Hello everyone, it's Jen from Olde Tinkerer Studio
In this tutorial, we will be learning basic modeling in Blender 2.83
So, let’s get on with the tutorial
A common object type used in a 3D scene is a mesh
Blender comes with a number of primitive mesh shapes
When you start Blender, by default, you get this Cube which is a primitive mesh
Now let’s learn how to add primitives to the scene
If the Cube is not already selected, left--click on the Cube and delete it using the delete shortcut – the X key
If we want to add a primitive to the scene, we can do it by using the Add drop down menu at the top of the viewport
We can get this exact same menu by hitting SHIFT + A
NOTE: Make sure your cursor is over the 3D Viewport Window when you hit SHIFT + A
There are 10 standard primitive shapes in Blender:
Plane, Cube, Circle, UV Sphere, Ico Sphere, Cylinder, Cone, Torus, Grid, and Monkey (who is called Suzanne)
In this case, we are just going to add in a Cube
If you look at the bottom-left of the viewport
you will notice that you have a popover that gives you various options for each mesh
The best and easiest way to start modeling in Blender
is to simply start with a primitive mesh and then reshape it, add detail, and turn it into the model you want
In order to edit any object, including primitives, we need to go into Edit Mode
By default we are in Object Mode, where we can select the actual objects in the scene
Now let’s take a look at how to actually reshape and edit objects in Blender
Let’s left-click on the cube to select it (if it isn’t already selected)
and then delete it using the delete shortcut (X key)
Now let’s add a simple sphere using the shortcut SHIFT + A
If we want to edit this sphere we need to left-click the sphere to select it (if it isn’t already selected)
and then hit the TAB key to go into Edit Mode
The easiest thing to do is just to select the single vertex and move it around
Make sure that you’re in Vertex Mode, by hitting “1” at the top of the keyboard
If we left-click on a vertex, you can use the move, rotate, and scale tools to manipulate the vertex
It will make your life easier if you use the hot keys while modeling
To move parts of the mesh (a vertex in this case) use the “G” key and them move the vertex
Choose a face (use “3” at the top of the keyboard to get to face select mode)
In order to rotate the face, select the face and use the “R” key
and then you’re your mouse up and down to rotate the face
Choose an edge loop (use “2” at the top of the keyboard)
In order to scale the edge, select the edge and use the “S” key
and then move your mouse up and down to scale the edge
There are multiple ways you can select vertices, edges, and faces (other than left-clicking)
You can select the entire mesh by hovering the cursor over the mesh and using the “L” key
ALT + A will deselect a mesh
You can also deselect a mesh by clicking in a blank space on the viewport
You can also use the Box (or Border) Tool via the shortcut of B + left-mouse-button
You can also use the Circle Tool via the shortcut of C + left-mouse-button
Another way to choose multiple vertices is using the Lasso Tool via the shortcut of CTRL + right-mouse-button
There is a potential problem with using these tools to make selections
If you tumble around the back of the sphere
you will notice that you haven’t selected the back-facing parts of the mesh
One way around this problem is to put the object into Wireframe Mode
Hitting the Z key to bring up the pie menu and then select “Wireframe”
Another way around this problem is using the X-ray Mode – which is available at the top-right of the viewport
You can select multiple vertices, edges, and faces by selecting one and then SHIFT-selecting other ones
When you are in vertex select mode (“1”) you can select a ring of vertices
If you hold down the ALT key and then click in the center of a vertex (along the edge loop)
you can select a horizontal row of vertices
If you hold down the ALT key and then click on the vertex (above or below the edge loop)
you can select a vertical row of vertices
If you then add the SHIFT key, you can select multiple rows of vertices
When you are in edge select mode (“2”) you can select an entire edge loop
If you hold down the ALT key and then click in the center of an edge you can select a horizontal edge loop
If you hold down the ALT key and then click where two edges meet, you can select a vertical edge loop
If you then add the SHIFT key, you can select multiple edge loops
When you are in face select mode (“3”) you can select an entire row of faces
If you hold down the ALT key and then click in the center of a face you can select a horizontal row of faces
If you hold down the ALT key and then click where two faces meet vertically, you can select a vertical row of faces
If you then add the SHIFT key, you can select multiple rows of faces
Two other hotkeys which are useful when modeling are the More and Less options
If you select a vertex, edge, or face you can easily select more or less based around your selection
For example, if we select a face on the sphere and hit CRTL NUMPAD PLUS we will expand the selection
If we then hit CTRL NUMPAD MINUS we will shrink the selection
Proportional Editing allows us to edit more softly than simply selecting individual vertices, edges, or faces
If we choose one vertex from the top of this sphere and begin moving it,
you will notice that I get a sharp edge without any sort of falloff
This is really an inefficient way of modeling
This is where Proportional Editing comes in
We can turn Proportional Editing on and off
either by clicking on the icon at the top-center of the viewport or hitting the letter O
Turn on Proportional Editing
Choose the top-most vertex and begin to move it
We can see how you now have a gradual falloff rather than a sharp edge
We can also change the amount of area that we are affecting
Notice the circle surrounding the cursor
Scrolling up and down with the Middle Mouse Button will allow us to change the amount of area that we affect
Once we have the circle the size we want, we just need to move the cursor
As we move the cursor, we can continue to resize the area
Once we have finished the modification we just need to left-click to lock in the modification
An easy option for moving objects precisely in Blender is to use Snap
Let’s delete the UV Sphere and then add a Cube to the scene
The easiest way to Snap objects is to Snap to Grid
Choose the Snap option (the magnet icon in the top-center of the viewport) and move the Cube (G key)
Notice that the Cube snaps to the Grid
We can also Snap faces, edges, and vertices
Choose face select mode (3) and make sure snap is activated
Left-Click on the top face to choose it, and then pull it straight down along the Z-Axis (G + Z)
Notice that when you get close to the bottom face the top face snaps to it and it becomes a plane
Undo that snapping procedure with CTRL Z
Go into edge select mode (2) and make sure snap is activated
Left-Click on front edge to choose it, and then pull it straight along the X-Axis (G + X)
Notice that when you get close to the back edge the two edges snap together
Undo that snapping procedure with CTRL Z
Go into vertex select mode (1) and make sure snap is activated
Left-Click on top-front vertex to choose it, and then pull it straight along the X-Axis (G + X)
Notice that when you get close to the back vertex the two vertices snap together
The Extrusion Tool is one of the most important tools used in any 3D modelling program
We can extrude faces, edges, or vertices
Delete the default Cube and add a cylinder
Tab into edit mode and make sure you are in face select mode
Choose one face with the left-mouse-button
If you click and hold on the extrude tool in the toolbar you notice that we have four extrusion options
Extrude Region is the most basic extrusion
If we use the “E” key and move the mouse we can extrude the selected face
Left-clicking will lock in the extrusion
Notice that it is only that face that is extruded
Use CTRL Z to undo that extrusion
When multiple faces, edges, or vertices are chosen Extrude Region and Extrude Individual work differently
Let’s SHIFT left-click three separate faces
Now when we select Extrude Region
you see that the extrusion operates the same way as it did with only a single face selected
Use CTRL Z to undo that extrusion
Choose three unconnected faces
This time, use the Extrude Individual option and extrude the faces
Notice that the three faces are now extruding individually along their normals
Use CTRL Z to undo that extrusion
Select two faces on opposite sides of the cylinder
This time choose the Extrude Along Normals option and use the manipulator to extrude the faces
Notice that the two faces are now extruding along their normals
Use CTRL Z to undo that extrusion
Select the top face of the cylinder
This time choose the Extrude to Cursor option
Left-click anywhere above and to the side of the cylinder
Notice that the extrusion now follows the cursor
All of these extrusion techniques work not just on faces but vertices and edges as well
In the next Blender 2.83 Basics tutorial we will be exploring materials and textures
If you are interested in learning more about 3D art and animation,
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Thanks for watching
Have a good day