Due to illness, I have not achieved as much as I had hoped.
Also note, this post talks a bit about technical 3D modeling issues, but I have tried to make it accessible to my non-technical readers who may be interested in starting to model.
The first thing that I have done is set the pivot point on each object within my model. This is not something that I have done in previous models but, as I learn this craft, I realise the value in doing so. The pivot point (the origin) is the point on the screen that the object rotates about. Sometimes different objects must spin around different points. The door, for example, pivots in relation to one side of the doorframe. Below is a picture of my outer wall pivoting in relation to a top left point. It makes more sense for the pivot point to be central.
For future reference, to change the pivot point in Blender to the center of an object, simply select that object in Object mode and then Ctrl+Alt+Shift + C → Origin to Center of Mass (Volume)
After I did this, I then UV Unwrapped each object. For the non-modellers, this is basically peeling the skin off an object so that it can be painted and stuck back on. Here is my folder of “skins” for this project:
If I were to open up one of these in Photoshop, it would look as you would imagine. So here is the actual door “skin”.
So at some point, I will start painting on these.
UV-Unwrapping of simple objects like this is very easy. I simply select the object and U → Smart UV Project.
If any reader decides to get into modeling, then note that the more complex objects require a more complex approach.
Anyway, this is where I am now. Tomorrow I start a new job, so it may be several days before my next update.
Thanks for reading