample a color and then we will assign the color lovely and then I want a color for the bricks as well and because I'm running out of colors to name things I'm just going to call this one bricks so Lambert b-r-i-c-k-s let's get a color for that oh it's a good shade right let's select all of my bricks one two three four five six seven and where's my bricks color oh yeah assign material to selection and I think we can call that done so I think what I'll do now is just try and make it look slightly nicer so under 2,000 triangles for this as well it's not bad going I'm happy enough with this now I'm going to make one more change because it's bothering me so these garage doors don't stand out enough so we're just going to go into edge mode and I'm going to select if it'll let me the edge that's in the middle that one and I'm going to do control delete to get rid of it oh where's the other one get right in there now I want the one in the middle give me the one in the middle there it is control delete and instead of doing it the way I've done it I'm going to try getting the face one two I'm going to do an extrusion and push it back one more have a stand out look oh that's more better okay so what I'll do now is make it look a bit nicer by turning on anti-aliasing choose a sexy angle and we will leave that one there thanks for attending this class I hope you enjoyed it I quite enjoyed making this one it was a little bit more freeform I was kind of making some bits up as I went along if you did enjoy it hit that subscribe button to become a part of game dev academy and ring the bell to make sure you're not late for future classes okay so I think we are done here class dismissed now go and make something awesome if you want to continue your learning beyond what I can cover in these videos then I strongly recommend you give plural sight a try I'm a member of plural sight and have been for a while and I go there regularly to top up my skills they've got loads of really good Maya tutorials so you're bound to find something that can help you out if you want a 10 day free trial then use my link in the video description and I'd like to end by thanking our generous school governors who support game dev academy it was their idea for me to turn this particular modelling exercise into tutorial so make sure you hit the thumbs up button for that and if you want to become a game dev academy governor then check out the Patreon link in the video description