Creating and Editing Objects
3
3.1 Working with Basic Meshes
3.2 Placing Objects on
the Screen
3.3 Edit and Object Mode
3.4 Mesh Types
3.5 Cursor Placement
3.6 Moving Objects
3.7 Scaling Objects
3.8 Rotating Objects
3.9 Precision Manipulation
3.10 The Transformation Widget
3.11 Mesh Vertex Editing
3.12 Selecting Vertices
3.13 Edit Mode Selection
Options
3.14 Creating Vertices
3.15 Center Points
3.16 Object Display
3.17 Smooth and Flat
Shading Options
3.18 Extruding Shapes
3.19 Proportional Vertex
Editing
3.20 Creating Ground
3.21 Edge Loop Selection
3.22 Joining and
Separating Meshes
3.23 Deleting Vertices,
Edges, or Faces
3.24 Adding Faces
3.25 Modifiers
3.26 The Knife Tool
3.27 Sculpt Tool
3.1 Working with Basic Meshes
Now that we know how to move around in Blender, let’s start doing some basic building
and shaping. In this section we will talk about creating basic shapes and using modi ers to
form them.  ere are a lot of di erent types of things to make in Blender; right now we will
only discuss meshes.
Start a new scene in Blender and save it in your “Documents” folder. Name it something
meaningful and write down the name. You can save your work wherever you like as long
as you remember what you named the  le and where you saved it. In Windows the “Docu-
ments” folder is usually accessible from the desktop so its easy to  nd. It’s best to be familiar
with saving and creating  les and folders, so go back and read the section on that subject
if necessary.
Note: Blender will not prompt you to save your  le when exiting the program. Re-
member to always save your work o en and dont forget the .blend su x!
3.2 Placing Objects on the Screen
e 3D cursor’s location is used to place new objects. Click with the LMB where you want
your object located and the 3D cursor locates to that position. When you have the cursor
Modeling
Modes – Viewport
Shading
Learning
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Selecting in
Object Mode
Learning
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50 3. Creating and Editing Objects
in a good location, press Shi + the A key to bring up the insert menu. Select “Add,” then
“Mesh,” and select “UV Sphere.
Note: I previously stated that we were discussing meshes. An object in Blender is a
mesh object.  ink of a sphere made out of chicken wire or  shing net and you get the
idea. A sphere in Blender has a mesh with vertical and horizontal divisions called seg-
ments and rings: vertical segments like the inside of an orange and horizontal rings
(Figure 3.1).  e default UV sphere has 32 segments and 32 rings. You can change
these by altering the values in the panel at the bottom of the tool shelf, which displays
when you add the sphere to the scene. You can keep it at 32.
3.3 Edit Mode and Object Mode
When you place an object in Blender, it enters the scene in object mode and is selected as
shown by its orange outline.  ere are basically two states in Blender: edit mode and object
mode (Figure 3.2). Edit mode is intended for modifying the shape of the object by selecting
vertices on the object (vertices are the joining points of the mesh). Object mode a ects the
object as a whole.  e Tab key toggles you between the two modes.
Before entering a new object into your scene, make sure any other objects are not in edit
mode, otherwise the objects will be joined. Another way to switch between modes is to use
the mode selection drop down menu in the window header. You will see that besides object
and edit, there are other modes available (Figure 3.3).  e default display mode is solid. In
Figure 3.1, which shows the UV sphere with segments and rings, the sphere was drawn in
wireframe display mode (Figure 3.4).
Figure 3.1
Note: Once the sphere
object is deselected in
the window, translated,
or scaled, the options to
change the rings and
segments in the tool
panel is lost. Make sure
you change these values
before moving on.
Window modes
Modeling
Modes – Viewport
Shading
Learning
Unit 1
513.4. Mesh Types
3.4 Mesh Types
Press Shi + the A key to reveal the mesh types selection menu.  e available mesh types
(or primitives) are in Figure 3.5. Primitives are basic shapes from which you can start
modeling.
Window modes
Edit mode Object mode
Vertices
Figure 3.2
Figure 3.4
Figure 3.3
Display modes
Wireframe
display mode
Primitive Mesh
Objects
Learning
Unit 1

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