Make a sketch

Before constructing the scenery in Blender, we need to have a clear idea of what we're trying to construct. Here's a sketch of the hangar, with dimensions marked in metres. (X-Plane expects scenery to be described in metres; there are about 3¼ feet to a metre):

Hangar sketch

Blender and X-Plane can only deal with basic shapes - rectangles and triangles (or "Quads" and "Tris" in X-Plane's terminology). These shapes are grouped together into one or more "Meshes". For convenience, Blender can add more complex shapes like cubes, cones, cylinders and spheres to a Mesh, but these are still actually constructed out of rectangles and/or triangles. (Blender can also construct completely different types of shapes - "Metas", "Surfaces" and "Curves" - but X-Plane doesn't understand these so we'll ignore them).

So we need to split the hangar into rectangles and/or triangles. We also need to decide on the axes and the location of the origin. In Blender, the z axis is always up. The choice of x and y and where to place the origin is arbitrary, but we need to make a choice. (At this point, we'd usually also think about how to paint the hangar, but for the purposes of this tutorial we'll postpone the issue to the next chapter).

Here's the same sketch with the hangar split up into rectangles, with axes marked, with the origin at the centre of the floor, and with the co-ordinates of each point marked:

2nd hangar sketch

Constructing the hangar

OK, we're finally ready to start building. New meshes are always added in Blender at the cursor. So check that the cursor is at the origin (where the red x and green y axes cross) in the centre of the 3D View window like this:

origin screenshot

If the cursor isn't at the origin:

The front cube

We could construct the hangar by adding each rectangle in the sketch, one at a time. But it's quicker and easier to construct it out of a couple of cubes. We'll start with the cube at the front. To construct the front cube:

Menu screenshot

The new cube looks like a square because we're looking directly down on it:

Cube screenshot

As well as adding a new Mesh containing a cube, Blender automatically goes into Edit Mode. The menu bar of the 3D View window shows the current mode:

Edit Mode screenshot

Edit mode is used for editing the vertices and faces within a mesh. You can use Tab to switch mode, but leave Blender in Edit Mode for now. If you take a break in the middle of this section of the tutorial, you'll need to put Blender back in to Edit Mode before continuing.

Blender gives the new Mesh the name "Cube". Lets call it something descriptive, like "Hangar":

Buttons screenshot

How big is the new cube?

Properties screenshot

The Properties window shows that the selected vertex is at (1,-1,-1), which makes the cube's size 2x2x2.

According to the sketch, the front cube needs to be 30x80x33. That means we first need to zoom out a lot to give us enough room:

We'll start by resizing the cube to 80x80x80 so that the vertices are in the correct positions on the y axis, and then fix up the positions on the other axes. This means that the cube needs to be 40 times larger than it is at the moment:

Scaling screenshot

Next we'll fix up the vertices' positions on the x axis. Looking back at the sketch, the vertices need to be at -18 and -48 on the x axis:

We're looking directly down on a cube, so there are actually two vertices here - one on each side of the cube.

Screenshot

Grab screenshot

Looking back at the sketch, the front of the hangar needs to be at -48 on the x axis. We'll use the same technique again:

Grab screenshot

Up 'til now, we've been looking straight down at the cube - the axes at the bottom left corner of the 3D View window is showing the x and y axes, but not the z axis which is pointing up at us:

Axes screenshot

Now we need to change to a side view in order to fix up the vertices' positions on the z axis.

The axes at the bottom left corner now shows the x and z axes, but not the y axis which is pointing towards us:

Axes screenshot

Now we'll fix up the vertices' positions on the z axis. Looking back at the sketch, the vertices need to be at 0 or 33 on the z axis. For variety, we'll use a different technique to move these vertices. We'll start with the top of the hangar, which should be at 33 on the z axis:

Screenshot

You now should have a finished front part of the hangar that looks like this:

Base screenshot

Now might be a good time to save your work:

Save Over screenshot

Remember that Blender does not automatically save your work when you quit. Always choose File → Save before you quit Blender!

Adding the back cube

We'll create the back cube in a similar way to the front one:

Add Cube screenshot

The new cube's size is 2x2x2 again. According to the sketch, the back cube needs to be 66x80x25. We'll start by resizing it to 66x66x66 so that the vertices are in the correct positions on the x axis, and then fix up the positions on the other axes. This means that the cube needs to be 33 times larger than it is at the moment:

Now the back cube is the right size, but in the wrong place. We need to move it so that it is sitting to the right of the front cube:

Screenshot

The new cube is the right width, but it's too tall. We need to fix up the height. Looking back at the sketch, the top needs to be at 25 on the z axis:

Grab screenshot

Finally, we'll fix up the vertices' positions on the y axis:

Front screenshot

For each side of the back cube (the smaller one):

Screenshot

Removing duplicate vertices

The two cubes cubes have two vertices at the same co-ordinates where they meet in the middle of the hangar:

Front screenshot

It's easier to edit meshes in Blender if vertices are shared rather than duplicated. So we'll tell Blender to make the two cubes share those vertices:

Screenshot

Blender pops up a message showing how many vertices it removed:

Screenshot

(If Blender doesn't remove 2 vertices this probably means that your two cubes weren't properly lined up. Click Left mouse button on each vertex, check it's co-ordinates in the Properties window, and grab and move it to the right co-ordinates if necessary).

Viewing

Now let's take a look at what we've constructed. Up 'til now, we've been using wireframe shading. An icon in the menu bar of the 3D View window shows the current shading option:

Screenshot

Let's look at the hangar with solid shading:

Shading menu

Removing hidden faces

If we look at the underside of the hangar, we see that it's solid like the rest of the hangar.

Underside screenshot

The hangar will (obviously) be sitting on the ground in X-Plane, so the solid faces on the bottom of the hangar will be hidden. However it would cause X-Plane and the OpenGL renderer unnecessary work to figure out that they're hidden, which might affect the frame rate. So we should remove the bottom faces to save X-Plane and the OpenGL renderer from doing any unnecessary work.

We've been selecting vertices one at a time. A group of icons in the menu bar of the 3D View window show the current selection mode, which is Vertex select mode:

Screenshot

Selecting individual vertices can be tiresome. So lets select whole faces instead:

Screenshot

Screenshot

Lets tell Blender to highlight selected faces:

Mesh Buttons screenshot

This causes "Normals" to be drawn in light blue (we'll cover Normals later), the edges joining selected vertices to be also highlighted in yellow, and the face(s) that share those edges to be highlighted in purple:

Screenshot

Now lets delete the unwanted bottom faces:

Erase menu
Screenshot

OK, we've got rid of the hidden faces on the underside of the hangar. But there's another hidden face between the two cubes (shown in blue above). We should remove this face too:

We still haven't quite finished. The face at the rear of the front cube is partially hidden by the back cube:

Screenshot

Let's delete this face and replace it with a new face that is just the right size:

Screenshot

Now we need to add a new face to cover the hole we've created at the back of the front cube. We could do that using Space → Add → Plane to add a new face, and then position the new face over the hole. But there's an easier way.

Screenshot

We'll use a third selection mode for this task:

Screenshot
Screenshot

Now we'll "extrude" this edge to create a new face.

Erase menu

The new face has some vertices at the same co-ordinates as vertices on the rear cube. Again, for tidiness, we'll make these vertices shared instead of duplicated:

Blender pops up a message showing how many vertices it removed:

Screenshot

That's it! We've finished constructed the hangar.

Finished hangar

Now might be a good time to save your work:

Save Over screenshot

Remember that Blender does not automatically save your work when you quit. Always choose File → Save before you quit Blender!

The hangar is bare grey at the moment. In the next chapter we'll learn how to apply textures to it.

(Or if you're impatient to see what the hangar looks like in X-Plane you skip ahead to Placing scenery).