Spooky Corridor DB

Hi everyone,
I’d like to share my results from Section 3: "Spooky Corridor – UV Mapping."
Please see the final render below:

Challenges & Solutions
1. Joined Meshes & Origin Confusion
A few times, objects were accidentally joined into one mesh. I resolved this by going to Edit Mode, selecting everything with A , then pressing P > "By Loose Parts."
However, I forgot to reset the origin. To fix that:

  • Enter Edit Mode → Select all ( A ) → Shift + S"Cursor to Selected"
  • Go back to Object Mode → Right-click → Set Origin > Origin to 3D Cursor
    Still wrapping my head around the cursor/origin relationship.

    2. Lamp Flicker
    I tried animating a flickering light, but spent too much time on it. I’ll revisit this once I’m more comfortable with animation.
    3. Door Split Issue
    Just before rendering, I noticed a black line and a split in the door. It turned out to be overlapping geometry. I moved the door and frame parts slightly to avoid collisions.


    4. CPU Rendering Crash
    My laptop kept restarting at ~15% render progress in Cycles. I later realized it was set to CPU.
    In Edit > Preferences > System , I enabled GPU Compute (NVIDIA GeForce RTX 4060) to prevent overheating and crashes.

    5. Bonus Pipe Modeling (2-Day Deep Dive)
    As suggested in the final lesson, I added a custom element — a pipe. It took time to understand due to the fast tutorial pacing.
    Here’s what I learned:
    a. Single Vertex Creation
    Blender 4.4.3 doesn’t have a native “single vert” mesh option. I created a plane and deleted three vertices. Still, the origin was tricky, so I installed the Add Mesh: Extra Objects add-on.
    b. Beveling Errors
    My edge bevels bugged out initially. I redid the process:
    Edge Select Mode → Select → Ctrl + B → Adjust — and it worked fine.

    c. Curve + Bevel Method
    I discovered a quicker way:
    Object Mode → Right-click → Convert to Curve
    Then in Curve Data Properties > Geometry , increase the Bevel Depth to form a pipe.
    d. Creating Pipe Rings
    To fake the Offset Edge function (which I couldn’t find), I used Extrude + Scale to make rings. Since initial cuts weren’t uniform, neither were the results.



    e. Connecting Rings
    Used Bridge Edge Loops with:
    Alt + Left Click on one loop → Shift + Alt + Left Click on another → F3"Bridge Edge Loops"
    f. Mesh Cleanup
    Some issues were resolved by manually cutting, deleting, and repositioning faces.

    6. Bolts & Instances
    I used the BoltFactory add-on to generate bolts — very useful!
    However, I struggled with collections and empties. I now understand:
  • A collection instance is a reference to the original — like an efficient, linked duplicate (not a full mesh copy like Shift + D ).
  • But even after removing empties, each bolt showed a line/vector. To fix this, I converted them all to meshes. I’m still learning how to properly manage collection instances.

7. Snapping & 3D Cursor Pivot
A great trick I learned:
Enable the magnet icon (snap) with “Face” as the target .
Set the 3D Cursor to the pipe center → In Pivot Point settings, choose 3D CursorShift + D to duplicate and R to rotate around it. Very powerful for precise placement!

:white_check_mark: Conclusion

This chapter was full of practical learning. I made many mistakes, but also developed better problem-solving and Blender navigation skills. My main takeaways:

  • The 3D Cursor + Pivot system is powerful (but unintuitive at first)
  • Instancing is more efficient than duplicating meshes
  • Don’t ignore your system settings when rendering
  • Keep iterating — even messy attempts teach you a lot

Looking forward to the next section — and to seeing your spooky corridors too!

3 Likes

Very well done and good problem solving.

You found Extra Mesh objects too. Some of these basics really should be part of Blender by default.

Perhaps the pipe could be closer to the side wall?

2 Likes

Thank you for the feedback. I was also surprised when I couldn’t find the vertex option in Blender. Regarding the pipe, I think that’s a good tip - placing it closer to the wall does make it look more natural.

2 Likes