Chapter 3: Basic Modeling Techniques
Chapter 3: Basic Modeling Techniques
Learning Objectives
- Master the creation and editing of basic geometric primitives
- Learn vertex, edge, and face editing operations
- Understand mesh topology
- Master basic tools like extrude, inset, and bevel
- Learn to use modifiers for parametric modeling
Detailed Knowledge Points
3.1 Polygon Modeling Basics
3.1.1 Mesh Structure
A polygon mesh is composed of three basic elements:
Vertices - Points
↓
Edges - Lines connecting two vertices
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Faces - Polygons enclosed by edges
Mesh Properties:
- Vertices: Basic points defining the shape, with position information
- Edges: Connect vertices, defining the shape's outline
- Faces: Enclosed areas, used for rendering and display
Face Types
- Tris: The most basic face, efficient for rendering
- Quads: Preferred for modeling, easy to subdivide and edit
- N-gons: Faces with 5 or more sides, generally to be avoided
3.1.2 Basic Primitives
Adding Basic Primitives:
Shift + A → Mesh # Open the mesh menu
List of basic primitives:
- Plane: 4 vertices
- Cube: 8 vertices
- Circle: Default 32 vertices
- UV Sphere: Latitude/longitude sphere
- Ico Sphere: Icosahedron sphere (triangular faces)
- Cylinder: Default 32 sides
- Cone
- Torus
Primitive Parameter Settings:
# After adding, adjust parameters in the bottom-left panel or by pressing F9
Vertices: Number of vertices (for circles, cylinders, etc.)
Radius: Radius
Depth: Depth (cylinder height)
Location: Position
Rotation: Rotation
3.2 Edit Mode Basics
3.2.1 Toggling Edit Mode
Tab # Object Mode ↔ Edit Mode
# Switching selection types in Edit Mode
1 # Vertex select mode (or Ctrl+Tab menu)
2 # Edge select mode
3 # Face select mode
# Combined selection modes
Shift + 1/2/3 # Enable multiple selection modes simultaneously
3.2.2 Basic Selection Operations
Selection Tools:
# Basic selection
Left-click # Select a single element
Shift + Left-click # Add/remove from selection
A # Select all
Alt + A # Deselect all
Ctrl + I # Invert selection
# Extend selection
Ctrl + + # Grow selection
Ctrl + - # Shrink selection
# Loop selection
Alt + Left-click # Select edge loop
Ctrl + Alt + Left-click # Select face ring
Select Similar:
Shift + G # Select similar menu
- Vertex Groups
- Co-planar
- Area: Similar area
- Sides: Similar number of sides
- Material: Same material
3.3 Basic Editing Tools
3.3.1 Extrude Tool
Extrude is one of the most important tools in modeling:
E # Extrude selected faces/edges/vertices
# Extrude variations
E + X/Y/Z # Extrude along an axis
E + S # Extrude and scale
# Special extrude
Alt + E # Extrude menu
- Extrude Region
- Extrude Individual Faces
- Extrude to Cursor
Extrude Application Example:
# Make a simple house
1. Add a cube
2. Tab to enter Edit Mode
3. 3 to switch to face select mode
4. Select the top face
5. E to extrude, Z to constrain vertically, enter 0.5
6. S to scale to 0.8 to create the roof edge
7. E again to extrude up by 0.3 to create the roof
3.3.2 Inset Faces
I # Inset faces tool
# Inset options
I + I # Inset individual faces
I + O # Outset
# Operations during inset
- Mouse move: Adjust inset distance
- Ctrl: Enable uniform mode
- O: Toggle outset
3.3.3 Bevel Tool
Ctrl + B # Bevel selected edges/vertices
# Bevel controls
- Mouse move: Adjust bevel size
- Scroll wheel: Increase/decrease segments
- Ctrl: Enable snapping
- Shift: Precise adjustment
Bevel Application:
# Create a rounded cube
1. Select all edges of the cube (Alt + A, then 2 for edge mode, A)
2. Ctrl + B to bevel
3. Use the scroll wheel to increase segments to 3-4
4. Adjust the size to a suitable value
3.4 Advanced Editing Tools
3.4.1 Loop Cut and Knife
Loop Cut:
Ctrl + R # Loop cut tool
- Mouse move: Select cut position
- Scroll wheel: Increase number of cuts
- Confirm: Left-click
- Slide: Mouse move to adjust position
Knife Tool:
K # Knife tool
- Left-click: Create cut point
- Enter: Confirm cut
- Esc: Cancel
K + C # Constrain knife cut (e.g., only 45-degree angles)
3.4.2 Merge and Dissolve
Merge Vertices:
Alt + M # Merge menu
- At Center
- At Cursor
- Collapse
- At First/Last
Dissolve Elements:
Ctrl + X # Delete/dissolve menu
- Vertices
- Dissolve Vertices
- Edge Loops
- Faces
3.4.3 Subdivide and Smooth
Subdivide:
# Right-click menu or toolbar
Subdivide # Subdivide selected faces
- Number of Cuts
- Smoothness
- Fractal
Smooth:
# Right-click menu
Smooth # Smooth vertices
Shade Smooth # Smooth shading
Shade Flat # Flat shading
3.5 Modifier System
3.5.1 Modifier Concept
Modifiers are non-destructive modeling tools that allow for real-time preview of effects:
Original Mesh → Modifier 1 → Modifier 2 → Final Result
Modifier Features:
- Non-destructive editing
- Can be stacked
- Real-time preview
- Parameters can be adjusted at any time
3.5.2 Common Modeling Modifiers
Mirror Modifier:
# Add Mirror modifier
Properties Panel → Modifier Properties → Add Modifier → Mirror
Main parameters:
- Axis: Mirror axis (X/Y/Z)
- Bisect: Bisect the original mesh
- Merge: Merge vertices on the centerline
Array Modifier:
# Array parameters
Count: Number of copies
Relative Offset
Constant Offset
Object Offset
Subdivision Surface Modifier:
# Subdivision parameters
Levels Viewport
Render
Type: Catmull-Clark (smooth) / Simple (not smooth)
3.6 Modeling Workflow
3.6.1 Blockout Modeling
# Step 1: Create basic shapes
1. Start with simple primitives
2. Use extrude to create the basic silhouette
3. Don't focus on details, just the overall form
# Step 2: Refine the shape
4. Add necessary loop cuts
5. Adjust vertex positions
6. Use bevel to add details
# Step 3: Optimize topology
7. Ensure quads are dominant
8. Maintain good edge flow
9. Avoid n-gons and triangles
3.6.2 Modeling with Reference Images
# Set up reference images
1. Shift + A → Empty → Image
2. Load reference image in the Properties panel
3. Adjust transparency and position
4. Set up different reference images in multiple views
# Model according to reference
5. Start modeling from the side view
6. Gradually adjust in different views
7. Maintain correspondence with the reference image
3.7 Practical Exercises
Exercise 1: Basic Furniture Modeling
Exercise Goal
Master the comprehensive use of basic modeling tools
# Make a simple chair
# Seat creation:
1. Add a cube
2. S + Z + 0.1 (flatten for the seat)
3. S + X + 0.8, S + Y + 0.8 (adjust seat size)
# Backrest creation:
4. E to extrude the top face
5. S + Y + 0.1 (thin for the backrest)
6. G + Z + 0.8 (move the backrest up)
# Leg creation:
7. Enter Edit Mode, select the four corner vertices of the bottom face
8. E to extrude downwards
9. S + 0.1 (shrink for the legs)
Exercise 2: Organic Shape Modeling
# Make a simple vase
1. Add a cylinder (Vertices: 12)
2. Tab to enter Edit Mode
3. Alt + A to deselect all, then 3 (face select mode)
4. Select the top face, Delete
5. 2 to switch to edge select mode
6. Alt + Left-click to select the top edge loop
7. Ctrl + R to add multiple loop cuts (scroll wheel to adjust count to 5-6)
8. Select edge loops at different heights
9. S to scale different edge loops to create the vase silhouette
10. Select the bottom edge loop, E to extrude, S + 0 to merge and create the bottom
Exercise 3: Modifier Application
Important Notes
- The order of modifiers is important
- Be cautious before applying modifiers
- Pay attention to the object's center position when mirror modeling
# Make a symmetrical ornament
1. Add a cube
2. Tab to enter Edit Mode
3. Select and delete the vertices on the right half
4. Add a Mirror modifier (Axis: X)
5. Model on one side, the other side mirrors automatically
6. Use extrude and bevel to create details
7. Apply the Mirror modifier when finished
# Create an array ornament
8. Select the finished ornament
9. Add an Array modifier
10. Set Count to 5, adjust the offset distance
11. Create a row of ornaments
3.8 Topology Best Practices
3.8.1 Characteristics of Good Topology
Quad-first:
✓ Quad mesh:
□─□─□
│ │ │
□─□─□
│ │ │
□─□─□
✗ Messy topology:
△─□─◇
│/│\│
□─◇─△
Edge Flow Direction:
- Edges should follow the natural flow of the shape
- Circular areas use radial edge flow
- Muscle and deformation areas need appropriate edge flow
3.8.2 Topology Optimization Techniques
# Reduce n-gons
1. Select the n-gon face
2. Mesh → Faces → Triangulate Faces
3. Manually merge adjacent edges and vertices
# Increase resolution
1. Select the area to be subdivided
2. Right-click → Subdivide
3. Or use loop cuts to add edge loops
# Retopology
1. Create a new mesh over the original model
2. Use Retopo features to align to the original model's surface
3. Maintain a good quad structure
3.9 Common Modeling Shortcuts
Tool | Shortcut | Description |
---|---|---|
Extrude | E | Extrude face/edge/vertex |
Inset | I | Inset face |
Bevel | Ctrl + B | Bevel edge/vertex |
Loop Cut | Ctrl + R | Loop cut tool |
Knife | K | Knife tool |
Merge | Alt + M | Merge vertices |
Separate | P | Separate to new object |
Join | J | Join vertices |
Fill | F | Fill face |
Subdivide | Ctrl + 1-4 | Apply subdivision levels |
Modeling Tool Summary
3.10 Toolbar Tools
In the Edit Mode toolbar:
Selection Tools:
- Select Box (B)
- Select Circle (C)
- Lasso Select
Basic Tools:
- Extrude (E)
- Inset (I)
- Bevel (Ctrl+B)
- Knife (K)
- Loop Cut (Ctrl+R)
Advanced Tools:
- PolyBuild: Interactive modeling
- Edge Split
- Spin: Spin duplicate
- Screw: Screw tool
Learning Suggestions
- Start Simple: Master basic tools before learning advanced techniques
- Understand Topology: Good topology is the foundation for subsequent operations
- Practice a Lot: Modeling requires a lot of practice to become proficient
- Reference Reality: Observe the shapes and structures of real objects
- Keep it Clean: Regularly clean up unused vertices and edges
By completing this chapter, you should be able to:
- Use basic modeling tools proficiently
- Understand the importance of mesh topology
- Create moderately complex models
- Use the modifier system appropriately
These skills are the foundation for all complex modeling work and must be practiced repeatedly until mastered.