Hey Creators - thanks for stopping by. This article covers an introductory overview of the popular 3d Modeling application Blender. Blender is very popular with modelers and builders on Roblox and in the wider games industry, and is FREE!
When building games in Roblox using internal tooling, such as CSG models and Parts, you may notice that you are somewhat limited in your ability of creative expression within those tools, and you need greater control over shapes and form to bring your imagination to life, and thatâs where 3d modeling tools like Blender come in.
Blender can look very intimidating upon first glance, so I seek to demystify the complicated UI, showing users what is important versus ignorable. Then, once you understand the important parts of the UI, youâll make some primitive objects and move on to a small number of easy to use tools and features, unlocking your ability to model literally anything! This series will expand to include more methods and techniques on an as-needed basis.
Table of Contents
- Core Concepts Introduction to Blender
- Basic Navigation and Interface Concepts
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Make a Treasure Chest using Box Modeling Method
- Create a Cube (box)
- Select the Cube and Enter âEdit Modeâ
- Resize [Scale]
- Extrude Top
- Bevel Edges and Weld Vertices
- Add Edge Loop
- Inset and Extrude Along Normals
- Add More Loops then Extrude Inward Along Normals
- Select and Extrude Inward Along Normals
- Create New Face from Selection
- Mirror Modifier
- Hotkey Appendix
- Continued Demonstration
- Conclusion
Core Concepts Introduction to Blender
Blender is a 3D modeling package with TONS of functionality. Itâs open source and free to download and use to anybody - I love it. It does much more than just modeling, though, and opening it up as a new user can be intimidating. This short guide serves to introduce aspiring modelers to Blender, to enough of the internal tooling and concepts to get you up and running and making cool things!
When I was a student, I learned to model in Autodesk 3DS Max and Maya. That was back in 2006. I specialized on those platforms for over a decade as an environment modeler before making the change to Blender in 2022, and I found it very natural and easy to use once I got the hang of it. I hope to help you learn how to engage on this platform as either a new user, or someone transitioning over from another package. Letâs dive into some Core Concepts and some UI overview to give you a sense of what is important, and what you can ignore before you hop into the Box Modelling method.
Many sections here will link over to Blenderâs official documentation if youâd like to dig deeper and uncover more details, but to keep things moving along, Iâll summarize the important parts.
Workspaces and Areas
Workspaces and Areas define the main bulk of the UI in Blender. They are customizable in both functionality, size, position, and features. Letâs take a closer look.
- Workspaces
- Workspaces are predefined window layouts, each with a specific purpose. You can toggle between various workspaces to suit different types of work you need to do, such as modeling or animating, or sculpting, etc. The will focus on the âmodelingâ workspace for this article
- Each workspace is divided into several different âAreasâ that contain Editors.
- Areas
- The Blender window is divided into a number of rectangular zones called âAreasâ that can be resized to your liking and display any editor you prefer.
- The Modeling Workspace is laid out with four Areas, showing the 3D View, Outliner, Properties Panel, and Timeline Editors.
Areas This Article will be Using:
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Outliner
- Organize your scene here, in a hierarchy.
- Toggle the visibility of assets in the scene
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Properties
- This panel reflects the properties of your currently selected asset, through an array of tabs. Different types of selected assets will activate the different tabs.
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Object Properties tab
- The Object Properties tab is one to be primarily concerned with. This tab contains a dropdown called ânormalsâ that allows you to affect the smooth appearance of the selected mesh.
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Modifier Properties tab
- This tab allows you to add âmodifiersâ to our meshes. Modifiers are operations that affect a meshâs geometry in non-destructive ways.
- There are more tabs, but ignore them for now.
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3D Viewport
- This Area is going to be the most important one for you - the 3D Viewport is where you do all of our modeling. You can create new primitive objects, transform and edit them, etc. This is the beating heart of Blender.
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Customizing your Areas
- As mentioned above, each Area can be customized by which type of Editor you choose, but also can be resized, split, and joined, to accommodate your needs.
- Resize the areas by dragging their borders
- Split an area into two by holding the cursor in an Areaâs corner. The cursor will change to a cross (+), then you can click your Left Mouse Button (LMB) to activate the split. Drag the cursor from there to split the area.
- Join areas by dragging outward from a corner. The area that will be closed shows a dark overlay.
- As mentioned above, each Area can be customized by which type of Editor you choose, but also can be resized, split, and joined, to accommodate your needs.
3D Viewport Header
The Header at the top of the 3D Viewport Area has some important features and options to examine to help customize our scene display and customize various snapping and transform behaviors.
In the 3D Viewportâs header, there are 6 features that I want to draw attention to: Modes, Viewport Overlays, Viewport Shading, Snap To, Transform Orientation, and Transform Pivot Point.
Modes official documentation
The 3D Viewport has several modes used for editing different kinds of data. For example, the default âObject Modeâ would let you place a mesh primitive in the scene, while âEdit Modeâ would allow you to manipulate the geometry of that mesh. You will toggle back and forth between Object Mode and Edit Mode in the 3D Viewport frequently, using the TAB key, later in this lesson. Additionally, the user can change the mode by clicking the Mode dropdown and choosing any mode they desire.
Viewport Overlays and Shading Dropdowns
In the image below, Iâve clipped images of my preferred settings for Overlays and Shading. Every artist will eventually define their own preferences for these, but the settings Iâve chosen below are such that it optimizes for quick readability of key information and understanding of the 3D mesh.
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Viewport Overlays Overlays
- These are my settings because I like to have a visual reference of the floor at 0,0 on the XY plane. I use the 3D cursor, and I can always see the vert count and other stats on screen. Wireframe helps me better understand mesh topology. The rest I donât really need most of the time so it wonât be covered here.
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Viewport Shading
- These are my settings, because for me, they make it easy to differentiate the meshes from the background, the highlights make it easy to see what edges are faceted, which are smooth. When I use textures, they show up.
Transform Orientation, Pivot Point, and Snap To Dropdowns
In the image below, Iâve clipped images of my preferred settings for Transform Orientation, Transform Pivot Point and Snap To settings. These settings are chosen for their applicability to the box modeling method youâll get into in the next section.
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Transform Orientations
- Global is the default setting - it means that when you move objects around in the 3D Viewport, the X,Y,and Z axis will be fixed in its alignment to the 3D space itself.
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Transform Pivot Point
- âBounding Box Centerâ is the setting I tend to use the most. When doing any transformations (moving, rotating, scaling), Blender will use this setting as the basis from which those operations are used as its pivot. Pivots have different behaviors under different conditions, so if you want to learn more, click here, otherwise, Iâd suggest just messing around with different pivot settings over time to intuit how they affect your operations as you learn to model.
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Snap To
- The Snap To dropdown lets you choose your snapping behavior. In Blender, when you are moving around vertices, edges or polygon faces, you can hold CTRL down during movement and it will cause the selection to snap to its closest element, based on whatever element you chose in the Snap To dropdown. I like to use âvertexâ most of the time, since they are very precise. But you can also snap to edges, faces, the grid itself and more. Again, this is a concept youâll eventually gain an intuition for if you just mess around with these settings as you learn to model.
Using Hotkeys in Blender
When I started in Blender, I was advised to NOT change any of the default hotkeys/keybinds/shortcuts even though I was already familiar with hotkeys from another software.
This is because Blender is really built for speed already, and the setup works quite well out-of-the-box. Also, if you add plugins in the future, they are guaranteed to work as expected with the default keybindings, whereas overrides might conflict with keybinds that come in with plugins. This advice has paid me many dividends, and I pass on the same advice to you.
In the next section, Iâll cover some hotkeys you can memorize in order to activate different features, tools and modes in order to efficiently use Blender to model.
Startup Files
When you first open Blender, a splash screen appears with several options to choose from. There are several âNew Fileâ choices, and also the option to load up some of your most recent .blend files. If you choose to open a New File, the system will automatically load in what is known as the âStartup Fileâ. This is basically a file on your computer that stores all your customizations, such as the ones we performed above, for your scene and loads them up as your default setting when you start Blender.
If you get your Blender scene and configurations into a state you like, you can set that state as your default Startup settings by saving it as your Default Startup File by going to:
File > Defaults > Save Startup File.
This will lock in your settings to load up every time you start a new project.
If you would like to skip over noodling around and figuring out all of the settings for yourself, and would prefer to use my settings, like you went over above, Iâll provide MY startup file for you. To set it as YOUR startup file, just download the file from the link below, open it up in Blender (it is a .blend file) and then do:
File > Defaults > Save Startup File
And my startup file will be YOUR startup file, until you decide to make changes or revert to defaults one day.
Link to .Blend startup file (759.6 KB)
Basic Navigation and Interface Concepts
Camera Movement / Navigation
Camera Movement and Navigation in the 3D Viewport is a core concept to master when 3D modeling, and fortunately, itâs fairly easy to get the hang of. With a few gestures of the mouse, a click and some buttons to press, you can navigate the 3D scene with ease. The available ways to move through the 3D space with the camera view are as follows:
- Pan: Shift + MMB
- Panning moves the camera Up, Down, Left and Right on a 2d planar axis relative to where the camera is pointed by holding down Shift + Middle Mouse Button
- Zoom: MM Scroll Wheel
- Zooming moves the camera closer to, or further away from the point of interest by scrolling the Middle Mouse Wheel up and down.
- Orbit: MMB
- Orbit allows the camera to rotate around a point of interest by holding down the middle mouse button and dragging the mouse around in the 3D View.
- Frame Selected: numpad . (Numpad period button)
- Frame Selected, by pressing the NumpadPeriod button, moves the camera into position to focus your selected asset in the center of the screen.
- Camera Views: â`â + [F,T,A,R,L, or B]
- Change to an orthographic camera view by pressing the backtick â`â key (on the tilde key) then press F, T, A, R, L, or B to choose Front, Top, Back, Right, Left, or Bottom views.
Selection
In the 3D View, the user can select objects with the click of the mouse, or select a multitude of assets by clicking and dragging (using âSelect Boxâ style selection). By pressing the âWâ key, you can cycle through various selection modes, but I find âSelect Boxâ mode to be the most familiar and intuitive
- Select Object - Single Left Click on the object.
- Select Multiple Objects - Click and Drag to create a selection area.
- Or/Also, hold SHIFT while clicking individual objects or elements to add those to your selection.
- Deselect - Left Click in an empty area of the 3D Viewport
Manipulation
In Blender, the user can make all sorts of movements in the 3D Viewport. Moving an asset around in the 3D View is known as âtransformingâ. When using the term âtransformingâ, in this case, we are talking about moving an object around in 3D space, rotating it and changing its orientation, or scaling an objectâs size. There are more nuances to understanding the greater concept of âtransformsâ in 3D, but these are our important aspects of it, for now.
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Move
- Moving an object in the Blender 3D View is done by selecting an object, and pressing âGâ to grab it and move it around with the motion of the mouse. Once you have selected an object, and pressed âGâ to move it, you can move it freely around the scene. You can also constrain that movement to a single axis by pressing X, Y or Z, respectively.
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Rotate
- Similar to moving, you can rotate your selection by pressing âRâ. Doing so will allow you to rotate the object freely in all directions. Also like moving, you can press X, Y, or Z to constrain that rotation to a single axis.
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Scale
- You guessed it - press âSâ to scale (or resize) your selection on all axes. And like the others, press X, Y or Z to constrain that scale operation to a single axis.
3D Cursor
The 3D Cursor is a point in space that has both a location and a rotation. Itâs used for many purposes. For our purposes in this lesson, the 3D cursor represents the location that newly created objects will appear upon creation.
The 3D Cursor can be moved around throughout the scene for various purposes, such as spawning new 3D objects at specific locations, relocating pivot points for meshes, and more. Check out Blenderâs documentation to learn more, but for the purpose of this lesson, our 3D Cursor should remain at Coordinate â0,0,0â aka âWorld Originâ
Make a Treasure Chest using Box Modeling Method
In this section, you will go over what is known as the Box Modeling Method for making 3D models. The fundamental principle here is simple - you start with a 3D cube or box, and manipulate the geometry to become more complex, ultimately, resulting in ANY object you can imagine! Itâs a method of modeling that was taught to me in school back in 2006 and I still use this today! Itâs a simple way to start, and it is infinitely extensible.
For our example project, you will start with a simple box and model the mesh into the shape of a Treasure Chest. During the lesson here, you will learn a handful of simple, straightforward operations that you can use in a multitude of different ways and combinations.
1. Create a Cube (box)
The first step of Box Modeling anything is to create a cube.
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In the 3D Viewport, hover your mouse anywhere and press SHIFT+A, which will bring up a context menu.
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Hover the mouse over the context menu and navigate to Mesh > Cube
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A Cube mesh will be created at coordinate position 0,0,0
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The new mesh will be present in the Outliner Area
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The Cubeâs properties will be displayed in the Properties Tab
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A Common Options menu will appear in the bottom left corner of the 3D Viewport that says âAdd Cubeâ
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Click on this to expand it, and it will display various properties related to the creation of the cube that can be immediately modified such as Size, UVâs, Alignment, Location and Rotation.
Note: you can always reposition the 3D Cursor by hovering over the 3D Viewport and pressing SHIFT+S to bring up a radial option view, and select âCursor to World Originâ which is always 0,0,0.
2. Select the Cube and Enter âEdit Modeâ
As mentioned earlier, the default mode of the 3D Viewport is âObject Modeâ. While in object mode, select the cube you created in the previous step. Upon selection, youâll notice the highlight/outline around the cube changes from a black outline to a yellow outline to indicate it is the âActive Objectâ. With the cube selected, change to âEdit Modeâ by pressing the TAB key - this mode allows you to modify the geometry of the mesh.
Once you have selected the cube and entered âEdit Modeâ, notice that there are three different Edit Mode Selections: Vertex, Edge and Face. To learn more about these core/fundamental concepts of how the structure of a mesh is built, follow this link.
To begin modifying the geometry, first youâll have to select its vertices, edges or faces by pressing 1, 2, or 3, respectively. Each of these selection submodes will allow you to select and modify the meshâs vertices, edges or faces.
3. Resize [Scale]
A treasure chest is wider than it is tall, so youâll want to deform this mesh cube into a more rectangular shape. To do this operation, there are three features to take advantage of: selecting all the vertices, scaling the mesh on a specific axis, and snapping those vertices incrementally along the grid so you can have perfect precision with our resize.
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In the earlier 3D Viewport section, you learned about the Snap To dropdown, and in this step, youâll start using it. Navigate to the Snap To section in the header of the 3D Viewport and change the dropdown to âIncrementâ and check the box that reads âAbsolute Grid Snapâ.
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With these settings enabled, when you start scaling the mesh, it will snap incrementally to the grid precision
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With the cube still selected, and in âEdit Modeâ, press â1â to enter âVertex Selectionâ mode and press âAâ to âSelect Allâ vertices.
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Press âSâ to Scale the mesh, then press âXâ to constrain the scaling operation to the X axis only [so you only increase the scale on the X axis, making it wider] and drag the mouse sideways to resize.
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While sliding the mouse, hold the CTRL button down to activate the Snap To functionality. Youâll notice the vertices no longer scale smoothly, and instead they snap incrementally to exact locations along the grid.
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Left click to finalize the action once the cube is 4 units wide.
4. Extrude Top
The next step is to extrude some more polygons out of the top of the mesh so you can model out the top section of the treasure chest. Each selection sub-mode (vertex, edge, face) has a version of extrude functionality - the most commonly used extrude is Extrude Faces, activated in the face selection submode.
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With the mesh selected, press the â3â key to enter the face selection sub-mode.
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Select the face on top of the mesh by clicking it with LMB (Left Mouse Button).
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Press âEâ to Extrude Face
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Alt-right click anywhere in the 3D Viewport to show the context menu and choose âExtrude Facesâ
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With the Extrude Faces function active, hold CTRL (to enable Snap To Grid) and drag upward for 1 unit.
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LMB click to complete the action.
5. Bevel Edges and Weld Vertices
Next, you will add some more geometry to our mesh by beveling the edges on the top of the box. Bevelling allows you to create chamfered or rounded corners on geometry - it is an effect that smooths out edges and corners.
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With the mesh selected, press the â2â key to enter the edge selection sub-mode.
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Select the front and back edges on the mesh.
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Press âCTRL+Bâ to activate the Bevel tool, and drag the mouse down to enlarge/reduce the offset of the bevel so the beveled edges cross through each other (donât worry about that, youâll fix it in the next steps. Click âLMBâ to complete the actions.
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Alt: right click anywhere in the 3D Viewport to show the context menu and choose âBevel Edgesâ
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In the bottom left corner of the 3D Viewport, a Common Options dialogue will appear that says âBevelâ. Click on it to expand it and check to enable the âClamp Overlapâ option box. This will constrain the edges so they do not overlap one another.
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Increase the âSegmentsâ field to â6â.
Then, clean up your geometry by welding together any vertices that are overlapping the same location as any neighboring vertices.
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With the mesh still selected, press the â1â key to enter vertex selection submode.
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Press âAâ to select all vertices
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Right Click anywhere in the 3D Viewport to open the context menu and navigate to Merge Vertices > By Distance.
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A Common Options dialogue will appear in the bottom left corner of the 3D Viewport that says âMerge by Distance.
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Enter â0.01â into the field. This will merge any two or more vertices that are less than 0.01 units apart into a single vertex, giving you a nice clean mesh.
6. Add Edge Loop
Now that the main form of the treasure chest is created, add some more edge loops to the mesh to give yourself more resolution to work with to create metal edging. To add loops of edges to a mesh, use the Loop Cut and Slide tool.
With the mesh still selected, press âCTRL+Râ to activate the Loop Cut and Slide tool.
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Hover the mouse over the center of the mesh, where the existing edge loops run horizontally.
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A yellow loop will appear perpendicular to those existing edges. Click âLMBâ to commit that preview, and a new edge loop will be added to the mesh. The preview edge loop will then turn orange, and orange vertices will be highlighted along that loop as well.
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Move the mouse back and forth, and notice that the loop can be slid around inside of the edges you just chose. Click RMB to commit this choice and center the new loop between your existing edges.
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Alternatively you can click LMB to commit placing the loop anywhere along the area.
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Notice in the bottom left corner of the 3D Viewport a new Common Options dialogue has appeared, labeled âLoop Cut and Slideâ
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Change âNumber of Cutsâ field to â2â. This will apply an additional edge loop, equidistant along the selected area.
Now that youâve added two new edge loops, and they are still selected (highlighted in orange) press the â1â key to convert that Active Selection from edges to vertices. Youâll notice the individual vertices become highlighted in orange now, along with the edges and faces between them, which will become shaded orange to indicate that those areas are now selected as well.
Much like the first step in this lesson, use the scale tool, constrained to the X axis to slide these vertices away from one another and toward the edges of the treasure chest, so that we can set up some edges to extrude.
- With the edges still selected, press â1â to enter vertex selection sub-mode.
- Press âSâ to scale the vertices, and press âXâ to constrain that action to the X axis only.
- Drag the mouse outward to slide the vertices outward from the center of the mesh, toward the edges.
- When your vertices are near the edges, press âLMBâ to commit the action.
7. Inset Faces and Extrude Along Normals
Now that you have created some new edge loops along the front, back, top and bottom of the chest, inset the faces on the sides of the chest mesh and extrude (Extrude Faces Along Normals - Blender 4.1 Manual) a similar distance from the outer edges, to create some areas that will become metal edging.
- With the mesh still selected, press â3â to enter face selection mode.
- Select the faces on the left and right sides of the chest (those that face the +X and -X directions)
- Press âIâ to activate the Inset tool, and drag the mouse inward to inset the selection to about the same distance as the loops you created in the previous step.
- Click âLMBâ to commit.
Then, using the Extrude Faces Along Normals tool to push those faces inward to create a small depression.
- With the inset faces still selected, click âRMBâ to show the context menu and choose âExtrude Faces Along Normalsâ
- Drag the mouse sideways to push the faces inward slightly toward the center of the mesh.
- Click âLMBâ to commit.
8. Add More Loops then Extrude Inward Along Normals
Next, add some more loops to the horizontal plane of the box to represent the metal edging that runs around the base, and around the center of the chest.
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With the mesh still selected, add more loops by using the Loop Cut and Slide tool, once again, by pressing CTRL+R.
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The yellow preview edge will appear along the horizontal plane of the chest when you hover the mouse over that axis.
* Notice that the yellow preview follows the shape of the geometry perfectly, and is not perfectly horizontal.
* Click LMB to commit, then navigate to the Common Options Dialogue in the bottom left corner and change ânumber of cutsâ to â2â.
Now, flatten out those edge loops and move them into position so they can become the metal edging for the center and bottom of the chest.
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Once you have made two new edge loops, select the bottom edge loop with one click by holding ALT+LMB on any edge of the loop. This will select the entire loop.
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Make the edges completely flat on the X and Y axis by using the Scale tool.
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Press âSâ to activate âScaleâ and press âZâ to constraint the scale action to the Z axis only.
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Press â0â to zero out the edge, making all edges the same on the Z axis.
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Press âENTERâ to commit.
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Move the edge into position along the bottom of the box.
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Change your Snap To setting from âIncrementâ to âVertexâ so you can snap this edge loop to the vertices at the bottom of the chest.
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With the bottom edge loop still selected, press âGâ to move (grab) the edge loop, and press âZâ to constrain that movement to only along the Z axis.
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Move the cursor down while holding CTRL. Move the cursor toward a corner of the box until the edge snaps to the same height as the top of the metal trim you started on the edges of the box.
Repeat this most recent process for the upper of the two edge loops you created in this step, except instead of snapping this to the vertices above, simply move it into position just below the top of the chest, using your artistic judgment.
Select and Extrude Inward Along Normals
Next, select the ring of innermost faces in the body of the treasure chest. Carefully deselect the faces that represent the metal edging and then extrude those faces inward, along the normal.
- With the mesh still selected, press 3 to enter face selection sub-mode.
- Holding down the ALT key, click on the upper or lower edge of any of the innermost faces on the treasure chest, which will automatically select the entire ring of faces around the object.
- Deselect the faces that represent the metal edging by holding SHIFT and clicking them one at a time.
- Extrude the remaining selection inward by right clicking to bring up the context menu and choosing Extrude Along Normals. Drag the mouse inward slightly to create a slight indentation to match that of the sides you indented in previous steps.
9. Create New Face from Selection
Add the metal strips between the arches of the lid on the sides of the chest by deleting the faces that span the area at the bottom of the lid arch and using New Face from Selection
to connect the new faces between those new openings.
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With the mesh still selected, press 3 to enter face selection sub-mode.
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Select the long, thin face on one side of the chest, below the arches of the lid, then hold SHIFT and additionally select the two very small faces that attach to it laterally, and press the DELETE key.
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A context menu will appear, choose âFacesâ to delete the faces you have selected.
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Next, press â2â to enter edge selection sub-mode. Select the two small edges along the open faces along the arch and press âFâ to create a New Face from Edges, and a new face will appear between those selected Edges.
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Repeat this process for the remaining edges across the gap created earlier in this step to create the metal banding across the bottom of the arch along the side of the chest.
10. Mirror Modifier
Lastly, youâll need to add a mirror modifier to the mesh to mirror the work youâve done on one side to the other, and to ensure you have a perfectly symmetrical treasure chest.
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With the mesh still selected, press TAB to leave edit mode, swapping to Object Mode.
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Navigate to the Modifier Tab in the Properties Panel, click the âAdd Modifierâ Dropdown and choose Mirror Modifier.
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This applies a modifier to the mesh that effectively âmirrorâ one side of the model to the other side.
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Select the following options in the Mirror Modifier in the Modifier Section of the Properties tab.
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Set Axis to X. This chooses the X axis as the axis which the modifier will mirror across.
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Set Bisect to X. This cuts the model in half and stitches it together along the central seam, ensuring there is no overlapping geometry from the operation.
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Set Flip to X. This toggles which side will be mirrored to the other.
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Apply the Mirror Modifier to the mesh by clicking the down-arrow on the Mirror Modifier tab and choosing âApplyâ.
Voila! That concludes our intro to box modeling in Blender!
Hotkey Appendix
Below is a quick reference sheet that covers most of the hotkeys and actions in this lesson.
Category | Action | Hotkey |
---|---|---|
Basic Navigation | Pan | SHIFT + MMB |
Zoom | MMB Wheel Up/Down | |
Orbit | MMB | |
Frame Selection | Numpad . | |
Camera Views | ` | |
X-Ray View Toggle | ALT + Z | |
Selection | Select Object | LMB Click |
Select Multiple Objects | LMB Click + Drag / LMB Click + Shift LMB Click | |
Manipulation | Move | G |
Rotate | R | |
Scale | S | |
Creation | Add (new object to scene) | SHIFT + A |
Editing | Toggle Edit / Object Mode | TAB |
Selection Submodes | Vertex | 1 |
Edge | 2 | |
Face | 3 | |
Transform Snapping | Hold CTRL during transform | |
Edit Mesh | Extrude | E |
Extrude Along Normals | (no hotkey, right click menu only) | |
Bevel | CTRL + B | |
Merge Vertices | M | |
Loop Cut and Slide | CTRL + R | |
Inset | I | |
New Face from Selection | F | |
Duplicate Selection | CTRL + D | |
Dissolve Selection | CTRL + X | |
Delete Selection | DELETE |
Continued Demonstration
Using the same tools and methods from this lesson, the video below continues to iterate on the treasure chest mesh to add more detail and personality. See if you recognize and can reproduce some of the techniques applied here. Experimenting is key to learn and internalize these modeling techniques.
Conclusion
Now that youâve learned some of the most important aspects of using Blender, learning parts of its core UI, experimented with various principles, tools, and modeling features to create a simple treasure chest, feel free to continue forward on your own! This lesson only scratches the surface of what is possible with modeling in Blender, but the tools demonstrated here are among the easiest to use and most powerful.
The best thing about this short lesson in Box Modeling is that these handful of operations (bevel, inset, loop, extrude, and basic manipulations) combined together can help you craft almost any form you can imagine.
Donât get discouraged while learning, it can take some time to memorize the various hotkeys and operations but once you do, it becomes MUCH easier to express your own creativity within, and then bring your creations onto the Roblox platform!
More tutorials like this will come, diving into more demonstrations, new ways of creating, and more advanced techniques for modeling, unwrapping, incorporating new combinations of the above techniques, adding more mesh primitives, and more!
Thank you so very much for joining me. I hope you look forward to more! NEVER GIVE UP!