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Blender Mesh Modeling Basics

Sep 10, 2025

Overview

This lecture covers custom 3D modeling in Blender, focusing on the basics of mesh construction, essential edit mode tools, selection methods, and step-by-step modeling of multiple basic objects.

Mesh Construction Basics

  • 3D models are built from polygons, which typically have four edges and four vertices (quads).
  • Faces can also be triangles (three vertices), but quads are preferred for clean topology.
  • Each face has a normal, used for shading, which is perpendicular to the face.
  • Vertices and edges are primarily used to build and manipulate meshes.

Edit Mode Operations

  • Switch between Object and Edit Mode using Tab.
  • In Edit Mode, you can manipulate vertices, edges, and faces:
    • 1 = Vertex select, 2 = Edge select, 3 = Face select.
  • Use G (move), S (scale), R (rotate) on selected elements.
  • Use E to extrude selected faces/edges/vertices and Ctrl+R for loop cuts (additional geometry).
  • Ctrl+B applies bevels/chamfers to selected edges or faces.
  • Delete key removes faces, edges, or dissolves geometry as needed.

Mesh Modification Tools

  • Subdivision Surface modifier (Smooth) increases mesh resolution and roundness.
  • Edge proximity impacts mesh smoothness: closer edges produce sharper corners.
  • Shade Smooth and Shade Flat alter how mesh surfaces display without changing actual geometry.

Selection Techniques

  • Shift-click to select multiple elements; Alt-click selects loops/rings.
  • Ctrl-click selects shortest path between elements; Ctrl+I inverts selection.
  • Box (B), Circle (C), and random selection available for efficiency.
  • Select Sharp Edges isolates edges above an angle threshold.
  • Non-manifold and loose geometry selection helps identify mesh errors.

Proportional Editing & Linked Selection

  • Proportional Editing (O) enables smooth, "soft" selection, affecting connected geometry in a radius.
  • Adjust influence with mouse scroll; connected-only limits effect to contiguous geometry.
  • L selects all linked elements within a mesh.

Essential Edit Mode Tools

  • Extrude (E), Insert (I), Bevel (Ctrl+B), Loop Cut (Ctrl+R), Knife (K), Bisect.
  • Edge Slide, Shrink/Flatten, Rip (V), Merge, Bridge Edge Loops, Poly Build, Spin, Smooth, Randomize, Grid Fill.
  • Most tools have different modes/options (e.g., extrude along normals, individual, or to cursor).

Modeling Practice (Objects Modeled)

  • Step-by-step creation of pencil, sandal, mug, headphones, apple, trumpet, glasses, egg, piggy bank, and banana.
  • Emphasizes combining tools and planning geometry for practical modeling.

Rendering & Layout Basics

  • Set up camera with Shift+A and Ctrl+Alt+0.
  • Use HDR environments for lighting; assign basic materials/colors.
  • Link materials across objects with Ctrl+L; render image and save.

Key Terms & Definitions

  • Polygon — A face in 3D modeling, usually a quad or triangle.
  • Vertex — A point in 3D space forming mesh corners.
  • Edge — A line connecting two vertices.
  • Face/Polygon — The flat surface area bounded by edges.
  • Normal — A perpendicular vector to a face, used in shading.
  • Extrude — Extending geometry in a specified direction.
  • Loop Cut (Ctrl+R) — Adds an edge loop for more mesh detail.
  • Bevel (Ctrl+B) — Rounds or chamfers edges or faces.
  • Proportional Editing (O) — Soft-selects and transforms mesh areas with a falloff.
  • Subdivision Surface — Modifies mesh for more smoothness and detail.

Action Items / Next Steps

  • Practice modeling 5-10 basic objects using the tools discussed.
  • Experiment with selection, transformation, extrusion, and modifiers.
  • Prepare a simple render with camera, lighting, and basic materials.
  • Read/review the next chapter focusing on modifiers.