Creating a Low Poly Medieval House in Blender: Part 1




Modeling the House
Step 1
I will make a generic model, so the background image setup is not compulsory. Some reference, however, should always be there before you start any model, otherwise you may feel lost during modeling. Open Blender and in a new file, press A to select all default objects and press Del key to delete them. Press Shift-A and add a Cube.



Step 2
Press 3 in the numpad to get into side view. Press 5 to toggle off the perspective mode if it is on. Select the cube with right click. Press TAB key on the keyboard to enter into edit mode. Select all vertices of the cube by pressing the A key on the keyboard. Press S and then Y to scale the model in y axis. Move the mouse a little bit to get the shape. Left click to confirm.



Step 3
Select the top four vertices of the cube. Press 3 to get into side view if not already in that view. Press Z to enable wire frame view mode so that while selecting the vertices the points behind don't get left out. Press B and drag select the top vertices. You may also multiple select them by holding down Shift key and then right clicking on the vertices Press Z again to toggle off wireframe mode.



Step 4
Press E to extrude the face. Right click so that the extruded face falls back to
its origin.



Step 5
With the new face selected, press S to scale. Move the mouse a bit and then left click to set the new size.



Step 6
Make sure the new vertices are selected. Press E to extrude the first floor of the house. Move the mouse till it reaches appropriate height and then left click to confirm.



Press E again to extrude it one more time. Move the mouse and then left click to confirm.



Step 7
Press A to deselect any vertices of the mesh. Hold Shift and then right click on the two front vertices of the top of the mesh. Press Alt-M and then click on At Center to merge the vertices into one, at the center.



Similarly, merge the top two vertices on the back side. Make sure no other vertex is selected



Step 8
Press 1 on the numpad to get into front view. Select all vertices by press the A key on the keyboard. Move the mesh such that the base of the model is at the origin point of the object. Use the Arrow widget to move with mouse. Toggle on the arrows widget by clicking on the widgets button on the toolbar. It is recommended to have the origin point of the model at the base of the mesh.



You can also reshape the house. With all vertices selected, and in the front view, press S and then X to scale it along the X axis. Move the mouse a bit and then left click to confirm the change.



Step 9
Click on the Face select mode button on the 3D view toolbar. Select the top two faces which make up the roof of the model. Hold Shift and then right click to multiple-select.



Step 10
With the top two faces selected, press E to extrude them. Don't left click. Right click anywhere so that the extruded faces stays on their original place.



Step 11
Press S to scale them. Move the mouse just a little bit and then left click to confirm the position.



Step 12
With the the faces selected, press G and then Z and then move the faces down close to the original position.



Step 13
Again press E to Extrude the selected faces. Move the mouse little bit and then left click to confirm. you will see that the roof has some thickness. Save the file.



Step 14
Press Z to enter into wireframe mode. Press B and drag select the two vertices (one behind) forming the side edge, as shown in the image. Press G and move them down making them perpendicular to the lower points (see image). Do the same for the other side. Press Z to toggle off wireframe mode.



Step 15
Left click anywhere near the side of the model to place the 3D cursor there. Whenever you add any object or mesh, it will appear where the 3D cursor is. Press Shift-A and add a Cube. Remember I am still in the edit mode. The cube added will be the part of the object's mesh, and will not be a separate object.



Step 16
Select the top four vertices of the new cube with Right click (hold shift for multiple selection), and then press
E to extrude it. Move the mouse so that it has some height and then left click to confirm.



Step 17
Now select the top two vertices on the side and press Alt-M and then click on At Center to merge the points in their center.



Similarly merge the other two vertices behind. Select both with Shift-right click and then Alt-M to merge them At Center.



Step 18
Next create the rooftop just like I did for the main building. Select the top two faces by holding shift and then right clicking on them. Press E to extrude the faces. Right click so that the new faces go back to their origin. Press S to scale to scale, move the mouse a little bit and then left click to confirm.



Step 19
With the new faces selected, Press G and then Z to move them down a bit. Left click to confirm the position.



Step 20
Again press E to Extrude the selected faces. Move the mouse little bit and then left click to confirm. The roof now has some thickness.



Step 21
Adjust the edge of the rooftop just like I did in step 14. Press Z to get toggle wireframe mode. B to drag select the two vertices of the side edge and then
G to move them. Do the same for the other side. Press Z again to toggle
off wireframe mode.



Step 22
Align the bottom of the new mesh with the bottom of the first floor.
- Press 3 in numpad for the side view.
- Right click on any one vertices of the new mesh and then press Ctrl-L. this will select all the connected vertices of the selected point, in short it will select the new mesh.
- Press G and move the selected mesh to desired position. Use arrow widget.
- Move and align the bottom of the mesh with the bottom of the first floor. Also bring it in the middle.



Similarly align the top part with the top of the floor. Press Z to toggle wireframe mode on. B to drag select the vertices. Use the arrow widget to move the vertices up or down.



Step 23
With the mouse pointer in the 3D view, Press 1 in the numpad to get into front view. Select all the points of the new mesh and move it inside the main body as shown in the image.
Select any one point with right click and then press Ctrl-L to connect all the connecting vertices. use the arrow widget or G key to move the mesh.



Step 24
You can adjust the points according to your preference. I've moved
the top line down and scale the mesh down a little bit. To select the
complete top edge loop, hold
Alt and then right click on the top edge. This will select the complete loop. You can also select the top vertices by going into side view (3 in the numpad) and then wireframe mode with
Z key. Drag select them with B key. Move it with the arrow widget or
G key.



Step 25
With the new mesh selected, press Shift-H to hide unselected vertices, that is the main model.



Step 26
Press A key to deselect the vertices. Press 1 to get into front view to see the side of
the mesh. Press Z to toggle on wire frame mode and select the vertices on the back with
B key, which went inside the main building. Press Del and select
Faces to delete the faces. I deleted these faces because I don't need them as they would increase the number of polygons
unnecessarily. It's advisable to keep the number of faces as low as possible.



Press Alt-H to reveal the hidden vertices.



Step 27
Now I will create the balcony. Place the 3D cursor at the rear of the model by left clicking anywhere on the 3D view. Press Shift-A and add a Cube.



Step 28
Press S and then Z to scale it down along the Z axis. Move the mouse and left click to confirm.



Step 29
Select the top four vertices or the top face. Press E to Extrude and then right click so that the new face stays at the place of origin. Press S and scale it down a little bit as shown in the image.



Step 30
Select the top four vertices or the top face. Press E to Extrude and then right click so that the new face stays at the place of origin. Press S and scale it down a little bit as shown in the image.



Step 31
Press 3 in the numpad to get into side view. Press Z to toggle on wireframe mode. Now press B key and drag select all the vertices at the back of the cube. Press Del and select faces to delete the unwanted faces. Press Z again to toggle off wireframe mode.



Step 32
Right click on any one point of the balcony to select it and then press Ctrl-L to select all connected vertices i.e. the whole mesh. In the side view, press 3 in numpad, move the balcony mesh little bit inside the main building, use G key or the arrow widget.
Press Ctrl-1 in the numpad to get into back view and check the position of the balcony. The base of the balcony should match the base of the floor of the main building. You can also scale it, with S key, if you want.



Step 33
To create the door, click on the Face select mode button on the toolbar of the 3D view. You can also use shortcut Ctrl-Tab and select Face. Right click on the face as shown in the image.



Step 34
Press E to extrude the face and then right click to set the new face back to its origin. Press
S and scale down the new face.



Step 35
Now select Edge select mode. Select the bottom edge of the new face with right click and pull it down with the Arrow widget. Similarly pull up the top edge to mark the door.



Step 36
Switch back to face select mode. Press Ctrl-Tab and select Face. Select the door face with Right click. Press E and extrude the door inside. I now have the door.



Step 37
I will now add the wooden planks around the hose. Rotate the view with middle mouse button or press 1 in numpad to get into front view.
Left click on the front part to bring the 3D cursor. Press Shift-A and add a Cube in the front of the house.



Step 38
In the front view scale the cube down to the height of the wooden planks.



Press S and then X to scale it along the X axis. Match it with the width of the house.



Fine tune the plank's width by selecting the side face, by right clicking on it, and moving them with arrow widget. They should be a little bit wider than the house.



Step 39
Select the back face of the plank and press Del and delete the Face.



Step 40
Select all faces / vertices of the plank and place it appropriately onto the main building. Select any one face or vertices of the plank (by right clicking on it) and then press Ctrl-L to selected linked vertices. Press G or use the arrow widget to move it.



Step 41
With the mesh selected, press Shift-D to duplicate it. Right click so that the new mesh goes back to the origin.



Step 42
Rotate it 90 degrees along the Z axis. Press R, then Z
and then type 90.



Step 43
Use the arrow widgets and place it along the floor line in the side.
The planks should be neatly placed. Take a look at the image. They
should not be
completely inside nor too much out of the main building. Check the
corners also.



Check the other end of the plank. Select the face and move it with arrow widget towards the end.



Step 44
Similarly, by duplicating and rotating method, create and place planks all round the border of the floor as shown in the image.
Remember that the open side must be inside the building.



Step 45
Press Ctrl-Tab and click on Face select mode. Move the mouse over any of the plank. Press L to select the complete mesh (all connected faces). Select all planks one by one, by moving the mouse pointer on the mesh and pressing L key.
To deselect any unwanted selection, hover the mouse over that face and press Shift-L.



Step 46
Now press Shift-D to make duplicate of all of them. Right click to set them back to the origin position. Move them upwards with the arrow widget.



With the duplicated mesh selected, press Shift-D again to duplicate it one more time. Right click to confirm the origin. Move them up with the Arrow widget.



Select the planks as shown in the image and press Del to delete them. Pull the face of the side one to cover the width of the house.



Step 47
Place the 3D cursor on the side of the house by left clicking on the empty area. Press Shift-A and add a cube.



Step 48
With the cube selected, Press S and scale it down to create the support beams for the protruding structure.



Step 49
Select the back face, with right click, which is pointing towards the house and press Del to delete it. This will unnecessarily increase the number of polygons and you don't need it.



Step 50
Position it just under the protruding part making it a support beam. Press 1 in numpad to get into front view and use the arrow widget to move it. Check from side view as well. Press 3 in the numpad to get into side view.



Step 51
Press A to deselect any selected face or vertices. Right click on the front face of the support and pull it out with the arrow widget.



Step 52
Move the mouse over the beam and press L or Ctrl-L if you are in vertex select mode. Press 3 in numpad to get into side view. Press Shift-D to make duplicate and then right click to confirm the original position.
The new mesh will be selected and use the arrow widget to move it sideways. Then duplicate it again to create a total of four beams.



Step 53
Similarly, create vertical support columns. Duplicate any one of the block and scale it down horizontally. Then scale it up vertically. Tweak the individual faces to match the height.



Step 54
Place it close the the wall, as shown in the image. Use arrow widget or G key. Check from all views.



Step 55
With the column selected, press Shift-D to duplicate it. Right click to reset its position and then move it with the arrow widget or G key. Check the position form all views. Ensure you delete the face, at the back, which went inside the building.



Step 56
Select any one of the support and duplicate it. Move the mouse over the mesh and press L, if you are in face select mode, to select it. Press Shift-D to make a duplicate. Right click on the front face and press Del and select Face to delete the face.



Step 57
Move the mouse over the mesh and press L to select the whole part. Press 1 in the numpad to get into front view. Press R and move the mouse to rotate the cube.
Left click to confirm the position. Check from other angles. You can scale it down and reduce the its width just a little bit.



Step 58
Press 3 on the numpad to get into side view. With the mesh selected, press Shift-D to make duplicate.
Right click to reset the position of the new mesh. Move it and place it on the second column as shown.



Step 59
Ensure you are in Face select mode. Move the mouse over the cubes and press L to select them one by one. Press Shift-D to make duplicate.
Right click to reset
their position at origin.



Step 60
Press 7 in the numpad to get into top view. Press Z to toggle wireframe mode. With the cubes/beams selected, press
R and then type -90 to rotate them 90 degrees anticlockwise.



Step 61
Move and place them below the balcony at the back of the house. Check form all views. Remember press Ctrl-1, numpad, for back view, 3 in the numpad for sideview.



Step 62
To create the window frame, Left click on the side of the house to bring the 3D cursor there. Press Shift-A and add a cube.
Select its inside face with right click and delete it by pressing Del key.



Step 63
Press 3 to get into side view. Press S and then move the mouse to scale down the cube. Left click to confirm. Press S and then Z to scale the cube vertically along the Z-axis. Place it appropriately in the side of the house.



Step 64
Duplicate the frame and move it on the side.
- Press Shift-D to duplicate the selected mesh and then right click to reset its origin. Use the arrow widget to move it
- Again, Shift-D to duplicate it to create the bottom frame. Right click to reset the position, and then press R and type 90 to rotate 90 degrees. Then place this new cube at the base of the frame
- Duplicate it and place the new one on top. Let the top and bottom frame be wider
- Pull out the face of the bottom frame just a little bit



Step 65
Select the complete frame and place it on the building. Make sure that there are no faces at the back.



Step 66
With the frame selected, press Shift-D to make duplicate. Place the new mesh on the ground floor as shown in the image.



Step 67
To create the front door, press A to deselect everything. Ensure you are in Face select mode. Right click on the front face of the building to select it. Press E to extrude and then right click to reset its origin.
Press S and scale it down. Left click
to confirm the new size. Tweak the individual edges, in edge select mode, to
make a shape of the door. The top of the door should match the top of the
window.



Step 68
Switch back to face select mode. Select the door face. Press E and extrude the door inwards. Left click to confirm.



Step 69
Ensure that there is some game between the bottom of the door and the base of the house, so that there is some space for the stairway. If the model does not have enough space, then select all vertices except the base ones with B key.
You must be in wire frame mode (press Z key to toggle on wireframe mode). Next use the arrow widget and pull the vertices up.



You can also adjust the width and length of the house by selecting all vertices with A key and scaling with S key or the scaling widget.
Check the model from front also.



Step 70
To create the stairway to the main door, place the 3D cursor in the front of the house and press Shift-A and add a cube.



Step 71
Move the mouse over the cube and press Ctrl-R to create edge loops. Scroll the mouse wheel up one or two times so that you have 2 edge loops. Left click to confirm.
Left click again without moving the mouse to confirm the position.



Step 72
Click on the face select mode button if you are not in face select mode. Hold Shift and right click on the lower two faces one by one to select them both. Press E and extrude them. Left click to confirm.
Select the lower face with right click and then press E to extrude it.



Step 73
Select all faces which are facing towards the house and delete them. Hold shift and then select them with right clicking on them, one by one.



Step 74
Move the mouse over the stairs and press L to select all connected faces. Move it and place it near the door. Scale it if needed. You can also adjust the width according to your design.



Step 75
Press Shift-A and add a cube. With the cube selected, press S and then Z to scale it down along the Z axis. Delete the back face of the cube and place it above the door.
Rotate it a little bit. Go to side view, 3 on numpad, and press R to rotate it a little bit. Save the file.



Step 76
Press Shift-A and add another cube. Press S and scale it down to the size of a wooden block. Press S and then Z to scale it up along the Z axis. Left click to confirm the height.
Select the top and bottom faces and delete them with del key.



Step 77
Select all faces of the new mesh and place it above the stairway, as shown in the image. Duplicate it with Shift-D command and then create the structure like you see in the image.
Rotate with R key where necessary.



Step 78
Create the backdoor and its stairway. Press Shift-A again to add a cube.



Step 79
- With only the cube selected, Press S and them move the mouse vertically, holding the middle mouse button to scale it vertically or press the Z key instead
- Select the top face with right click and press E to extrude. Right click so that the new face is set back to its origin
- Press S key and scale the new face down a little bit
- With the new face selected, press E to extrude. Move the mouse a little bit and then left click
- Repeat this procedure again to create one more step of the stair



Step 80
Select the faces at the back of the stairs, from the area which will go inside the main building, and press Del and select faces to delete them.



Step 81
Move the mouse over the stairs and press L to select all connected faces. Move it with arrow widget and place it in the center of the building.
Align it with the bottom. Check from side view as well.



Step 82
With the mesh selected, scale it according to your design. I have scaled it sideways.



Step 83
I will create the back door with another method. First deselect everything with A key and then press Shift-A to add a cube.
Scale it down and delete its lower face.



Step 84
- Press Ctrl-1 to get into back view
- Place the cube at one of the starting points of the gate
- Select the top face and pull upwards
- Rotate this face with R key. Then press E to extrude a new face. Left click to confirm.
- Press G and pull the selected face down and then press R to rotate it
- With this extrude, rotate and move method construct the frame of the door as shown in the image. Tweak the individual edges and vertices to shape it



Step 85
Again select the back faces and delete them. Hold shift and then right click on each face and then press Del to delete.



Step 86
Move the mouse over the the frame and press L key to select all connected faces. Place it on the building wall, just above the stairs. Check from all views.



Step 87
To create the chimney, start by adding another cube.



Step 88
Press Ctrl-3 to get into left side. Place the cube and then scale it according to your design.
Press G key to move and S key to scale. To select the cube, right click on any of its face or vertex and press Ctrl-L. Select the top face and then move it up to give height.



Step 89
- Right click on top face to select it
- Press E to extrude it and then right click to place the new face back to its origin
- With the new face selected, press S and scale it a bit
- Now press E again to extrude the face and move the mouse and then left click to confirm the position
- Press E again to extrude but right click this time so that it stays at its origin
- Press S and scale it down as shown in the image
- With the new face selected, press E last time and move the mouse such that it goes down. Left click to confirm the position



Step 90
- In left view, Ctrl-Numpad 3, move the mouse over the chimney and press Ctrl-R to bring edge loops
- Move the scroll wheel of the mouse up to increase the number of cuts
- Left click to confirm the number and then click again to confirm the position of the loop cuts



Step 91
Adjust, scale and move the faces or edge loops to give an irregular shape for the chimney.



Step 92
Select all of the chimney and move it closer to the main building.



Step 93
Select the top face of the chimney and bottom faces of the house—select those faces which will not been seen—and delete them as they are not needed, and will increase the poly count.



Step 94
Create the hanging sign board on your own. Add a cube and then scale it, duplicate it
and place it to create the sign board.



The model is now ready for UV unwrapping and texturing. I will explain how to do this in the next tutorial.
Save the file.


