Mesh Modeling Fundamentals

This course is a part of the

Introduction to Blender

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  • 149 lessons
  • 12hrs 21min
  • 8 exercises
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Mesh Modeling Fundamentals

Learn the essential mesh modeling tools and techniques for creating models in Blender while also gaining a grasp of how Blender handles objects and meshes.

Chapter 1 - Creating Mesh Objects

Learning how to model means you must first understand how to create and modify mesh objects.

Chapter 2 - Context Modes

Blender uses different modes to modify objects. The mode you use depends on what you need to do. For mesh objects we primarily use Object mode and Edit mode.

Chapter 3 - Manipulating Meshes

Once you've learned the basics of working with mesh objects it's time to begin modifying the shapes and structures of the actual mesh.

Chapter 4 - Quiz

Test your knowledge of objects and meshes in Blender.

Chapter 5 - Fundamental Modeling Tools

While Blender's modeling tool set is extensive, there are certain tools that prove to be essential. Learn about them in this chapter.

Chapter 6 - Quiz

We think you breezed through the lessons about Blender's mesh tools and didn't retain the knowledge. Prove us wrong!

Chapter 7 - Mesh Selection Tools

When it comes to mesh modeling, selection is a very important. Learn about Blender's different selection options in this chapter.

Chapter 8 - Mesh Shading and Visibility

Learn the different modes for visualizing your model in the 3D viewport.

Chapter 9 - Quiz

Put your knowledge about selection and visibility to the test!

Chapter 10 - Orientations & Object Data

This last chapter sheds light on the particulars of transforming an object through space and object vs object data.

Chapter 11 - Exercise

Put your new found skills to the test by utilizing the fundamental modeling tools to modify primitive objects.

If you’re new to 3D and have watched the Blender Basics, you might be thinking of what the next step is for you and Blender. Mesh modeling, sometimes called Polygonal Modeling, is the method we use to construct 3D objects of all shapes and sizes. It is the starting point for most things you’ll do in 3D. Whether your goal is to create compelling characters for film, creating architectural visualizations or even game environment assets, you will need to starts with modeling.

Blender has a very powerful and fast modeling toolset that can be used for creating just about any 3D object you may need.

This course will teach you the fundamental skills and tools that are essential to becoming a modeler.

You will learn:

  • How to create mesh objects with primitive shapes
  • The difference between Object mode and Edit mode
  • How to manipulate mesh forms and structure
  • Methods of mesh selection and selection tools
  • Many of the fundamental modeling tools essential for success
  • Adjusting mesh visibility for more efficient workflow
  • Working within Global and Local Space for greater control
  • The difference between objects and mesh data, and how to share that data


Lesson Questions and Answers

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  • Replies: 1

    Is there a way to key-in values for the depth in the Inset tool? It doesn’t seem like I can enter values on the keyboard while I am holding down the control key.

    4 days ago

    • Replies: 1

      Entering specific values is most easily done via the operator panel. To do this active Inset then immediate left click to confirm, after which you can modify the exact values by pressing F6

      4 days ago

      • Thanks. That works for me. I didn’t realize the operator panel worked for tools, but now I see I can use for all the transform tools and extrude. Neat.

        3 days ago

  • Replies: 2

    I have a model I’m working on for practice that looks okay when in object mode, but when I put it into edit mode, there’s this strange shadow that makes the model look incorrect. Not sure how to word it exactly, but here’s a picture. Is the mesh okay, or did something go wrong?

    1 month ago

    • Replies: 0

      Those “shadows” along the sides are merely a display artifact due to the model being very thin. No need to worry about it. All is good.

      1 month ago

    • Replies: 3

      However, you might consider using the Knife tool to add an edge between the mid-way vertices, so that you’ve got all quads. Here’s a screenshot:

      Currently you have large NGon (five+ sided face) which is unable to be completely flat in it’s current form. This NGon is then exacerbating the shading artifact.

      1 month ago

      • Thank you! I will do this. : ) I initially had the shape in a few different sections, the first third, middle and last, but dissolved the faces together thinking to be clever to save on some faces. I will add an edge. I do have a follow up question though. This is a blade for a sword model i’m practicing with. I plan to make the hilt, grip and pommel out of separate shapes. I took a class in college using Maya, and that required that you fused vertices of separate meshes together to create one coherent mesh. Do you need to do something similar in Blender? Or can you just smack the objects together and join them?

        1 month ago

      • In most cases there’s no need to fuse the hilt and blade together. Doing this will restrict your ease of modifying each part separately. My recommendation is to keep them separate unless a reason arises where they must be merged (doubtful).

        1 month ago

      • I will keep them separate then. Thank you again. : D I appreciate it, and am enjoying the lessons so far!

        1 month ago

  • Replies: 1

    How do I make a shape Hexagon Mesh with the top and bottom flat? Im really having trouble here

    4 months ago

    • Replies: 1

      Add a cylinder and change the number of vertices to 6 in the operator panel

      4 months ago

      • Thank u, honestly I was still stuck at it and was resorting to bevelling the cube edges. THANkS!

        4 months ago

  • Replies: 1


    how can i zoom in to the object?

    4 months ago

  • Replies: 1

    What is the purpose of the segments and rings?
    How do we decide when to use more of them and when not?

    I take it that this actual place of existence (3d view)has no ground? therefore if we’re creating everything for an animation in blender are we supposed to create the terrain as well or will it automatically add some straight terrain? (now I don’t know how that process works but all in all I’m curious if we should make the ground or if it exists but is invisible so to say)

    4 months ago

    • Replies: 0

      Segments and Rings just enable you to customize the resulting object to better fit your needs. It’s entirely dependent on what you need the mesh to do.

      As for terrain, the grid floor is typically considered to be equivalent to a ground floor. This is a good practice.

      For terrain generation check out this archived tip on the ANT Landsape add-on:

      4 months ago

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