How to make low-poly gravestones | Blender 3.6

In this tutorial, I will show you how to use the 3d modeling tools in Blender to make low-poly gravestones for your project.

Reference

This tutorial assumes you know the basics of 3d modeling in Blender

I have provided a reference image for you to use if you want to follow along

I will add my reference image

I move the reference up along the Z-Axis until the base of the gravestones is on the baseline

I also move the reference back along the Y-Axis so it doesn’t interfere with the mesh

Gravestone 01

I select my cube and tab into edit mode

I scale the cube to the size of the base for the first gravestone

I select the top face and duplicate it

I then scale it down to the size of the upper part of the gravestone

I extrude the face up along the Z-Axis to the bottom edge of the rounded section

I then scale the top face to form to the reference

I extrude the top face up to the top of the gravestone

I select the two outer edges and bevel the top part of the gravestone

I select the front faces of the gravestone and inset them

I then extrude the faces back along the Y-Axis

I add a cube and scale it to the size of the outer decoration

I select the edges and align them to the outer edge of the gravestone

I duplicate the decoration and move it up along the Z-Axis – scaling it as needed

I duplicate both decorations and rotate them around the Z-Axis 180-degrees

I then move them to the left side of the gravestone

I select the top-center face of the gravestone and use SHIFT + S to move the cursor to the select face

I add a new cube

I scale the cube down to match the reference

I also scale it along the Y-Axis

I move the top face up along the Z-Axis to match the reference

I then scale the top face

I duplicate the cube and scale it along the X- and Z-Axis by 75-percent

I rotate it around the Y-Axis by 25-degrees and move it to the right along the X-Axis

I select the bottom face and change the transformation option to “normal”

I move it along the Z-Axis until it is the same as the middle decoration – making adjustments as needed

I change the transformation back to “global”

I duplicate the decoration

I rotate the duplicate around the Y-Axis by -50-degrees and move it to the left

For the skull, I add a circle and rotate it 90-degrees around the X-Axis

I scale it and move it into place according to the reference

I use the F-key to add a face

I use the P-key to separate it and move it along the Y-Axis

I duplicate the circle, right-click and set the origin to the center of mass

I then scale it down to the size of the eye

I duplicate the eye and move it to the other side

I select all three circles and tab into edit mode

I extrude all three circles back along the Y-Axis [.10]

I make sure the face orientation is correct under the overlays menu – using ALT + N to recalculate the normals

Back in object mode, I select the eyes and scale them to twice their size along the Y-Axis

I select the larger circle and add a Boolean modifier – using one eye as the object

I then apply the modifier and hide the eye

I repeat this process for the second eye

I add a plane and move it to the nose area

In edit mode, I move and scale the plane to the size of the nose according to the reference

I select the vertices and bevel them

I select the plane and extrude it along the Y-Axis so it intersects with the face

I make sure the normals are facing the correct direction        

In object mode, I add a Boolean to the large circle with the nose as the object

I then apply the modifier and hide the nose

I add a plane and move it to the bottom of the face area

In edit mode, I move and scale the plane to the size of the first tooth according to the reference

I select the bottom vertices and add a bevel

I duplicate this plane and move and scale the duplicates according to the reference

I extrude the faces along the Y-Axis

I make sure the normals are facing the correct direction

In object mode, I select the teeth and head of the skull and use CTRL + J to join them

I move the skull into place along the Y-Axis

I select the gravestone and add a bevel modifier – changing the segments and amount

I apply the modifier

I right-click on the gravestone and the skull and choose “shade auto smooth”

I also use CTRL + A to apply all the transforms

Gravestone 02

I use SHIFT + S to move the cursor back to the world origin

I make a new collection for the new gravestone

I add a new cube and move it into place at the bottom of the second gravestone

In edit mode, I scale the cube to the proper size according to the reference

I duplicate the top face and scale it according to the reference

I then extrude this face up along the Z-Axis

I duplicate the top face and scale it according to the reference

I extrude it up along the Z-Axis to the bottom of the side cutouts

I extrude the top face to the top of the cutouts

I then extrude the top face to the top of the gravestone

I select the top edges along with the other two edge loops and scale them along the X-Axis according to the reference

I select the two outer edges of the top face and add a bevel

I select the front and back faces of the gravestone and inset them

I then use ALT + E to extrude them inward – along their normals

In object mode, I add a cylinder and rotate it around the X-Axis by 90-degrees

I then move and scale it according to the reference

I move it into place

I add a mirror modifier with the gravestone (cube) as the mirror object

I then apply the modifier

I scale the cylinders so they are wider than the gravestone

I make sure the normals are facing the correct direction

I select the gravestone and add a Boolean modifier with the cylinders as the object

I then apply the modifier

I hide the cylinders and apply all the transforms

I add a cube and move it into place for the cross

In edit mode, I scale the cube for the vertical part of the cross

I add a horizontal edge loop in the center of the horizontal bar of the cross

I add a bevel with one segment and scale it to the size of the bar

I select the two outer faces and use ALT + E to extrude them along their normals

I scale the cross along the Y-Axis by 90-percent

In object mode, I add a text object

In edit mode, I change the text to read R I P and change the font [Cambria Bold]

In object mode, I rotate the text around the X-Axis by 90-degrees

I extrude the text and scale it down

I move the text and the cross into place

I select the gravestone and add a bevel modifier – changing the segments and amount

I apply the modifier

I right-click on the gravestone and the cross and choose “shade auto smooth”

I right-click and convert the text to mesh

I also use CTRL + A to apply all the transforms

Gravestone 03

I make a new collection for the third gravestone

I add a cube and move it into place according to the reference

In edit mode, I scale it for the bottom of the base for the third gravestone

I duplicate the top face and scale it down for the middle section of the base

I then extrude it up along the Z-Axis and scale the top face

I duplicate the top face and scale it for the top section of the base

I then extrude it up along the Z-Axis

I duplicate the top face and scale it down for the vertical portion of the cross

I then extrude it up along the Z-Axis and scale the top face along the X-Axis

I then move the 3d cursor to the top face

I add a cylinder and rotate it around the X-Axis by 90-degrees

I also scale the cylinder [0.2]

I duplicate the cylinder and move it to the right (so it overlaps by 50-percent)

I duplicate the cylinder again and move it to the left

I move both duplicates down along the Z-Axis (overlapping by 50-percent)

I scale all three cylinders along the Y-Axis

I select the front and back faces of the vertical beam and inset them

I then use ALT + E to extrude then in toward the center

I add a cube and scale it down

I move and scale the cube to match the horizontal bar according to the reference

I scale it along the Y-Axis so it is just slightly thicker than the vertical piece

I add a horizontal edge loop

I select the edges on the outer part of this piece and move them along the X-Axis

I select the front and back faces of the horizontal bar and inset them

I then use ALT + E to extrude then in toward the center

I add a cylinder and rotate it around the X-Axis by 90-degrees

I scale it along the Y-Axis so it is smaller than the vertical piece of the cross

I move it to the center of the cross

In object mode, I apply all the transforms

Back in edit mode, I select the front and back face of the cylinder and inset them

I add an edge loop between the inner and outer circles

I add a bevel with one segment

Using ALT + E, I extrude these faces inward

In object mode, I select the gravestone and add a bevel modifier – changing the segments and amount

I apply the modifier

I right-click on the gravestone and choose “shade auto smooth”

I duplicate the skull and move it into place on the base

I also use CTRL + A to apply all the transforms

Gravestone 04

I make a new collection for the fourth gravestone

I also move the 3d cursor back to the world origin

I add a cube and move it into place according to the reference

In edit mode, I scale it for the bottom of the base for the fourth gravestone

I duplicate the top face and scale it for the top section of the base

I then extrude it up along the Z-Axis

I duplicate the top face and scale it down to match the reference for the headstone

I extrude the top face to the top of the gravestone

I add a horizontal loop cut and move it up along the Z-Axis

I scale the edge loop along the X-Axis

I select the front faces and inset them

I then extrude them back along the Y-Axis

For this step, you will need to have the import-export SVG add-on active under your preferences

In object mode, I import the SVG for the cross – link is in the description

I rotate the cross around the X-Axis by 90-degrees

I move the cross into place

I right-click and set the origin to the center of mass

I then scale the cross to the proper size

I right-click and convert the cross to a mesh

In edit mode, I extrude the mesh along the Y-Axis [0.1]

I make sure the normals are facing the correct direction

I move the cross into place

I also duplicate the text and move it into place

In object mode, I select the gravestone and add a bevel modifier – changing the segments and amount

I apply the modifier

I right-click on the gravestone and choose “shade auto smooth”

I also use CTRL + A to apply all the transforms

Materials

I split the viewport and open the shader editor and UV editor

I will be using a technique I learned from Grant Abbitt

I open the world option in the shader editor

I drag-and-drop the HDRI that I downloaded – link is in the description

With the node wrangler add-on activated, I select the texture node and use CTRL + T to add a texture coordinate and mapping node

I also increase the strength of the background node

I make a new material and import my gravestone texture

I open the texture in the UV editor

*Assign the material to the objects

I select the first gravestone and skull and tab into edit mode

I select everything and using the U-key, I unwrap the meshes using “project from view”

In the UV editor, I select everything, scale the UVs and move them to a color on the texture map

I repeat this for the other three meshes – assigning the material to each of the gravestones

I can now make the changes necessary to the texture map

I change to the Cycles renderer

I add a mix color node and change the blend mode to soft light

I also connect a color ramp to the mix color node

I connect an AO node to the color ramp

I duplicate the three nodes

I change the second mix color node blend mode to multiple

I connect the first mix color node and second color ramp to the second mix color node

I connect the second mix color node to the principled bsdf shader

I can now make changes to the nodes

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