Here we look at modeling tools. Primarily the ones that we use in edit mode to shape our models and construct good topology. There are a lot of modeling tools available in Blender and if you want a video explanation of most of them start with the 30 modeling tools. Then you can dive deeper into each article to learn more specifics about a tool or group of tools.
Here you can learn more about the universal controls in Blender. Things like snapping, proportional editing, centering objects pivot points. These are all things that are common for most 3D modeling tools in Blender
While we are at it we cover some related topics like measuring and the mysterious applying of scale and why we do it.
Once we have a good understanding of some modeling tools and how to control them, we need to dive deeper into effective selections. If you can make quick selections you will have a much easier time making your ideas actualized.
Here we discuss the basics of shading. Shading is closely related to normals. More information about normals can be found in the shading section. We also look at geometry and different kinds of faces to learn how to deal with them effectively.
Modifiers are a crucial part of modeling in Blender. It is the backbone of Blender procedural modeling capabilities and can be setup to create complex and modifiable patterns.
Every effective Blender artist needs to understand modifiers to some degree.
Here we cover everything from the basics to individual modifiers and their uses.
Geometry nodes is the long-awaited addition to Blender that takes modifiers into the realm of parallel processing.
We can use it to create advanced tools and generate complex tools and objects.
More common tasks such as scattering foliage and other objects on a surface can also be done with geometry nodes and you don't have to spend hundreds of hours to learn the basics.
Every once in a while, we run into problems and stuff simply won't work. Here we dive into troubleshooting of many common issues related to modeling.
Having a good understanding of the software is key to help solving problems and sometimes a simple checklist for things to look for can be a great help.
We most often work with mesh objects, but curve objects have received a lot of love from Blender development recently. In some cases using curves is simply way better than the traditional mesh objects.
Metaballs, while not as universally useful as curves, most artists still mostly overlook them. Given the right challenge, metaballs might actually be your solution.
Blender comes with a lot of add-ons. Both build it, and third party. Here we cover some of the most useful ones that are related to modeling workflows.