<\/figure><\/div>\n\n\n\nYou can also add other details to a fence. I will add planks to its back<\/strong>, so it would not be just a line of fence posts. They are just two cubes scaled down to small rectangles<\/strong> and placed at the back of the fence post. <\/p>\n\n\n\nThen, to connect these objects<\/strong>, I shift-clicked on them and the post to select them. Important to select the object that you want to connect to as the last object<\/strong>. Because the last object selected would be the main. With objects selected right click anywhere and choose \u201cJoin<\/em>\u201d(Ctrl+J) so they would become a one connected object.<\/p>\n\n\n\n <\/figure><\/div>\n\n\n\nFor the modifiers: we will firsty add a Bevel modifier that adds a bevel to every edge<\/strong> of the object. This smoothes out the object and makes it look better<\/strong>. You can also add this modifier to the house <\/strong>after you added Solidify.<\/p>\n\n\n\n <\/figure><\/div>\n\n\n\nChange the \u201cOffset<\/em>\u201d value in the modifier settings to control how much bevel do you add<\/strong>. Also if you have problems with it and bevel behaves strangely – try to Apply(Ctrl+A<\/em>) \u201cRotation and Scale<\/em>\u201d in Object > Apply. <\/p>\n\n\n\n <\/figure><\/div>\n\n\n\nNow we need to make this a line of the same objects<\/strong>. To help us with this we will use another modifier called Array<\/strong>.<\/p>\n\n\n\n <\/figure><\/div>\n\n\n\nThis modifier creates an array of your initial object<\/strong>. Exactly what we need right now. Change the \u201cCount<\/em>\u201d and \u201cOffset<\/em>\u201d in the modifier settings to something appropriate:<\/p>\n\n\n\n <\/figure><\/div>\n\n\n\nNow you can duplicate the fence object<\/strong>, rotate and move it around the house to create a good fencing:<\/p>\n\n\n\n <\/figure><\/div>\n\n\n\nWe only looked at the surface of the Blender Modifiers<\/strong>. You can check out our Blender Basics: Modifiers tutorial to learn more about them. For example about one of the most used modifiers – Blender Subdivide.<\/p>\n\n\n\nBlender Basics: Materials<\/h2>\n\n\n\n Now is the time to make our scene more alive by adding materials<\/strong> to it. But before that we need to change our viewport shading<\/strong>. As right now we see everything shaded in the same grey colors.<\/p>\n\n\n\nViewport shading controls are situated at the top right of the screen<\/strong> or can be summoned with the press of Z button.<\/p>\n\n\n\n <\/figure><\/div>\n\n\n\nThere are 4 main viewport shading options. First is the \u201cWireframe<\/em>\u201d that shows just geometry of each object<\/strong>:<\/p>\n\n\n\n <\/figure><\/div>\n\n\n\nSecond is the default view that we worked in all this time – \u201cSolid<\/em>\u201d. Third is a simplified version of the Eevee rendering engine<\/strong> with the built-in HDRI. It is called – \u201cMaterial Preview<\/em>\u201d and it is the shading tha we want to work with materials.<\/p>\n\n\n\n <\/figure><\/div>\n\n\n\nLast is the \u201cRendered<\/em>\u201d shading that changes depending on your rendering engine <\/strong>selected in settings. <\/p>\n\n\n\n <\/figure><\/div>\n\n\n\nSo I am going to be in the \u201cMaterial Preview<\/em>\u201d shading from now on out. Everything became really bright white instead of the grey. This is a default Blender \u201cno material\u201d look<\/strong>.<\/p>\n\n\n\nI have added a plane and scaled it big at the bottom of the scene,<\/strong> so it would work as grass. Now our house would be standing on something and not just floating on nothing:<\/p>\n\n\n\n <\/figure><\/div>\n\n\n\nThis plane is a good place to start with the materials<\/strong>. You need to select the object and proceed into the \u201cMaterial Properties<\/em>\u201d tab of the Properties editor.<\/p>\n\n\n\n <\/figure><\/div>\n\n\n\nIn this tab we can see that the selected object has no materials<\/strong> and create one for it by pressing the \u201cNew<\/em>\u201d button. After doing that you should see new settings appearing<\/strong>. We are only interested in the \u201cBase Color<\/em>\u201d and \u201cRoughness<\/em>\u201d at the moment. <\/p>\n\n\n\n <\/figure><\/div>\n\n\n\n\u201cBase color\u201d<\/em> is quite understandable. You can click on it and choose the color and brightness of the object<\/strong>. As I want this plane to be a grass I will choose something green.<\/p>\n\n\n\n <\/figure><\/div>\n\n\n\nAnother option is \u201cRoughness<\/em>“. It controls how reflective the object is<\/strong>. Meaning that lower the roughness – more reflective the object. At 0 Roughness the object becomes fully reflective as a mirror. <\/p>\n\n\n\n <\/figure><\/div>\n\n\n\nBut grass is not supposed to be reflective<\/strong>. Basically as any other object in our scene too. So I will set everything at around 0.9-1.0.<\/p>\n\n\n\n <\/figure><\/div>\n\n\n\nNow I will create wood-like material for the fence. But this will apply material to only one of the four parts of the fence. Instead of creating new material for each fence I can use the same material for each of them<\/strong>.<\/p>\n\n\n\nTo do that you simply need to select the object<\/strong> that you want to apply a material to. And then in the \u201cMaterial Parameters<\/em>\u201d press a button near the \u201cNew<\/em>\u201d button. This will open a drop-down list of all materials available on the scene. Here I can simply choose already created material<\/strong>.<\/p>\n\n\n\n <\/figure><\/div>\n\n\n\nAfter creating and applying all materials I ended up with this scene:<\/p>\n\n\n\n