First of all, I created a Ico Sphere. This is a very useful starting point for creating a rock/boulder type object.
Next step I did was select Proportional Editing Object Mode. This a mode which allows you to modify multiple vertices at the same time is a very strange way.
Every vertices within this white circle allows you to modify the object by stretching it out in any direction.
This was my first modification.
After some modification I was pleased with this shape for my rock.
Final step was to use the Node Editor, I was messing around with something called Node Editor. This allowed me to get a texture onto the model to make it seem more realistic compared to the model above.
Final Rendered version of the rock,
I added a sky texture to make the rendered version better.
Creating a Pick-Axe in Blender,
I started out with a plane, Then I traced one of pick axe images from my research.
After tracing the angles I extruded it to get a little thickness instead of being flat.
After doing the axe part I moved onto the handle. I used a cylinder, and made it the same height as the reference image.
After this I added two edge loops to allow me to account for the thickness change near the tip of the Pick-axe.
I applied this, Boolean modifier, to the handle so I could remove any geometry that is overlapping to avoid any glitching/tearing.
This next modifier, Subdivision, I added to both the handle and the axe. I did this as it makes it look smoother and not as jagged.
I wanted to add my own personal touch to this model instead of it being a simple trace. So on the tip of the handle I added a spear like design.
I also added hand grip onto the middle of the handle. This is to just add a little effect to the pick-axe.
A rendered image of my Pick-axe, (No Textures)
Creating a Screw,
To create my screw I started by spawning a UV Sphere into my project.
I then proceeded to cut this sphere in half.
Next, I spawned a cube into the project and manipulated it to be a rectangle.
I place this rectangle in the centre of my sphere and used the Boolean modifier to cut a hole into the top of my sphere.
My next step then was to smooth the top.
This was my outcome
Next I created a cylinder and placed it on the bottom of my sphere.
I created a bunch of edge loops to allow more options to modify.
After I had messed around with some different methods this was my final outcome. I also smoothed this to match the sphere on top.
Final Outcome,
Firstly, I created a cube and expanded it to make a rectangle.
I then duplicated the rectangle and made it a bit smaller so I could use the Boolean modifier to make it hollow.
Next I added some edge loops, two on either side and one around the middle.
I then added a sort of rim around the cart just to add a little design.
Finally, I added four sets of three wheels on the bottom of the cart.
Creating a Track,
I created a rectangle from a cube to be used as the side of my track.
I then Duplicated this rectangle and put them side by side.
Next, I made a slightly smaller rectangle so I could place them between the two sides of the track.
I did this four time.
I used the Boolean Modifier to delete any unneeded geography to avoid any weirdness that could happen like morphing.
Creating a Corner Track,
I took one of the rails from the other track and I make it curve using edge loops.
Next, I duplicated this corner rail and scaled it down in size.
Then I made added the rails in the middle.
I added five rails.
I used the Boolean Modifier to delete any unneeded geography to avoid any weirdness that could happen like morphing.
Creating Mine Support Beams,
I spawned a cylinder for the post of my support beams.
I duplicated the post and place it on the opposite side to the original.
I then duplicated it for a third time and placed it between the top of the two posts.
I used the Boolean Modifier to delete the geography that is intersecting.
This is what it looks like after adding the modifier.
This is the final outcome.
Creating a Mine Entrance,
I place four posts opposite from one another.
Then I added four on the top between the posts.
I added a boolean modifier which you can see above.
This is the final outcome.
Making the environment,
Putting all the models together,
I started by making a wall with a plane.
I made a square as a starting point for my environment.
Next, I added a floor using another plane.
Now, I imported my rock model and I placed it in one of the corners within the room. I rotated the same rock and scaled it up and down to make it look different instead of it look like the exact same rock.
I then imported my pickaxe model. I place it next to the pile of rocks in the corner.
I wanted to have a couple of holes in the wall to make it seem like it has been mined into. So, I used some edge loops and made a square into the wall.
I then placed a bunch of the rocks into this hole to make it look like it has been mined.
This is a view of the hole for a distance.
I then started on the track. I made a sort of L shape.
My next step was to make a door way. This will be a tunnel which the track will enter and leave from.
After thinking a little more I change the location of the track's position.
This is the look of the tunnel outside the map.
And the track is inside the tunnel.
I extended the track a little further into the middle of the room.
I extended the track even further to make room for a second tunnel
This is the second tunnel.
Next, I placed my minecart onto the track. This mine cart is halfway between the doorway and the room.
I placed a bunch of rocks into the minecart to make it seem like it is making a delivery of sorts.
I placed another cart propped up against the wall. This is an out of use cart.
I placed a few more rocks down in the room.
I imported my mine entrance beams. I used this to extended down lower into the mine.
I spawned a cylinder in to make a hole in the ground. In the middle of the mine entrance.
This is what it looked like.
Next, I made a second hole in the wall. I place more rocks into it to once again make it look like it had been mined.
This is a topdown view of my environment.

