Shinto Shrine Gate | Blender 2.80

Shinto Shrine Gate | Blender 2.80


Hello everyone, it’s Jen from Olde Tinkerer Studio In this tutorial we will be making a low-poly Shinto Shrine
Gate Please forgive my Japanese pronunciation In Edit Mode, add a vertical edge loop in the center of the
cube Delete the left-side of the cube In Object Mode, add a Mirror Modifier with the X-Axis
checked and Clipping checked Tab into Edit Mode Scale the cube to the size of the top of the gate (shimaki) Select the bottom-outer edge of the shimaki and angle it
back toward the center Add four vertical loop cuts Select the center-top loop cut Turn on Proportional Editing with Sphere selected Click on the G-key Use the scroll wheel and make sure the area of influence
includes the entire shimaki Move the selected edge down along the Z-Axis to give the
shimaki a slight curve Turn off Proportional editing Select the shimaki and duplicate it Turn on Snapping and move the duplicate (kasagi) above the
original (until it snaps on top) Scale the duplicated kasagi along the X-Axis Turn off Snapping Select the top faces of the kasagi and move them along the
Z-Axis Select the bottom-center and middle faces of the shimaki Extrude them along the Z-Axis to form the gakuzuka and daiwa Scale the gakuzuka and daiwa along the Z-Axis 0-degrees Select the bottom face of the daiwa Extrude it down along the Z-Axis to make the hashira Select the bottom-center-edge of the gakuzuka and move the
cursor to the selected edge Add a cube (nuki) Turn on Snapping and align the top of the nuki to the bottom
of the gakuzuka Turn off Snapping Scale it to the same size as the shimaki (but a but wider on
the Y-Axis) Add a cube (kusabi) Turn Clipping off and separate the kusabi Scale the kusabi so they are as wide as the daiwa and fairly
flat Align the kusabi with the right-side of the daiwa Select the top-left edge and move it down along the Z-Axis Select the bottom face of the hashira and move the cursor to
the selected face Add a cube (nemaki) Move the nemaki so it aligns with the bottom of the hashira Scale the nemaki along the X- and Y-Axis so it is slightly
larger thant the hashira Select the top face of the nemaki and scale it in towards
the hashira In Object Mode, apply the Mirror Modifier In the UV Editing workspace select the entire gate Unwrap the gate using Smart UV Project Export the UV Map Under the Shading workspace, rename the default material Change the base color of the Principled Shader to a red
color Add a new material and give it a name Change the base color of the Principled Shader to a dark
gary Assign the new material to the kasagi and the nemaki Open the UV you saved earlier Add an Image Texture node and open the UV you saved earlier Copy and paste the Image Texture node to the other material Under the Render tab change to the Cycles Render Engine Twirl open the Bake section and click Bake Save the new UV Map I hope you found this useful
Have a good day

Leave a Reply

Your email address will not be published. Required fields are marked *