Model Pillar Design Blender 2.8


Creating pillars first you need to
search Baroque pillar design on Google try to choose whom are two-dimensional
drawing of the three dimensional object add a background picture in your scene
orthographic view then add a cylinder and select the top vertices and extrude
them while extruding press s to scale them and try to follow the reference as
close as possible do same to the lower part of the pillar just add an edge loop
in middle and scale them and bevel them to have round curves to the edges to
have equal distance edge loops select the faces and inset it it saves a lot of
time compared to applying individual edge loop at a time after that in object
mode apply shade smooth by pressing W then add a cube in added mode and scale
it up and scale it down by closely matching the reference do the same as we
did before add an edge loop scale it up and then bevel it then extrude the lower
part but this time scale down the Edit edge loop you can also create creases
with this method after this add two edge loop from top orthographic view scale
them down manually on x and y’s axis then bevel them then select the border
edges and bevel them now just select the top faces by pressing C and then a hit I
to use inside to create border edge loops then add a cylinder to the scene
and scale it on z-axis then add an edge loop to the middle and bevel it and then
in select tab choose checker deselect then inset it first and extrude it
inside for three times to create border edge loops and inset it again now just
add vertical edge loop to every extruded face and then select them all and scale
it on z axis then bevel them and scroll the middle mouse button to create more
segments then select the top face and scale it down to zero do that to the
bottom as well then add edge loop to make border edge for top and bottom face
in object mode select the image and press / to only preview the reference
then add a plane and position it in edit mode then press W to subdivide it and
press alt s to give it a circular shape and inset it then select two of its
edges and extrude and rotate it and try to follow the image
close as possible to get better end results
you can also add some edge loops between the extruded path and rearrange the
vertices to get more precision then add two edge loops following the extruded
path then dissolve the extra vertices by selecting them and press X to get
dissolved edge option then select the faces between the added edge loop and
inset it then extrude it to give depth to it and then select the bottom edge of
the spiral and extrude it to the z axis then select the border edges of the
spiral and extrude it to give whole depth to it after that just adds edge loops to
create border to get smoother look later then just pull the circular faces to
give more details to it after that just apply shades smooth in object mode
and then just add subdivide modifier following the mirror modifier then in
edit mode select all and position the meshes opposite to each other
click apply mirror modifier then add mirror modifier again but this time
check y axis and x axis position and rotate the model to the border of the
pillar also scale it if necessary then duplicate the mesh in edit mode position
it opposite to each other and scale it down and follow the reference picture
then duplicate it again on 90 degree I I have used array modifier just like in my
previous tutorial to position them around to the cylindrical part of the
mesh watch my previous tutorial to do it easily then add a plane in the scene and
position it to create center Baroque and edgeloop to the center and delete the
other two vertices opposite to this edge then add a mirror modifier and try to
make the edge of this mesh follows the lines of the reference pictures in this
way you have not only good topology but you won’t need to take care of the depth
of the model as it will be done later for the upper part duplicate the single
vertices and extrude it and follow the edge flow of the reference then
extrude it out and in orthographic view try to follow the edge lines of the
reference picture then add edge loops depending on the vertex numbers of the
top model and then select both model edges and press ctrl E and select bridge
edges then bevel the edges to make a curve between them then select the edge
loops and deselect vertices which are at the top border with the top part of the
model and pull them out then add edge loops between them then apply shade
smooth after that just add subdivide modifier
and then from side orthographic view select the bottom edges of the vertices
and rotate it with the proportional tool to give scarless to the model then just
duplicate it rotate it on 90 degree you can also add solidify modifier give
correct thickness to it and add a material add ambient occlusion with mix
RGB and connect them with the base color change the mix RGB to multiply with
slightly yellowish red color increase the metalness to 0.9 and increase the
roughness to 0.1 and do the same to the lower part of the mesh this time just
plug the ambient to the base color it’s light dark shade to it and that’s pretty
much about it hope you have learned something if you like my tutorial then
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