Modeling Game Assets in Blender for Absolute Beginners: Part 1 - Inanimate Models | Kamil Pakula | Skillshare

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Modeling Game Assets in Blender for Absolute Beginners: Part 1 - Inanimate Models

teacher avatar Kamil Pakula, Python developer, linguist

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Topics include illustration, design, photography, and more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

12 Lessons (48m)
    • 1. MGA 1 About This Course

      2:10
    • 2. MGA 4 Moving Around in Blender

      2:59
    • 3. MGA 5 Getting Ready to Model the Segment

      4:13
    • 4. MGA 6 Viewing the Model

      4:55
    • 5. MGA 7 Editing the Model

      5:48
    • 6. MGA 8 Modeling the Door Opening

      4:09
    • 7. MGA 9 Modeling the Sliding Block Trap

      5:37
    • 8. MGA 10 Modeling the Flying Ball Trap

      3:20
    • 9. MGA 11 Modeling the Immobile Block Trap

      2:54
    • 10. MGA 12 Modeling the First Aid Kit

      4:27
    • 11. MGA 13 Modeling the Flying Ball Launcher

      3:27
    • 12. MGA 14 Modeling the Segment Door

      3:53
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About This Class

In this class we'll set up Blender and start modeling the inanimate models. We'll also lear how to move around in lender. In this class we'll model the tunnel segment, the door, the traps, the first aid kit, and the flying ball launcher.

Meet Your Teacher

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Kamil Pakula

Python developer, linguist

Teacher

I studied linguistics and computer science. I have an MA degree in linguistics and I'm also an IT engineer. Since 1999 I've been working as a teacher. I teach languages and programming. For the last couple years I've been working as a Python developer as well. I teach 6-year-olds, high school and university students and adults. I deliver live and online courses. I love this job.

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Transcripts

1. MGA 1 About This Course: Hi. Welcome to my course modeling game assets in Blender for absolute beginners. My name is Kim Il Bakala, and I'm going to teach you how to use blender to make in enemies and animated models to be used in game engines like Unity. This course is for absolute beginners, so I see we have no experience with blender. At the end of the course, you'll be able to move around plenary debase to use the layouts, and views available in blender will be able to use hot case to make it work faster. We also use some basic tools, like extruding or lips, to model our objects. In this course, we're going to learn how to make fully textured inanimate objects. We're also going to learn how to make fully rigged and animated and texture. Animated objects apart from Lander will be also learning how to use paint up mad to prepare your two D graphics, and these would be used, for example, for background images. Inventor who should take this course well, this courses for absolute beginners. So I said, we have never had any experience with Blender, but these courses also for false beginners who have had some experience with this problem, but it was a few versions ago and don't remember much. Well, these courses definite did not for students who are not beginners because they will already know the stop and going to cover in this course. Well, the pace of this course is quiet, slow in the beginning, and the material going to cover is very repetitive. Which means you're going to go over the same steps over and over again so that you can remember better. And master all this top. We're going to cover it scores. So I hope you will enjoy this course and I will appreciate anything back from you. 2. MGA 4 Moving Around in Blender: moving around blender before we go on to model our first segment. Let's have a look at blender at the interface. In this and the following lectures, we prepare our working area and model the segments. Okay, so launched blender and follow the following steps. Explore and prepare your working area when you first see when you launch blender is a splash in age Here we have a quick access to some links, the online manual being one of the most important ones. This splash image also provides you with quick access to recently opened files. You don't want to use any of these links or isn't files justice post of this splash image but clicking anywhere outside it. What you get is a blend of window divided into several areas, each containing an editor. The three D View in the Sander is an example of an editor. This is going to be our working area now. As you can see, it's not empty. There's a kid, but also a camera in the lamb or Bic pan and zoom to get you started learning how to move around in a three D view editor, you can view the Cube from different sides. This is orbiting. Just hold the middle about spot impressed in the three D View editor and drag the cursor in an interaction. Panning is different than orbiting in that the angle your viewing the same from does not change. When you pan, you just shoot the scene to the right to the left upper down, boarding any intimated direction. It is to understand, for practice. So just hold down the ship button and without letting it go, press the middle mouse button and drag the cursor around. If you want to view your object from a different distance, closer or father, you can zoom in or out. The best way to do it is hold down the control key and drag cursor up. It is a man we're down. It is him out with the middle mouse button pressed and in the faster way. Whoever last precise is by scrolling the mouse wheel. You can also make use of the numeric keypad to orbit pan and zoom. Here you can see the keys you can use 3. MGA 5 Getting Ready to Model the Segment: getting ready to model the segment. Okay, we're almost ready to start modeling. But let's talk about sound. More tools will need and let's get ready to model. Delayed the kid When we started working in a model, we usually create a primitive shaped like a cube sphere or cylinder. Then we transform the shape into something we need. We'll choose a circle, but first, let's get rate of the kid. In order to delay the cube, you must first select it in blender. Re select by right clicking the objects. So right, Clegg the cube. Now the outline of the cube turns orange. This means the Cuba selected now press X and choose delays. The kid is gone. Create a circle. Before we create our circle, we must decide where we wanted tape Here, left leg wherever you want. In the sweetie view, you can notice that were every click a three d cursor appears. This is to mark where the new object will be created Now that you have decided to work to create a circle somewhere near the center of the three D view Seems OK that's created, as with almost everything in blender, this convey achieved in a couple of ways to keep things simple. Let's use the tool shelf. It's the left part of the screen with the tabs. Click on the create tab and click circle. If you can see the tool shelf, press tea and it will appear. The circle is created at the position of a three D cursor. We could also see the three D manipulator, which consists of a white circle and three axes. The rad X axes the green. Why axes and the blue Z axes? You can click the axis and drag the object in the three directions. Whenever you create a new object, it appears in the outline. Er is the area in the upper right corner of the screen. You may need to resize it by dragging its borders in order to save better. Here we have an object court circle as well as the camera and lamb. Double click in circle and change the name into something more meaningful, like segment. Save your work. Needless to say, how important days to save your work on a regular basis, you can say you're fired by going to file save, as when saving for the first time and fire safe been setting every now and then. Actually, you should save your word pretty often, preferably after eight step. You can also do it quickly by using the control plus as hot key in the five browser that opens. Choose your location and the name for the file and name like segment. Don't Bland is just flying. When you're done, click the safe as blender filed button in the upper right corner. 4. MGA 6 Viewing the Model: viewing the model. The circle we created is our model in this lecture who talk about views in a blender and how we continue the model from different angles. Change reviews. You can view a circle from different angles by orbiting the scene. We can also use one of the pre sat views like top bottom, right, left, front or back. You can also choose perspective or auth, A graphic view. Well, perspective you is the way we see objects in real life objects further away seem smaller, and objects closer to the viewer seem larger. So this is the view, which is by all means more realistic. Ortho graphic. The on the other hand is how we present objects in technical drawings. Objects look the same size if they are the same size, regardless of how distant they are in the scene. This is not the way we see in real life, but these flu is usually much more comfortable to word with when you have to be precise about sizes and proportions. Perspective. You is best for visualizing how things look because this is how we perceive the world. But we'll be using the autographing view to better see the sizes and proportions weaken Tuggle between the perspective and Ortho graphic view by pressing five when you knew married keypad. You can also use the keypad to switch the views. Here's how we cannot practice switching to top frond right bottom back, left views Now press seven. To get into top view, press one. To get into front view, press three. To get into ride view now hold down the control key and press seven to get into body to you . Now hold down the control key and praise one to get into bag view and finally hold down the control key and press three. Get into laughter. You we'll take the circle first the the circle in front author view. So press watt and then five on the numeric keypad in the upper left corner. You can see whether you are in front author of you or any other view. I always say is a line, because this is what the circle looks like from the front you're now looking in the Y direction. That's why you can see the Y axes now press seven on a numeric keypad to switch into top to you. Now we're looking in the Z direction onto the X Y plane. That's why we can see only the axe and y axes. Well, actually, what we see now is going to be the profile of the segment and the second should be positioned horizontally, not vertically. This means we're now viewing this circle the way we should view it from the front. What we need to do is rotate the circle 90 degrees along the axe axes. Rotating is very easy in blender. First of all, we must make sure our object is selected. So if it isn't right, click it if the circles outline. And in this case, the whole circle is orange. We're good to go in a blender. The lots of hard case. If you don't like half case search the menus for property commands are is the hot key for irritating. We want to retain the circle 90 degrees along the x axis. So the sequence we need to press is our acts 90 which means first press are then acts than 90 that easy. If you're satisfied, left leg or press enter, you can cancel the right clicking or pressing escape switch back to French. You by pressing one on the numeric keypad. Now we are viewing the entry to the segment from the front. Just a reminder. Save your file. 5. MGA 7 Editing the Model: editing the model. Fine. Let's edit or model now, added the circle. As we said before the circle is the profile, the cross section of the segment. It's OK, but you want the floor flat so that we can run it. How do we added the circle? Well, Blender offers as a couple of modes to work in. The one we've been using so far is object mode is used to work on whole objects, and now they want is added mode. In adding mode, we can added the object in order to switch to edit mode. Press tab. If you don't have the Pyman is enabled. You switch to edit mode immediately if you have choose added mood or press six as indicated in the pie menu. In edit mode, the circle looks different. You can see all the elements it consists of. The dots that it can see on the perimeter are the Curtis's. The lines between the Vergis is are the edges now all over disease and all edges are selected. You can see this easily is they're all orange. In edit mode, we select just the same way as an object mood by right clicking the elements. You can also quickly select or de select all in order to do that, just press a a couple of times and watch all the burgesses and edges get selected and the selected After playing with days for a while, de select all What I want to do is flatten the floor. So first, let's select the Vergis is in the lower part of the circle. You can select them one by one by right, clicking them with a sheep K held down. You could also use one of the handy selection tools available in blender Border Select seems the right to to make the thing with your mouse cursor hovering over the three D View editor Press B and then with the left mouse button held down, dragged the rectangle over the vergis is you want to select? Release the mouse button when you're done. If you make a mistake, press a once or twice to de select all and start again. After your purchases are selected, let's delete Um, just like before, press the X hot key and then choose Bertus is all the selected Vergis is will be dilated. As you can see, we don't have a flat for react. Well, we don't have a floored old actually. So let's fix it. All we have to do is connect the two. Vergis is at the bottom with an edge, so let's select the two. Vergis is right. Click one of them and then holding down the shift key. Right leg the other, the Vergis is selected Press F. This will connect. Um, now we have a flat floor and this is what he wanted. We can not transform the circle into segment that has something Morte. Then the cross section extrude the segment. Let's finally transform this circle into our segment in order to better view it is to ride perspective. You so press three and then five on the numeric keypad. Select all press a Now we're going to extrude the circle. What is extrusion? Well, we just create new vergis ease of the sand positions of the selected ones and canned and moving away with all the vergis is selected. Press e. This is the heart key for extrude as soon as it did all the vergis is our doubled, but they're still in the same positions as the original ones, so you can see them. But if you try to drag your mouse cursor now, you'd notice that the new Burgesses move away, creating a long tunnel. I object. This is because the Norman repress e we enter the grab mode. Grabbing in blender is just moving. If you grab verdicts, ease or whole objects, we just move them around. Normally, you would have to press the G hockey to enter the grab mode, but note now extruding automatically enables to grab mood. So let's move or grab. The new Vergis is 20 units to the right along the Y access. What we have to do is press why and then 20. So the whole sequence for extruding and moving the Vergis is would be E why 20? 6. MGA 8 Modeling the Door Opening: modelling the door opening the segment is almost finished. What was still lacking is the door opening at the end of the segment. In this lecture will see how to make one. Make the door opening. Let's switch back toe Ortho View Press five on your numeric keypad. Let's have a look at the Rod portion of our model. It's going to be the back wall of the segment, the one with the door. Remember when half doors only in the bag walls, because the front ones weren't visible during the game. So first we're going to make the wall, then the door opening in the role. Switch to bag View who down the control key and press one on the numeric keypad. Let's select all the vergis is at this side of the segment. This time, we'll be using the circle. Select Tool two activated press See, then scroll your mouse wheel to increase the radius of the circle Select tool so that you can select the whole back part of his segment. Left click To select the Vergis is that are within the circles lack tool and then right click to get rid of the tool or with your scene to make sure only the Vergis is at the back of the second have been selected. Press F. This will create a face between the selected Vergis is this will be our back wall. We want the door opening to be the same shape as the segment cross section. A quick way to do today is to extrude the selected Vergis is. But this time we're going to scare them down. Instead of grabbing, we used the as hot key for scaling. Suppose we want to scale it with a factor of 0.5. So we have to press the following hard case in sequins, including the extrusion E s 0.5 and ender. This will be our door opening, but it's likely too high for a door with the new Vergis is still selected Press G to enter grab mode. Now they want to move or grab the door opening down along the Z axis. So our hockey sequence is G Z, and then there's grab the opening down until it aligns with the floor. Now we should delete the face to make the door opening a real opening press axe and choose faces. Sometimes when we extrude in grab we can. So the action at the new purchases remain. Double Alvertis is are no good. They may be travel Cem. That's why we should remove them so that whole by pressing a and go to the twos tab in the tool shelf on the left, in the remove section, click on removed doubles. If you were any doubles, well, the informed how many have been removed? Our segment is ready. Viewed from different angles in perspective, you we take care of the door and all the other element will need, along with our segment in the following lectures. 7. MGA 9 Modeling the Sliding Block Trap: modelling the sliding block trap. The three basic types of traps in our game. Sliding blocks these air flat with tangled blocks that slide up, down or sideways flying balls. These air bull shaped round or elliptical ones that fly up, down or sideways, it will buy a blocks. These are blocks that don't move. We are on the floor and the player must jump over them. As you can imagine, the tracks are pretty simple. Object themselves. What may be more sophisticated is how they may be arranged together later in the game to form compound constructions. But these compound constructions will consist of just a few simple elements were going to model. Right now, we make each of the three models in a separate file, and separate lecture in this lecture will start with a sliding block trap. Also, a pan are a segment for reference, but we can see what the traps are going to look like in the segment. Fun. Let's get to work. Make a sliding block model is the launch blender. We have the initial cube at your disposal this time will kid it there and make use of it not just change its name in the outline er in the upright part of the screen, from kids to block, say the fire right away as sliding block got bland. Then switch to front Ortho view by pressing one and five on the numeric keypad in order to better see how the trap fates in the segment. Let's temporarily it panned the segment to our new file. So go to file at Panned and select the segment that bland file we created in the previous lecture. This time you will dive into the internal structure of the file from the least choose object. Now we can see the three objects in our scene the segment, the camera and the lab that originally there we don't need the ladder to the jazz choose segment and Presley a pan from library. Baden knew the operatic corner of the screen. Now the segment is appended to our scene and reviewing it in front author view, just like the kid it's selected has the orange outline. Don't worry, it bothers scale. We're going to fix it in a moment. Let's can the block in front of you first. Well, the blocks will be arranged in a couple of ways. There may be one big block sliding horizontally or vertically there, maybe two blocks etcetera in the worst case. But there is one block. It should be a least as wide as the segment, like half some margin and negative. Eight wider. Don't worry about this scale to march. You can change it in unity at a later stage. What matters now is that proportions. First select the block by right, clicking it and grab it in the axe axis so that it's closer to the segment. So press G acts Skerritt along the Z axis by pressing S and Z, so that it's just slightly taller that this segment let's care the block and top view next breast. Seven. A numeric keypad to switch into top you and make sure you're still in. Author of You Grab the block along the X axis by pressing G and then acts so that it is on top of the segment and then scale it along the X axes so that a platoon it's on both sides . A scaling factor of 1.2 will do so. Press s eggs 1.2 and then along the Y axis with a factor of 0.1. So press s why 0.1 Now press five on your numeric keypad. To switch to perspective, you and orbit the scene. Remember, at the parts that are outside, a segment will not be visible in the game because the player will be in the seven or the time. Now that our blawg has the right proportions, begin delay the segment from the scene. We would need it anymore as reference. Our moral is now ready. Don't forget to save it by pressing control plus s. 8. MGA 10 Modeling the Flying Ball Trap: modelling the flying bold trap in the previous election remodel. The first type of trap sliding block in this lecture will see to the 2nd 1 the Flying Ball Mega flying Bull model before we start smiling, are Flying Bull. Let's talk for a while and think about performance. You know, whatever disses, edges and faces are you know how to create and delayed. Um, what about the influence on performance? Our game is simple. We would have had a graphics in a But still, when you are working in the game, think about performance in terms of the complexity of our models. Just about the three D View editor. You can see some statistics here. We can see the initial que it has eight. Vergis is six faces, 12 tries, tries or triangular faces. Each face of the cube consists of two tries. These numbers are OK, but if you have thousands of tries in may, really impact your performance, particularly in the mobile world and with lots of complex objects. That's sad. Let's start a new project, press control plus an or go to file new Save It as flying ball dog Bland delayed the initial cute and create a UV sphere. You can do it by pressing shift, plus a and then mash you this fear or in the create tab in the tool shelf. Watch the statistics. Now they dramatically different. Now we have nearly 1000 tries. Well, what about a scene with 10 flying balls? It's almost 10,000 tries metal over the other elements in the scene. Okay, it seems quite a lot, but it's not too much for your device to process anyway. It's good practice to keep these statistics in mind. Cut into anything to reduce the number of tries. Notice that after you created this fear, there appeared a section just below the tool shelf. It says. Add UV sphere. This is the last operator panel, and it is only available immediately after performing in action. Play with the numbers of segments and rings and awards this fear change water the statistics as well. Try numbers are dropping as you reduce segments and rains. Finally, sad segments to 24 and rings to 12. This will do for our purposes. Our model is finished for now, 9. MGA 11 Modeling the Immobile Block Trap: modelling the M O by block Trap and finally, our last type of trap. The memo by block making the mobile block model, start a new project, Save the Project and name. Eight AM Abide block dot Bland. Just like before. Temporarily pan the segment model to the scene for reference and switch to front author view the animal by blocks are traps that don't move. They're just on the floor. The prayer should jump over them if he hits one who lose health so they shouldn't be too high or too broad for the player to job over. The problem is, we don't have the payer model yet for reference. That's why I will make an approximation, and then we'll have two options in unity to choose from. We can either scare the block appropriately for adjust. The jumping force of the player scared the block along the Z axis with a factor of 0.1. So press S Z 0.1 in sequence and rabbit along the Z and acts axes so that it seems to stand on the floor of the segment in front Ortho view. So first press, g Z then G acts. We're now viewing the two objects the block and the segment in solid shading. This makes it difficult to see them both clearly. You they overlap in the scene. We can choose wire frame shading to see better. This option is available in the three D View Header. Alternatively, you can press Z and then wire frame in the pie. And I knew still in wire frame shading sweets to top few press seven and scare the block along the Y axis with a factor of 0.1. So press s why 0.1? Then switch back to solid shading and the man you were by pressing Z and choosing solid. Now select the segment by right clicking it and elated Our model is finished For now, don't forget to save it. Press control. Let s 10. MGA 12 Modeling the First Aid Kit: modelling the first aid kit. As described before, there would be four types of objects in the game. One textured, primitive shapes, few sinners, etcetera. They're placed all around the segment just to make it look better. The objects played no role in the game. They're off the players path and can be collide with to first aid Kid. This object may be collected by the player. Three. Flying Bowl launcher. They can be placed on the wars of the segment, including the floor and the ceiling. This is the place where flying balls, one of the trap types, will be launched for the segment door, the door placed on the bag rule of the segment We will not make the models of the primitive shapes this time will be using the primitive shapes available in unity. So now we're going to model the first aid kit. The flying ball launcher on the segment door agent is Safford File. In a separate lecture, make the first aid kit a model starting new project in blender and name it first a kid dot bland. Keep the initial cube. We'll make our kids out of it. Let's name it kid. In the outline er. First we need to scare the Cuba bed. So first carried along the Z axis with a factor of zero point E five, then along the X axis with a factor of 0.75 Looks pretty good but very minimalistic, keeping the try number in mind. Let's just round the corners at bay. Let's switch the top few and let's ender edit mode by pressing tab and choosing edit mode in the pie menu. This time we'll make use of modifiers and to be more precise of one of them. Well, what are modifiers? They're powerful tools available in blender, which you can use to modify or objects. What's great about them is that they do not modify your objects right away, allowing you to see the effects they would have in them. The owner take effect if you cleaned the apply button. We don't like the modification. You can always cancel it before it's applied. So where are the modifiers in the properties? Elder On the right of the screen just below the hour diner, there are a couple of buttons. One has a monkey range on it. This is where the modifiers are so click it and then click Add modifier. The Really Pierre window, with quite a few modifiers to choose from the one will need is under generate in the second Colin. It's called Babble. Go ahead and click it. As soon as you click in battle, the bevel modifier is added. You can see the object change, but you can also see the original MASH burgesses, actors and faces. This is because at this moment the object isn't changed. The ads in the Properties Editor change the segments Number 26 Watch how the object changes h time number increases. This is due for our purposes. So that's applied and modifier. Before we do that, we have to switch back to object mode because modifiers can be applied in edit mode, an object mood Click apply. And at that moment all the changes take effect. Our first aid kid model is finished for now, 11. MGA 13 Modeling the Flying Ball Launcher: modelling the flying boar launcher. In this lecture with model defying ball launcher, make a flying ball on your model. Start a new project and seven as launcher God bland, switch into front. Author of you Delete Acute and greatest Seigner rotated 90 degrees along the Y axis by pressing our why 90 and then scale it along the X axis with a factor of two. So Kress s acts to so it into edit mode by pressing tab and then choosing edit mode. Why airframe shading by pressing Z, then wire frame, press a to de select all and use the border Select tool by pressing B and dragging a cursor to select all the vergis is on the right hand side of the sender. So it into ride view, then press e to extrude. The selected Vergis is and then immediately press s 1.1 to scale. The newly added Vergis is with a factor of 1.1 back in front of you extrude again Press e and grab. The new vergis is 0.25 units to the right along the acts axes after you extrude your immediately in grabbing mode so you don't have to prise g The sequences e acts zero point E five in Reid v again, extrude and scale this time with a factor off zero point a so press E s zero point aid Swift to France view extrude again and grabbed four units to the left along the acts axis. So press e X minus four switch to solid shading by pressing Z and choosing solid perspective, you just press five a numeric keypad and and er object mood by pressing tab and choosing object mode were the model from different angles. We're done with it for now. 12. MGA 14 Modeling the Segment Door: modelling the segment door. When we were modeling the segment, we made a door opening. Now it's time to make the door. This is what we are about to do. Maga Door model. Start a new project and save it as door dad. Then delete the cube and a pan the segment, just as we did before. So go to file at hand. Segment Doug Bland Object segment. Switch to back off of you. So hold down the control key and press one on your numeric keypad and then five. We want a sliding door. It'll slide to the left, and we want the door to be the shape of the door opening in the back wall. Switch to edit mode and use a circle select tool to select jazz. Alvertis is around the door opening so press see to activate the tool. Cruel the mouse wheel to enlarge it and left click to select the Vergis is, and then right click to dispose of it when ready. What we need to do is to delayed all the rest, so we need to inverse the selection, go to select in the three d do header and choose inverse. This will be select the Vergis is that were selected and select all the others. Now press acts and choose Vergis is to delayed most of the segment. Select all by pressing A and press F to make a face between the selected Vergis is there's one thing we have to fix. Can you see the orange Die? This is the origin of the original object or did the scene and you see, But it's far away from what is left of the original segment. Object. Let's move the origin to the current geometry. We have to do it in object mode, so twist to object mode and then use the shift plus control plus old plus C combination and then cheese origin to geometry. This will do the thing. Switch back to a mode. We want the door to be slightly larger than the door opening, so it's carried by 1.1 press s 1.1. We also wanted a big faker, tweeted top view, solid shading and extrude. The vergis is so that the door has some thickness. A thickness of 0.1 units in the Y direction will do so Press e. Why 0.1? We're done with the door for now.