So for the challenge at the end of section 2, we’re supposed to make some more models for practice. I have made three. I got a little carried away with details though. I was enjoying myself, what can I say?
The only thing I used that wasn’t covered in section 2 of the course was applying color to geometry. That and the mirror tool, which I mostly used when making the brick model.
This first model is a brick block from Super Mario. There are many repeating parts, and so I modeled bits and then duplicated those to build up the model. A single rounded straight edge was one of these building blocks I made and reused. A larger example is the 8 corner bricks (4 on the top and 4 on the bottom). They are all the same aside from rotation or mirroring.
The second model I made is a James Bond proximity mine. It should be quite familiar to those who played GoldenEye 007 on N64 back in the day! Like the brick model, this one is also probably a little excessive on geometric detail, but it looks really cool.
It almost looks like the feet are textured, but none of these models have textures since we haven’t gotten into that at this point in the course yet. The light spots on the corners of the four feet are just how it rendered, most likely due to some pretty small faces at the corner.
Lastly, I just finished this model a while ago today. It’s a Zelda-themed one this time. I made a treasure chest full of rupees. It must be Link’s rupee stash
I thought about adding the rivets on the trim but decided not to since that’d normally be done with textures, and since the previous models are already polygon-heavy.
There are 7 rupees in the chest, the orange one in the bottom is mostly hidden but you can see it. I modeled one rupee and duplicated it 6 times. The silver one is the original rupee. Then I just rotated each one and got them positioned nicely in the chest.
I know these models are a little more detailed than I’m supposed to be doing so early in the course. While I’m new to modelling, I’m not new to working with geometry. I got a lot of experience with that many years ago from Valve’s Hammer Editor (the level editor for Half-Life and Half-Life 2). Modelling in Blender is different than that, but geometry is the same beast. So I’m here learning Blender’s tools and quirks. For example, how you need to set the origin for your object or sometimes when you move it around, it won’t snap to the grid properly. By that, I mean the origin snaps to the grid fine, but your vertices end up off the grid since the origin wasn’t placed on the grid originally by Blender in many cases.
Another quirk I’ve noticed in Blender, is how the render mode is slow and the video cuts out for a second at times. This is quite noticeable when moving the camera to get a good view angle on your model. Not sure why the render mode is slow, as I know modern hardware can render the image much faster than that.


