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Updated: August 17, 2021
Blender 2.93.1
PDF file available here.
Let’s now add the platform of planks.
• Add a cube (Objet Mode > Add Menu > Mesh > Cube) (1).
• Set the Dimensions to x = 244 units , y = 2000 units,
z = 82 units) (2).
• Apply the Rotation and scale (CTRL + A-KEY > Rotation & Scale) (3).
(Click on image to expand.)
• Move the plank into position on the z-axis and the x-axis and
rotate on the y-axis so that the plank is in the middle of and
horizontal with the side rail (1).
• Rename the cube “Plank”.
• Duplicate the Plank mesh and move it next to the wheel leaving
a small gap (2).
• Add two more duplicates and evenly space between the first two.
• Shorten the ends to a consistent length (Edit Mode >
Face Selection Mode, select end face > G-KEY > Y-KEY > DRAG) (3).
• Select and join (Object Mode > CTRL + J-KEY) the planks.
(Click on image to expand.)
• Hide the Barrow Mesh (1).
• Duplicate one of the planks and rotate on the z-axis 90°.
• Set the length to 2900 units.
• Switch to Right Side View (NUMPAD-1-KEY) and set the origin
to the geometry.
• Rotate on the y-axis and move on the x-axis until the top of
the plank is flush with the top of the side rail (1) and the
right end of the plank is flush with the front cross plank (2).
• Switch to Left Orthographic View (CTRL + NUMPAD-3-KEY >
NUMPAD-5-KEY?) and rotate the plank on the x-axis to be in line
with the cross planks.
• Switch back to Front View (NUMPAD-1-KEY) and select and
move the cross planks down so that the tops are flush with
the bottom of the new plank (3).
(Click on image to expand.)
• Unhide the Barrow Mesh.
• Duplicate the top plank two times and move on the y-axis and
rotate on the z-axis to position between the center plank and
the side rail of the Barrow Mesh.
(Click on image to expand.)
This would be a good time to save your work.
• Open the Browser Window (File Menu > Save As…).
• Press the NUMPAD-PLUS-KEY to increment the file number by
1 to “Barrow08.blend”.
• Press RETURN or ENTER or LMB click Save as Blender File.
A copy of Barrow08.blend is available here.
Let’s now add the front support.
• Select the front cross plank and subdivide the top edge of one end.
• Move the new vertex towards the front (1).
• Select the front edge of the box and subdivide.
• Move the new vertex to 272 units fro the top (2).
• Extrude the vertex back on the x-axis (3).
• Switch to Right Side View and extrude the vertex from
the plank up at an angle using the horizontal edge just created
as a guide for the top (4).
(Click on image to expand.)
• Extrude the top and bottom vertex back on the x-axis 76 units
(Select > E-KEY > X-KEY > enter “76”) (1).
• Adjust the bottom vertex to the angle of the plank (2) then
join with the top vertex.
• Fill the face and extrude the face on the y-axis 76 units.
• Select the support (L-KEY) and separate into a separate mesh
(P-KEY).
• Name the new mesh “Support” (3).
• Select the mesh and move on the y-axis to be flush with
the side rail (4).
(Click on image to expand.)
• Set the origin to the geometry (Object Mode > Object Menu >
Set Origin > Origin to Geometry). The Cursor should already be
at the World Origin.
• Add a Mirror Modifier and set the Axis to Y then apply.
Now we need to add the top bar to the support. There are several ways we could do this but let’s try this.
• Select the top face of the support and duplicate.
• Move the duplicate on the y-axis then snap it back to be flush
with the support (1).
• Duplicate the face, move it on the y-axis to the other side then
snap it to the outside of the other support (2).
• With the two faces selected hide everything else (SHIFT + H-KEY).
• Select the inside edges then add a face (3).
• Select all three faces and extrude upwards 76 units (4).
• Unhide the other meshes (ALT + H-KEY).
(Click on image to expand.)
Now let’s add the planks.
• Select one of the front cross plank and duplicate.
• Set the origin to the geometry.
• Rotate and move the plank to the bottom of the support.
• Duplicate and move the duplicate to the back of the support.
Now we have a problem. We haven’t left enough room for he wheel.
Select the three planks and the support and adjust the spacing.
(Click on image to expand.)
• Duplicate the back plank twice and move the duplicates
into position.
Now we see another problem. The top bar is too small and not at the right angle (1).
(Click on image to expand.)
(Click on image to expand.)
• Increase the x and y dimension to 140 units (1).
• Rotate and reposition the top bar (2).
• Select and reduce the width of the two cross planks to match
the top bar (3)
Now all that remains to finish the front support is to add the two bracing bars. These appear to be metal tubes so we will use a cylinder to construct them.
• Set the Cursor to the World Origin (SHIFT + C-KEY).
• Add a cylinder (Object Mode > Add Menu > Mesh > Cylinder).
• Open the Options Window (F9) and set the Vertices to 16,
the Radius to 30 units and the Depth to 1500 units (1).
• Move and rotate the cylinder to place one end at the center
of the axle (2) and the other at the intersection of the top bar
and the vertical support (3).
(Click on image to expand.)
Let’s use Blender’s Measurement Tool to determine the length of bar we need and the angle it needs to be placed at.
With the Measurement Tool you drag a line to measure distance. Click to place a vertex on the line and you can then drag the ends to measure angle. To delete the measurements select them and use the X-Key. You can also use the Control-Key to snap to lines and vertices.
• In Edit Mode select the Measurement Tool (1).
• Place a line from the intersection of the support and the
top bar (2) to the side rail (3) and make note of the length
(1322 units).
• Extend the line downwards (4) and place a vertex at the
intersection with the top of the side rail (5).
• Drag the end until is it parallel with the top of the side rail (6)
and record the angle (66°).
(Click on image to expand.)
• Determine the angles at the top of the (37° and 142°).
Let’s add a second cylinder from which to crate our angled support.
• With the Cursor at the World Origin, add a cylinder
(Object Mode > Add Menu > Mesh > Cylinder).
• Open the Options Window (F9) and set the Vertices to 16,
the Radius to 30 units, Depth to 600 units and
Rotation Y = 90° (1). We will mirror the cylinder later to
extend its length.
• Switch to Edit Mode and Vertex Selection Mode, turn on X-Ray
and select thee ring of vertices at he left end.
• Place the Cursor at the selected (SHIFT + S-KEY >
Cursor to Selected).
• Place the origin at the cursor (Object Mode > Object Menu >
Set Origin > Origin to Cursor).
• Move the Cursor back to the World origin (SHIFT + C-KEY).
• Move the cylinder to the Cursor (SHIFT + S-KEY >
Selected to Cursor). This places the cylinder to the right of
the World Origin (1) ready for mirroring.
(Click on image to expand.)
• Switch to Edit Mode and select the ring of vertices at the right end.
• Extrude three times 30 units the 15 units then 15 units (1).
• With the end ring selected scale on the z-axis to form an oval.
• Select the top five vertices (2) and flatten on the z-axis (S-KEY >
Z-KEY > enter “0”) then drag down on the z-axis
(G-KEY > Z-KEY > DRAG) 93).
• Select the bottom five vertices (4) and flatten on the z-axis
(S-KEY > Z-KEY > enter “0”) then drag up on the z-axis (5).
• Select each of the loops of edges and scale on the z-axis to form
a cone shape (6)
(Click on image to expand.)
• Apply the transformations, i.e. the 90° rotation (1)
(Object Mode > CTRL + A-KEY > select Rotation and Scale) (2).
• Add a Mirror Modifier with Axis X (3) and apply (4).
(Click on image to expand.)
We are now going to use the Spin Tool to create the bends at each end.
• With X-RAY toggled on (1) zoom in on the right end, select
the Cursor from the Tool Shelf (2) and place it in line vertically
with the end ring of vertices (3) and horizontally with the top
of the bar (4).
• From the Tool Shelf select ‘Select Box’ (5) and select the end ring
of vertices (6).
• From the Tool Shelf select the Spin Tool (7) and Y-axis (8) then
DRAG the mouse cursor slightly in the workspace to
invoke the tool.
• Bring up the Options Window (F9), set the Steps to 4 (9) and
the angle to -66° (10).
• Fill the end ring of vertices with a face (F-KEY) and extrude
the end vertices (11).
(Click on image to expand.)
Repeat the process at the other end.
• Select the Cursor from the Tool Shelf (1) and place it in line
vertically with the end ring of vertices (2) and horizontally with
the top of the bar (3).
• From the Tool Shelf select ‘Select Box’ (4) and select the
end ring of vertices (5).
• From the Tool Shelf select the Spin Tool (6) and Y-axis (7) then
DRAG the mouse cursor slightly in the workspace to
invoke the tool.
• Bring up the Options Window (F9), set the Steps to 4 (8) and
the angle to -66° (9).
• Fill the end ring of vertices with a face (F-KEY) and extrude
the end vertices (10).
(Click on image to expand.)
• Hide, or delete, Cylinder Mesh used to measure angles (1).
• In Object Mode select the Cylinder.001 Mesh cylinder rotate
on the y-axis and move into position. If need be scale
(S-KEY > DRAG) to change (reduce) the size.
(Click on image to expand.)
• Add smooth shading (Object Menu > Shade Smooth).
• Duplicate, toggle off X-Ray and move the bars into position
on the y-axis.
• Join the two meshes Cylinder.001 and Cylinder.002 and
rename “Metal Bars”.
• Delete the original template (Cylinder Mesh). You can also
delete the Box Mesh.
(Click on image to expand.)
This would be a good time to save your work.
• Open the Browser Window (File Menu > Save As…).
• Press the NUMPAD-PLUS-KEY to increment the file number
by 1 to “Barrow09.blend”.
• Press RETURN or ENTER or LMB click Save as Blender File.
A copy of Barrow09.blend is available here.
Now let’s finish off the side rails. We will begin by rounding off the front ends using the Boolean Tool.
• Switch to Front View and move the Cursor to World Origin
(SHIFT + C-KEY).
• Add a Cylinder Primitive, open the Options Window (F9),
set the Rotation X = 90°, set the Depth to 250 units and
the Radius to 130 units, just slightly larger that the width
of the side rail (1).
• Move the Cylinder Mesh to just in front of the wheel hub (2).
(Click on image to expand.)
• Switch to Top View (NUMPAD-7-KEY), move the Cylinder Mesh
on the y-axis to center on the side rail (1).
• With the Barrow Mesh selected (2) add a Boolean Modifier and
select the Cylinder Mesh as the Object (3) and set to
Difference (4).
(Click on image to expand.)
• Apply the modifier.
• Delete the Cylinder Mesh.
• Delete the unnecessary faces and vertices and close in the faces
to form the rounded ends.
Note: We will add detail to just one side rail then mirror the other.
(Click on image to expand.)
Now let’s model the handle. The handle is round and the side rail is rectangular so we need to introduce a transition. Let’s use a reference image to see the shape.
(Click on image to expand.)
A copy of the reference image Handle.jpg is available here.
• Switch to Right Side View and add the handle image
(Add Menu > Image > Background > locate and load
Handle.jpg) (1).
• Toggle on Wireframe (2).
• Scale (S-KEY > DRAG), move (G-KEY > DRAG) and rotate
(R-KEY > DRAG) the image to fit within the outline of the
side rail (3).
• Place the Cursor at the end of the handle (4).
• Add a Circle Primitive.
• Set the Vertices to 16 (5), the Radius to 65 units (6)
Rotation X at 90° (7) and Rotation Z at 90° (8).
(Click on image to expand.)
• Switch to Edit Mode and Vertex Selection Mode and extrude
the Circle mesh about 5 times then rotating and scaling to fit
the handle outline (1).
• Select the barrow mesh, add a loop cut and move to the
rectangular end of the side rail (2).
(Click on image to expand.)
• Switch to Top View and move and rotate the handle into position.
(Click on image to expand.)
Now we need to connect the handle to the side rail.
• Join the Circle Mesh with the Barrow Mesh.
• Hide all but the ring of vertices of the handle closest to the side rail.
• From the Back View we see that we have 16 vertices in the
ring of the handle and 4 vertices in the end of the side rail so
we need to add three loop cuts to each side of the side rail.
(Click on image to expand.)
• Add the loop cuts (1).
• Select the loop of vertices (2) and the loop of vertices
at the end of the side rail (3).
(Click on image to expand.)
• Unhide the remainder of the handle.
• Fill in the end with a face, then extrude and scale to close the end.
(Click on image to expand.)
This would be a good time to save your work.
• Open the Browser Window (File Menu > Save As…).
• Press the NUMPAD-PLUS-KEY to increment the file number
by 1 to “Barrow10.blend”.
• Press RETURN or ENTER or LMB click Save as Blender File.
A copy of Barrow10.blend is available here.
To smooth the transition of the rounded handle to the rectangular side rail let’s use the CurveStretch (CStretch) function of Mira Tools. Mira Tools is a set of Retopology and modeling tools that is free from Github.
To install Mira Tools you need to unzip and locate the mira_tool folder then manually copy it into the Blender’s addons folder. To locate the mira_tools folder unzip the mifthtools-master folder then open: mifthtools-master > blender > addons >2.8 > mira_tool. To locate the Blender’s addons folder open: C: > Program Files > Blender Foundation > Blender 2.93 [or your version] > 2.93 > scripts > addons.
To use CStretch you must select at least three vertices.
• Select three or more vertices along a curve (1).
• Toggle the Properties Panel and click on the Mira Tools Tab (2).
• In the CStretch Pane select the desired number of
control points (3).
The control points will be evenly distributed along the curve
with the start and end vertex being one of the control points.
• Double click the “Pointer Icon” (4) to enter CStretch Mode.
The control curve along with the control points will appear
in blue (5).
• Drag the control points until you are satisfied with the result.
• Press ESCAPE on the keyboard to exit CStretch Mode.
(Click on image to expand.)
• Switch to Object Mode and select Shade Smooth
(Object Menu > Shade Smooth) to see your result (1).
• Notice the stretch at the transition (2).
• To correct this in the Properties Window select the
Object Data Properties Tab (3).
• Open the Normals Chevron and check Auto Smooth (4).
The default angle of 30° should be good.
(Click on image to expand.)
• Apply a Mirror Modifier to create the other side rail.
(Click on image to expand.)
This would be a good time to save your work.
• Open the Browser Window (File Menu > Save As…).
• Press the NUMPAD-PLUS-KEY to increment the file number
by 1 to “Barrow11.blend”.
• Press RETURN or ENTER or LMB click Save as Blender File.
A copy of Barrow11.blend is available here.
Now all that remains is to add some bevels. But before we can add the bevels we need to make sure the all of the normals for the faces are pointing outwards.
• Switch to the Layout Workspace (1) and select the
Overlay Chevron (2) and check Face Orientation.
The faces should all be blue if they are facing the right direction.
(Click on image to expand.)
• Select the meshes that have red faces and flip the normals
(Edit Mode > Face Selection Mode > A-KEY > Alt + N-KEY >
Recalculate Outside). Once all of the errant meshes are
corrected all of the faces should be blue.
• Toggle off Face Orientation (Overlays Chevron > uncheck
Face Orientation).
• Hide all but the Barrow Mesh (1).
• Switch to Edit Mode and select the outside loop of edges on
one side rail (2).
• Apply a bevel (CTRL + B-KEY > DRAG) and in the
Options Window (F9) set the Width to 10 units (3) and the
Segments to 3 (4).
(Click on image to expand.)
• Repeat the process for the other three loops of edges.
• Select each of the planks in turn (1) and apply a
Bevel Modifier (2).
• Set the Amount to 10 units (3) and the Segments to 3 (4)
and apply.
(Click on image to expand.)
• Select in turn the Support, the Support.001 (Top Bar)
and the Legs and apply a Bevel Modifier.
• Set the Amount to 10 units and the Segments to 3 and apply.
• Delete the Empty and rename the Support.001 “Top Bar”.
This would be a good time to clean up our model.
• In Edit Mode and Vertex Selection Mode select each of
the meshes in turn and delete duplicate vertices
(A-KEY > Mesh Menu > Clean up > Merge by Distance) (1).
(Click on image to expand.)
For the wheel and the rim I had to apply Auto Smooth (Properties Window > Object Data Properties Tab > open Normals Chevron > check Auto Smooth) to re-smooth.
(Click on image to expand.)
Let’s clean up our model.
• In Object Mode select each mesh, switch to Edit Mode (TAB-KEY)
and Vertex Selection Mode (1-KEY) and remove any duplicate
vertices (3D Editor > Mesh Menu > Clean Up >
Merge by Distance) (1).
(Click on image to expand.)
• In Object Mode (TAB-KEY) select each mesh and apply
transformations (CTRL + A-KEY > Rotation & Scale) (1).
Rotations should be 0° (2) and Scale should be 1.000 (3).
(Click on image to expand.)
There are some faces that we can also removed at the bottom of the legs, inside the hub and inside the metal bars.
• In the Outline Window hide all of the meshes except the
Legs Mesh (1).
• Switch to Edit Mode select one leg (L-KEY) and hide (H-KEY).
• Turn on X-Ray Mode (2) and Face Selection Mode (3-KEY).
• In Front View (NUMPAD-1-KEY) select the top loop of the
bevelled faces (SHIFT + ALT +LMB) (3) and delete (X-KEY > F-KEY).
• Box Select all of the isolated faces (4) and delete (X-KEY > F-KEY).
(Click on image to expand.)
• Switch to Vertex Selection Mode (1-KEY), Box Select the bottom
loop of vertices and move up slightly then down (G-KEY >
G-KEY > DRAG up > C-KEY > DRAG down) until the x-axis is
between the two rows of vertices that appear (1). The yellow
lines indicate that you can drag beyond the edge length.
(Click on image to expand.)
• Box Select the two rows of vertices and flatten
(S-KEY > Z-KEY > enter “0”).
(Click on image to expand.)
• Unhide and repeat for the second leg.
• For the hub hide some of the faces that you can locate the
unnecessary faces in side and deleted them. Once deleted
you should be able to see through the hub.
(Click on image to expand.)
• For the metal bars in X-Ray Mode and Face Selection Mode
(3-Key) select the face in the center (1) and delete
(X-KEY > F-KEY).
(Click on image to expand.)
This would be a good time to save your work.
• Open the Browser Window (File Menu > Save As…).
• Press the NUMPAD-PLUS-KEY to increment the file number
by 1 to “Barrow12.blend”.
• Press RETURN or ENTER or LMB click Save as Blender File.
A copy of Barrow12.blend is available here.