Overview
The foundation of 3D modeling is starting with simple shapes (primitives) and gradually building up to complex forms. This article explains the basic primitives available in Blender and fundamental techniques for combining them into complex models.
Types of Basic Primitives
In Blender, press Shift + A to add objects. Basic primitives are in the "Mesh" category.
| Primitive | Features | Common Uses |
|---|---|---|
| Cube | 6 faces, 8 vertices | Buildings, furniture, box-shaped objects |
| UV Sphere | Even latitude/longitude divisions | Heads, planets, round objects |
| Ico Sphere | Made of triangles | Sculpting base, low-poly spheres |
| Cylinder | Circular faces on top and bottom | Pipes, pillars, bottles |
| Cone | Circular base, pointed tip | Roofs, arrows, cones |
| Torus | Donut shape | Tires, rings, tubes |
| Plane | Single quadrilateral | Ground, walls, backgrounds |
| Circle | Edges only, no face | Holes, pipe cross-sections |
Settings When Adding Primitives
Right after adding a primitive, a settings panel appears in the bottom left. You can adjust initial parameters here.
Example: Cylinder
- Vertices: Circle smoothness (8 for octagon, 32 for smooth circle)
- Depth: Cylinder height
- Radius: Cylinder thickness
- Cap Fill Type: Whether to create top/bottom faces
This settings panel disappears after your next operation. Adjust it immediately after adding the primitive.
Basic Mesh Editing Tools
These are the fundamental tools for shaping primitives into your desired form.
Extrude: E
Extrudes faces or edges to create new geometry.
- In Edit Mode, select a face
- Press
Eto extrude - Move mouse to adjust distance
- Click to confirm
Loop Cut: Ctrl + R
Adds loop edges to an object.
- In Edit Mode, press
Ctrl + R - Move mouse over an edge (yellow loop appears)
- Scroll wheel to adjust number of cuts
- Click to confirm position
Inset: I
Creates a new face inside the selected face.
- Select a face
- Press
Ito inset - Move mouse to adjust width
Bevel: Ctrl + B
Chamfers edges to smooth corners.
- Select an edge
- Press
Ctrl + Bto bevel - Scroll wheel to adjust segment count
Strategies for Creating Complex Shapes
Strategy 1: Blocking
- Create rough shapes by combining primitives
- Adjust placement and size of each part
- Gradually add details
Example: Creating a house
- Cube → Main body
- Transformed cube → Roof
- Cylinder → Chimney
- Plane → Door, windows
Strategy 2: Subdivision Modeling
- Create basic shape with low polygons
- Smooth with Subdivision Surface modifier
- Add necessary edges with loop cuts
- Adjust vertices to refine the shape
Strategy 3: Boolean
Combine multiple objects using union, difference, or intersection.
- Position two objects overlapping
- Add Boolean modifier to one
- Union: Join both together
- Difference: Cut out using the other
- Intersect: Keep only the overlapping part
Common Beginner Mistakes
Mistake 1: Starting with Details
Always start with the overall shape and gradually add details.
Mistake 2: Too Many Triangles
Use quads (quadrilaterals) as much as possible. Subdivision works better with quads.
Mistake 3: Inconsistent Face Orientation
In Edit Mode, press Shift + N to unify normals facing outward.
Mistake 4: Duplicate Vertices
Select all with A → M → "Merge by Distance" to remove duplicates.
Efficient Workflow
- Prepare references: Have photos or drawings of what you want to create
- Start big: Create rough shapes with primitives
- Use Mirror: For symmetrical objects, only model half using Mirror modifier
- Save often: Make
Ctrl + Sa habit - Preview: Check with subdivision preview before applying
Summary
- Primitives: Start with basic shapes like cubes, spheres, cylinders
- Extrude/Loop Cut: Fundamental operations for developing shapes
- Blocking: Start with large shapes, work toward details
- Quad Priority: Aim for clean mesh topology
Start by practicing with simple objects (cups, chairs, tables) rather than jumping into complex models.