In this Blender 2.5 video tutorial series we model a shipping container as a hard-surface modeling exercise. This third section covers the detailing of the front and side panels of the container. The tutorial covers many hard modeling techniques such as when and why to use edge creasing, duplicating parts with the array modifier and creating complex details with clean topology.

Shipping Container<>

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Discussion

17 Responses to “Series: Modeling a Shipping Container – Part 03”
  1. Posts: 35

    nice i should make a normal map and make it in my game!!!!

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    1
    Dec 27, 2010 at 11:46 am
    • Koczek
      Posts: 10

      I would like to see a tut on that :) . I always have issues doing normal maps properly :(

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      1.1
      Dec 30, 2010 at 4:35 am
  2. Haledire
    Posts: 3

    Silly note of trivia since you did mention you were curious and I happen to have had experience dealing with containers like this at an old job:

    That little piece of metal is just something to add some extra security to keep the doors shut. The poles on the doors act as part of the locking mechanism. That little tab, small as it is, helps make sure the doors put pressure on each other.

    There really isn’t a whole lot keeping those doors closed, so any bracing point can be important, considering those bars are the primary things keeping the doors sealed. There are little metal slots at the ends of each of those poles (little pieces of metal welded onto the framing with a slot at little under a 45 degree angle away from the door I believe, it’s been a few years since I’ve worked at that job) that the poles fit into. I can’t remember exactly if the poles had an extra metal piece on the ends that went into the slots (well, I’m sure there is something as the poles themselves only slid vertically with a little play to move the handles), but that’s how the doors lock in. There might have been something the handles fit into as well, but my memory is a little fuzzy at that point (I think it was just something you rested the handle onto and had holes to put a padlock onto to keep the poles from being turned).

    Beyond that, there’s absolutely nothing else keeping the doors in place aside from that little tab and the end points of the poles (If I can still recall right, the right door has another tab exactly like it on the inside, though searching around not all doors have the inside tab). The edges of the doors I believe were also angled, so that they would overlap.

    Tried looking up a container that was similar to the one I dealt with: http://tinyurl.com/2chgabj

    There’s a few differences (the handles are different and they have it propped up above the ground a bit… I had to deal with the locking points being barely an inch above ground level and the poles always dragging through asphalt… imagine what that’s like to deal with in the winter) but it’s roughly the same as what I had to open. From what I can see of the image you’re working from, you have opposite facing handles and most of the locking points have dirt piled up in front of them.

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    2
    Dec 27, 2010 at 3:21 pm
  3. Posts: 15

    Its a handle to pull on to open the door lol.

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    3
    Dec 28, 2010 at 1:50 am
    • Haledire
      Posts: 3

      Problem with that thought is it’s flush up against the door, kinda hard to pull on something that heavy when you can’t get your hand behind it. It’s really just a thin rectangular piece of metal bolted onto the door. You pull from the handles on the bars until the door is far enough to get a hold on.

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      3.1
      Dec 28, 2010 at 11:22 am
  4. crazyblender
    Posts: 9

    good one.
    but lot of confusing for me to understand

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    4
    Dec 28, 2010 at 8:29 am
  5. Venthe
    Posts: 3

    All is fine, but something bothers me – why after adding subsurf – add edgeloops? Creases are much more elegant, and they didnt increase polycount : )

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    5
    Dec 28, 2010 at 11:42 am
    • Posts: 2975

      I addressed this issue in depth a bit more in the latest M4 Rifle Exclusive. There are a couple reasons I prefer using edgeloops rather than creases (or combination of both).

      1. Creasing isn’t always sufficient and leaves sharp corners still slightly rounded.
      2. Creasing is slow to add as you must select all edges to adjust and then use the slider. Whereas edgeloops can be added in under a second.

      Each method has it’s pros and cons and time for use, but in the end it really comes down to personal preference and the final model you are going for.

      -Jonathan

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      5.1
      Dec 28, 2010 at 3:32 pm
  6. Mark
    Posts: 3

    You could also use the bevel modifier. That way you get much less vertices and you don’t have to add extra edgeloops.

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    6
    Dec 30, 2010 at 11:46 am
  7. Milan Rozel
    Posts: 3

    Here is my container at the end of these part.
    http://hostit.warrenberberd.org/dl.php?file=2d2f5c2739d3444944287730a8844746 what do you think about.

    By the way great tutorial, thanks.

    Milan

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    7
    Jan 1, 2011 at 9:38 am
  8. Peter Wilson
    Posts: 1

    Your question at 34 min 57 sec, wondering what that tab is.
    Its the door handle,
    Regards, PETER

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    8
    Oct 3, 2011 at 4:30 pm
  9. Posts: 1024
  10. Posts: 10

    Hello,
    Take care the part 01 and part 02 are inverted, then the same for 03 and 04… Hope this will help a bit the other newcomers ;-)

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    10
    Apr 1, 2013 at 5:24 am
  11. Posts: 13

    Jon – Feel free to delete any of my images if there’s a limit on submissions. – Kelly

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    11
    May 11, 2013 at 7:06 am

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