Modeling a Kwanset Hut

Hey Everybody!

I’m going to model a futuristic type Kwanset Hut, but I need help! I will look something like this from the front when it is finished:

Now I just started to try to make this thing in Blender, and then, of course, problems arise everywhere. So here’s how it’s goin’ down:

Here’s the cylinder it will be made from:

Here’s a picture indicating where I want to make the openings for the door:
(don’t worry, those black lines were just made in photoshop to show you were the door will go) My problem is that there are no vertices there to cut the entrance open!

And when I try to cut the bottom of the cylinder to make it flat…

I get this weird looking thing!! Help!!!

Alright your on the right track but I’ll try to explain what’s next.

Basically I started with just the end cap of the cylinder. It’s much simpler that way.
Then delete the highlighted vertices.

Then delete the center vertex, select the ring and extrude it inward. (Extrude then scale inward)

Now comes the tricky part, select the vertices that will make up the side of the door, press “s”, “x” and “0”. This will align those vertices straight. Do this for all three sides of the door. It’ll be X for the sides and Z for the top. Then you’ll just have to play with it for a bit getting the vertices to line up the way you want, I had to do a couple loop cuts and play with it for a bit. But it should work.

So now you have the front of the hut. Now Select the outer ring of the hut, and extrude it back.

Then you can either fill in the back, or do what ever you need to do to it. So hopefully that should work for you.

press k then knife and exact to draw a path to cut through the verts

Thanks! I’m just a little confused about what you did between Picture 1 and Picture 2… Did you add vertices?

How many vertices is your starting cylinder in the picture?

Yea, I don’t think I’m doing this right…

scale the vertices that are all waving on the Z axis…go S->Z->0
that should help

All I did between the first and second pic, was: delete the vertices that were highlighted in the first pic, then delete the center vertex, then select the ring and extrued it inward.

As for what’s going on. It would probably help if you just used the front face of the hut, like I did. And yah just select the vertices that are all wavy, then press, s->z->0.

Thanks Guys!!! I’ll post an updated version of it soon!

I’m having trouble making this thing smooth! I tried subdividing it, and then adding a subsurf modifier, but the edges are still visible. Here are pictures showing how it looks without any subdivision or modifiers; maybe these will help.

Add an edgesplit modifier followed by a subsurf modifier. Use Set Smooth on the hut. You will need edge loops along the curved roof and the base. Like Maul2, I thought the object was going to be “hollow”; it is now a kwanset hut shape with a square hallway.

you can ‘Set Smooth’, then apply a subsurf modifier. then ctrl-R to add edge loops and bring them closer to the existing edges to crease them…

if you don’t want a subsurf, you can apply ‘Set Smooth’ then crease the edges with ctrl-R (or try selecting the edge and do shift-E, doesn’t always give me the best results, but you can try)…

I need assistance making this thing hollow. How can I make it hollow with what I have right now?

I don’t like the constraint, “with what I have now” :wink: , so allow me to make you back up one step. Remove the entire back side so you are left with only the front. Extrude only the curved shell this time and then use a mirror modifier to “fill in” the back door. I’ve attached some pics if you aren’t familiar with doing that. The important part to mirroring is getting the object center in the right place.

After extruding (I simply extruded 1 blender unit in Z), go to object mode and move the object center using ‘Center Cursor’ in the mesh panel. Add a mirror modifier, and set it to mirror in Z — my door faces Z so you might have to use a different axis. Set clipping and apply the modifier. You don’t need/want that center edge loop so while it is selected delete it.

Now you have a shell (a really, really thin shell) and you can use the Mesh -> Scripts -> ‘Solidify Selection’ script to thicken the walls. Start in edit mode and select the entire mesh. Use CTRL-N to make sure all normals face outside. Apply the script with your desired thickness. I used 0.025 but you may be modeling in a different resolution.


Thanks g60! That works, but I want a thick shell, so when the doors (I’ll make them next) open, the inner walls won’t look paper thin. Do I have to take a step backwards, or can I go from where I’m at with the shell kawnset hut?

The reason I suggested backing up is that using the ‘Solidify Selection’ script is way easier than trying to carve out the “hallway” into walls. If you followed my steps above, try using a larger value for the solidify selection script. They can be as thick as you want them to be.

Alright. I made the wall and everything thicker, but when I added a subsurf modeifier to smooth the rough edges, the front and back separate from the entire model, and the roof became paper thin again.

could you post a wireframe, or maybe the .blend file?


The cylinder in the center is a default cylinder with subsurf, level 2
The cylinder to the right has level 2 subsurf and Set Smooth
The cylinder to the left has level 2 subsurf, Set Smooth, and two extra edge loops to stabilize the edge (keep it from pulling away) and make it sharper. Three edges would make the edge even more stable.

Here’s what they look like with subsurf turned on.

Hope this helps.

[edit] BTW, Quonset hut roofs are (comparatively) paper thin. All it is is a piece of corregated sheet metal bent around the frame. [/edit]

Ok. This is sort of a futuristic kwanset hut; it was the only thing I could really identify it by. If this was an actual kwanset hut, yes, it would be just corrugated sheet metal and it would also be only a half a circle to the base. Also, I’m not sure how to post .blend files on this site. I may be needing assistance with that.

Oh, and one last thing… With every .blend file I have, there is a .blend1 file next to it. What is it? Is it important or can I throw it away?