Modeling with Modifiers

Modeling with Modifiers

In a more traditional modeling workflow we spend a lot of time adding, removing, and tweaking the vertices and edges that make up our model. Typically this is done with various mesh modeling tools, but modifiers give you the power to work in a less-destructive manner, with more flexibility and speed.

Introduction

Modifiers offer a more compelling, flexible, and powerful modeling workflow than strictly mesh modeling tools alone can provide.

Modifier Basics

There are many different modifiers in Blender, but before we can dive into those we need to understand the basics of how modifiers work, why the stack is important, and how modifiers affect our day-to-day workflow.

Essential Modifiers

Of the 40+ modifiers in Blender a few are more prominently used, being useful in many different workflows and for most any kind of object.

Quiz Time!

How well do you really understand modifiers?

Modeling Example

There are few objects that more succinctly illustrate the power of modifiers than an adaptive chain.

Modifier Exercise

Put your new-found skills to the test through a modeling exercise, utilizing modifiers to make a more dynamic and powerful object.

What are these modifiers?

In a more traditional modeling workflow we spend a lot of time adding, removing, and tweaking the vertices and edges that make up our model. Typically we do this via the various mesh modeling tools that we learned about in the Mesh Modeling Fundamentals course. These tools give us very good control but it also means there’s a lot of manual work, which can lead to more complicated mesh operations and ultimately, an unnecessarily complex mesh.

Modifiers give you the power to work in a less-destructive manner, with more flexibility and speed. To give you an idea of how they might be used, consider the Mirror modifier, which is used for adding symmetry to your mesh. Rather than recreating the same details on the left and right (or front and back, or top and bottom), of your model, instead you can create it on just one side and let the mirror modifier replicate it to the other side automatically.

blender_mirror-modifier_suzanne

The more you model the more you’ll find modifiers to be an essential part of your workflow, and a big boon for your productivity and effectiveness.

This course gives you an introduction to how modifiers work, a run through many of the essential modifiers, and puts these tools into practice through a modeling demonstration and exercise.

Lesson Questions and Answers

Ask a question and get an answer!

Submit your Question
  • Replies: 1

    thanks for this course but i wonder, we just see 5 of the generate class and one of the deform class… any chance to see info on a few more?

    3 months ago

    • Replies: 0

      I hope to add more modifier lessons to this course in the future!

      2 months ago

  • Replies: 1

    I’ve almost given up. Somehow I’ve changed a setting somewhere so that I can’t extrude a newly created circle mesh. When I hit E in edit mode on the circle mesh, the 2d circle simply moves around without creating new faces.

    If I make an entirely new project, the extrude works just fine. I can’t figure out what setting I changed within my wheel file. Any help?

    6 months ago

    • Replies: 0

      Looks like I posted this under the wrong lesson. I’m reposting this on the Modeling a Wheel exercise.

      6 months ago

  • Replies: 1

    when using array modifier around a circle for hubcap
    i know an empty
    needs to be in center

    1 which empty ?circle,sphere
    2 do i need to be in top view?;

    9 months ago

    • Replies: 1

      It doesn’t matter which empty, there all the same. You only need to worry about the origin point and that the scale and rotation are set correctly. (ctrl + A)

      9 months ago

      • thanks
        i was overworking it …
        am making more progress following your hubcap tutorial from apocalypse truck

        9 months ago

  • Replies: 1

    Hello! I’m trying to put my rim and spokes in a circle using an array and an empty. I was just wondering if once you get your empty to work with your mesh object should you move your empty from the center location to help position your circle or should you only change it’s rotation?

    11 months ago

    • Replies: 3

      For something like spokes, which has radial symmetry around a central point it’s import to NOT move the empty, unless the mesh object is also moved with it.

      11 months ago

      • Ok. Thank you. :)

        11 months ago

      • Once I have my circle complete do I want to go ahead and apply it or do I want to just leave it.

        11 months ago

      • The typical rule of thumb is to never apply a modifier unless you have a specific reason to. Applying a modifier just makes the change permanent, giving you less flexibility for future changes.

        9 months ago

  • Replies: 2

    I hate to say it but this seems like a very challenging exercise considering what’s gone before. We’ve learned nothing about curves so far but I need to know how to make curves for the tyre tred. Am I missing something?

    11 months ago

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