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Mesh Modeling By Immer Baldos This document is a tutorial on mesh modeling using Blender version 2.49b. The goal is to create a model of an elevator. This tutorial will tackle creating the elevator cart, and elevator doors. The outside buttons, elevator shaft and indicator button at the top of the elevator doors will be tackled by later tutorials. Reference Image Source: http://static.businessinsider.com/image/4b61b47a00000000009f71c5/elevator-bank.jpg If at some point the listed commands are not working, please try to place the mouse cursor in the 3d view panel. Blender uses the mouse pointer location to determine which panel will receive the keyboard commands. Elevator Cart The elevator cart will be a cubed with a hollowed out by another cube using Blenders specials menu (W).

1. Open blender Go into front mode (Numpad 1) then go into Wire Frame mode 2. Duplicate the object (Shift-D) then place it on the side (move mouse then Left click at the desired position)

3. Go to the materials plane (F5). If the panel options appear to be off-screen, use the middle mouse button to pan through the buttons panel. Menu items can also be minimized by clicking the triangle. 4. Pan into the Materials tab and set Col s RGB to the displayed values.

5. Center the modified object by using Blender s Snap menu. First make sure cursor is on the center (Shift-C) then Snap the cube to the center (Shift-S Selection to Cursor). 6. Go into top view (Numpad 7) and center the view on our cubes (C). Zoom in (Mouse Scroll) and pan (Shift-Middle Mouse then move mouse) to achieve the view below.

7. Grab and move the selected cube down (G Y Move Mouse ENTER/Left Click). 8. Scale down the cube on the X axis (S X move mouse ENTER/Left Click).

9. Go to Front view (Numpad 1) and Scale down the cube on the Z axis (S X move mouse ENTER/Left Click). 10. Select the other cube (Shift-Right Click) and open the Boolean tools menu and select union (W Union).

11. Open the Boolean tools menu and select intersect (W Intersection). 12. Delete reference Objects (X Erase Selected Obj)

13. Select the outer object (Right Click), center the view (C) and Pan the 3d view (Hold Middle Mouse Drag) as displayed below. 14. Go into Edit mode (Tab) and deselect all vertices if needed (A).

15. Select the highlighted pixels using shift right click. 16. Delete the Vertices (X Vertices)

17. Go into Solid Mode (Z) to check if the object has hollowed out. * not hollowed yet, delete the front face of the other object. 18. Go out of object Mode (Z) and select the inner cube (Right Click)

19. Go into Edit Mode (Tab) and make sure face select mode is enabled. 20. Select (Right Click) and delete the front face (X Faces).

21. Exit Edit Mode and enable Solid draw type. 22. Go to front view (Numpad 1) and wire frame mode (Z) and place the 3d cursor as displayed. Care should be taken in left clicking the blue arrow as doing so will activate a Grab on the Z axis. Zoom out or disable the 3d cursor as needed (CRTL-Space).

23. Add a lamp (Space Add Lamp Lamp). 24. Set the energy to.25

25. Render (F12). 26. Highlight both cubes (Shift-Right Click) then join the meshes (CTRL-J)

27. Name the mesh elevator cart (N) 28. Parent the Lamp object to the elevator cart. Select the lamp then shift select the cart then CTRL- P.

29. Go to top View and Grab and move the camera closer to the front of the cart. 30. Check and correct the camera angle using front view.

31. Place the 3d cursor above the cart and add an empty mesh 32. Select the Camera first the shift select the empty. Set the camera to track the empty (CTRL-T).

33. Select the camera only and clear rotation (ALT-R) 34. Grab and move the empty inside the cart. Notice that the camera now tracks the empty.

35. Adjust the camera down and towards the center then render (F12). 36. Go to side view and duplicate the Lamp (Shift-D). Bring the duplicate down a bit (G Z) to have enough room to brighten the roof.

37. Render (F12) 38. Go to front view and place the 3d cursor above the cart and add an Icosphere

39. Set the values indicated below and click OK. 40. Grab (G Z) the sphere and bring its center near where the nearest lamp object is.

41. Scale as displayed (S move mouse Left Click/ENTER). 42. Check centering of sphere in side view the render.

43. Rename the Sphere to cart light. 44. Click the Add New to add a material for the cart light object.

45. Change to color to something Yellowish. 46. Also change the specular Settings to black.

47. Pan over to the Shaders option and set transparency to 1.0, disable Shadow, Disable Bias, Set Spec to 0, set Hard to 1 and set Emit to 1.5. 48. Parent the cart light to the elevator cart then Render.

Elevator Doors The elevator doors will be two scaled cubes and textured. 1. From the previous section go into side view and place the 3d cursor near the front of the elevator.

2. Add a cube. 3. Resize the Cube on the Y axis (S Y move mouse ENTER/Left Click)

4. Go to front view and go into edit mode and select all faces/vertices as needed. 5. Grab the faces to the right of the center of the object. The center is indicated by a pick dot.

6. Exit Edit mode and Scale on the X axis (S X Move Mouse Left Click/ENTER). 7. Grab and place it on the left side. Also rename the object to left elevator door.

8. Create a lamp with energy.3 behind the camera. 9. Render

10. Add a new material for the elevator door and name it brushed metal. 11. Set color s R, G, and B to.2

12. In the Shaders tab, disable shadow, disable bias, set Ref to 1, set spec to 1.1, and Hard to 190. 13. On the Mirror Trans tab, enable ray mirror and set RayMir to.3,

14. Add a new texture. 15. Go to texture buttons (F6) and select clouds as texture type.

16. On the Clouds tab, select Hard Noise, set size to.3 17. Go back to the materials buttons (F5). In the Map Input tab, select Sphere and set X size to 60.

18. In the Map To tab enable Nor, set R,G and B to.45, and Nor to.2. 19. Render

20. Duplicate the door and drag it to the side. 21. Rotate 180 degrees on the Y axis (R Y 180 ENTER).

22. Grab and move the right door the appropriate location. Also rename the door right door. 23. Doors aren t flush. Scale the two doors and arrange so that there is no gap where the doors meet. Allowing the doors to overlap may cause rendering issues, allowing light from the inside to leak out through the doors.

24. Select all objects (A) then apply all rotation and scaling (CTRL-A). 25. Render