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Modeling in Blender

Building meshes in Blender 5.x (5.2 LTS): Edit Mode selection, the core tools, the modifier stack, smooth shading after the 4.1 auto-smooth change, hard-surface vs organic workflows, sculpting basics, retopology, low-poly rules for games and the web, cleaning AI-generated meshes and precision modeling. Vocabulary (vertex, edge, face, normal, n-gon, topology, manifold) is in Core concepts; navigation and transforms are in Interface & navigation. Keys are Windows-style; on macOS read Ctrl as ⌘ (or ⌃) and Alt as ⌥.

Primitives & Edit Mode selection

Shift+A > Mesh adds a primitive at the 3D cursor: Plane, Cube, Circle, UV Sphere, Ico Sphere, Cylinder, Cone, Torus, Grid, Monkey. Set its size and segment count immediately in the Adjust Last Operation panel (bottom left, or F9); once you edit, that panel is gone. The default cube is 2 m on a side.

Tab enters Edit Mode. Select modes: 1 vertex, 2 edge, 3 face (Shift+1/2/3 combines modes).

SelectKeysNotes
Edge loopAlt+click an edgea ring of edges around the model; Shift+Alt+click adds
Edge ringCtrl+Alt+clickthe parallel edges across a loop (where a loop cut would go)
Shortest pathCtrl+clickfrom the active element to the clicked one; Shift+Ctrl fills a region
Linked (island)L under the pointer / Ctrl+L from selectioneverything connected; Delimit in F9 stops at seams, sharp edges or materials
Grow / shrinkCtrl + numpad + / −one ring outward / inward
SimilarShift+Gsame normal, area, length, material…
Checker deselectSelect > Checker Deselectevery other face, for panel patterns
Non-manifold (holes, loose edges)Select > Select All by Trait > Non Manifoldfind problems
Mirror selectionShift+Ctrl+Mselect the other side of a symmetric mesh

With Emulate 3 Button Mouse (Alt modifier) loop select is a double-click and ring select is Ctrl + double-click. Hidden faces: H hides, Alt+H reveals, just as in Object Mode.

Core tools

ToolKeys / menuWhat it doesTips
ExtrudeEpulls new geometry out of the selectionE then Z locks the axis; canceling with RMB still leaves the new geometry on top of the old (fine before S, otherwise Ctrl+Z)
Extrude menuAlt+Ealong normals, individual faces, manifoldindividual faces for panels on curved surfaces
InsetIa smaller face inside each selected facepress I again for individual insets; exact thickness in F9
BevelCtrl+B (edges), Shift+Ctrl+B (vertices)chamfers or rounds edgeswheel = segments; P = profile; set exact width in F9
Loop cutCtrl+Radds edge loops across a ringwheel = count, click, then slide (RMB centers it); E = even
KnifeK (Shift+K: selected only)draw cuts across facesEnter or Space confirms; C cuts through; X/Y/Z lock the angle
Knife ProjectMesh > Knife Projectcuts the outline of another object, as seen from the viewlogos, windows in a wall
Make edge / faceFconnects 2 vertices or fills a selected borderrepeat F to keep filling (better with the F2 extension)
Fill / Grid FillAlt+F / Face > Grid Filltriangulated fill / quad grid fill of a holeGrid Fill needs an even number of border edges
Bridge Edge LoopsEdge > Bridge Edge Loopsjoins two open loops with facesarm to torso, pipe segments; Number of Cuts in F9
Connect vertex pathJcuts an edge between selected verticesclean alternative to the knife
MergeMAt Center, At Cursor, Collapse, At First / Last, By DistanceBy Distance welds duplicate vertices
Delete / dissolveX / Ctrl+Xdelete removes and leaves holes; dissolve removes and keeps the surfaceLimited Dissolve cleans flat areas
Separate / joinP / Ctrl+J (Object Mode)P > Selection, By Material, By Loose Partsloose parts: split a mesh of merged parts into objects
Split / ripY / Vdetach selection / tear vertices apart
Spintoolbar Spin toolextrudes around the 3D cursorlathe profiles: vases, wheels; Screw modifier is non-destructive
SubdivideEdge > Subdivide (or right-click)splits edges and facesNumber of Cuts in F9
Mirror / symmetrizeCtrl+M / Mesh > Symmetrizeflip selection / copy one half onto the otherMirror modifier for live symmetry
SlideG G (edge or vertex slide), Shift+Vmoves along existing edgeskeeps the shape while re-spacing loops
Shrink / fattenAlt+Smoves along normalsthicken shells without a modifier
CreaseShift+Esharpens an edge under Subdivision Surface1 = sharp corner
MenusCtrl+V / Ctrl+E / Ctrl+Fvertex / edge / face menusseams, sharp marks, triangulate, grid fill

Modifier stack

Modifiers are non-destructive operations evaluated top to bottom (Properties > Modifiers tab, Add Modifier; Ctrl+A over a modifier applies it). Order matters: Mirror before Subdivision, Bevel before Weighted Normal, Triangulate near the end.

ModifierForKey settingsApply before export?
Mirrorsymmetric models, one half editedClipping (keeps center vertices on the seam), Bisect, Mirror Objectexporter can apply it; apply by hand before UV-ing mirrored halves differently
Subdivision Surfacesmooth high-res shape from a low cage (Ctrl+1…5 adds one)Levels Viewport vs Render, crease supportapply at the level you want, or keep the low cage for games
Bevelrounded edges without touching the meshAmount, Segments, Limit Method Angle (30°), Harden Normalsyes (exporter can); check the tri count
Solidifythickness for planes (walls, cloth, leaves)Thickness, Offset, Even Thicknessyes
Arrayrepeats: fences, stairs, chainsCount or Fit Length, Relative Offset, Merge, Object Offset (rotation)yes, or export one piece and instance it in the engine
Booleancut holes or combine shapes with a cutter objectDifference / Union / Intersect; solver Exact (robust), Float (fast), Manifold (fastest, closed meshes only)yes, then clean the n-gons it leaves
Decimatefewer triangles (LODs, scans, AI meshes)Collapse ratio, Un-Subdivide, Planar (angle)yes; check UVs and silhouette
Weighted Normalmakes big flat faces shade flat on chamfered hard-surface modelsWeighting Face Area, Keep Sharpyes; custom normals export in glTF
Remeshrebuild a uniform meshVoxel (size, adaptivity), Blocks, Smooth, Sharpyes; usually followed by retopology or Decimate
Shrinkwrapproject one mesh onto anotherNearest Surface Point / Project / Target Normal Project, Offsetyes (retopology, decals)
Triangulatecontrol how quads split into trianglesQuad Method Beauty / Fixed, Keep Normals, Minimum Verticesoptional: glTF triangulates anyway; use it when the split matters (normal-map baking, GTA)
Weldmerge by distance, liveDistance, Mode All / Connectedyes
Smooth by Angleauto smooth (added by Shade Auto Smooth)Angle 30°, Ignore Sharpnessonly with the exporter's Apply Modifiers on (off by default); without it the export is smooth everywhere. Pinned last in the stack

Buttons on each modifier: show in Edit Mode, On Cage (edit the result directly), show in viewport and render. glTF's Data > Mesh > Apply Modifiers (off by default) exports the evaluated result without destroying the stack.

Shading: smooth, flat & auto smooth

Shading decides how normals are interpolated, not the geometry. Since 4.1 there is no Auto Smooth checkbox in Object Data; the choices are:

Command (Object menu or right-click)Result
Shade Flatevery face faceted
Shade Smootheverything smooth; removes Smooth by Angle modifiers
Shade Auto Smoothadds a Smooth by Angle modifier (a geometry-nodes asset, 30° default): edges sharper than the angle stay hard; live and adjustable
Shade Smooth by Angle (F3)one-shot: tags sharp edges by angle, no modifier
Edge > Mark Sharpforce a hard edge; respected by Smooth by Angle unless Ignore Sharpness

Low-poly faceted look: Shade Flat. Hard-surface: Shade Auto Smooth + bevels + Weighted Normal. Organic: Shade Smooth. Every hard edge splits vertices on export (the GPU needs one normal per vertex), so hard edges raise the vertex count; that is expected.

Hard-surface workflow

Hard-surface = manufactured objects: crates, weapons, vehicles, buildings.

 blockout (primitives, real sizes)
   → cut and add: Boolean cutters, inset + extrude, loop cuts
   → edges: Bevel modifier (Angle) or bevel by hand for games
   → normals: Shade Auto Smooth + Weighted Normal
   → cleanup: apply Booleans, dissolve n-gons on curved parts, check tris
  • Keep Boolean cutters in a "cutters" collection, Viewport Display > Display As Wire or Bounds, disabled in renders; the Bool Tool extension adds one-key cutters.
  • Real bevels catch light; even a 1–2 mm bevel reads better than a sharp edge. For games, one segment + Harden Normals is cheap.
  • Big flat panels can be n-gons (they don't deform); keep edge flow tidy around holes that will be subdivided.
  • Apply scale before Bevel and Solidify, or widths come out wrong.

Organic: subdivision & sculpting

Subdivision modeling: model a low cage in quads, add Subdivision Surface (Ctrl+2), shape with proportional editing (O) and slides. Hold edges tight with support loops (Ctrl+R near an edge) or crease (Shift+E). Avoid triangles and n-gons on curved, subdivided or deforming areas; they pinch. Poles (vertices with 3 or 5+ edges) are fine on flat areas, bad at bends.

Sculpt Mode (Sculpting workspace, or Ctrl+Tab pie) pushes a dense mesh with brushes. Brushes are assets in the asset shelf; defaults have keys:

KeyBrushUse
VDrawbuild up / carve (hold Ctrl to invert)
C / Shift+CClay Strips / Crease Polishblock forms / sharp creases
GGrabmove big masses
KSnake Hookpull out horns, tentacles
I / PInflate / Pinchpuff up / tighten
SSmooth (or hold Shift with any brush)relax
Shift+TScrape / Fillflatten
MMask (A: mask pie)protect areas
KeyControl
F / Shift+Fbrush radius / strength (drag, click)
Ctrl (hold)invert the brush (carve instead of add)
X / Y / Z buttons in the headermesh symmetry (off by default; turn X on for characters)
Topology methodHowUse
Voxel remeshR sets voxel size, Ctrl+R remeshesuniform density between sculpt passes; merges intersecting parts
Dyntopo (Dynamic Topology)Sidebar > Tool > Dyntopo checkbox; R sets detailadds detail only where you sculpt; slower on big meshes
Multiresolution modifierSubdivide in the modifier, sculpt at any leveldetail on top of a clean base mesh; bake to a normal map

Watch how a simple object goes from primitive to modifiers to proportional editing.

Blender Donut Tutorial Part 1 (2026) (opens in a new tab) (Blender Guru, YouTube)

Retopology

Retopology = building a clean, light mesh over a dense one (sculpt, scan, AI output) so it deforms, unwraps and runs fast. Details go back on as a baked normal map (Materials, UVs & texturing).

OptionHowGood for
Quad remesh (QuadriFlow)Object Data > Remesh > Quad > Quadriflow Remesh (target faces, Preserve Sharp, Use Mesh Symmetry)automatic quads for props and static meshes
Voxel remeshObject Data > Remesh > Voxelcleaning before sculpting or printing; not final topology
Decimatemodifier or Mesh > Clean Up > Decimate Geometryfast triangle reduction; triangles, uneven
Manual retoponew mesh over the high-poly, snapped to its surfacecharacters and anything that bends
Paid add-onse.g. Quad Remesher (Exoside)better automatic quads

Manual setup:

  1. Add a Plane, Tab, delete to a single vertex or start from one face; name it retopo.
  2. Snapping on (Shift+Tab) with Snap Target Face Project (or Face Nearest); in the snap popover enable the options that let it snap to other objects.
  3. Or add a Shrinkwrap modifier (Target: the sculpt, Offset 1–2 mm) with On Cage and Edit Mode on.
  4. Viewport Overlays (Edit Mode) > Retopology shows your mesh over the sculpt without X-ray clutter.
  5. Build with the Poly Build tool (Ctrl-click adds, Shift-click deletes, drag an edge to extrude a quad), E and F (F2 extension), Mirror modifier with Clipping for symmetric models.
  6. Follow the forms: loops around eyes and mouth, rings along limbs, extra loops at joints.

Low-poly for games & web

Budgets depend on platform and camera distance; see Core concepts and the target pages (web, Godot, GTA V). Engines count triangles, and GPUs pay for vertices (after splits) and draw calls (objects × materials).

RuleWhy
Turn on Overlays > Statisticsshows Objects, Vertices, Edges, Faces, Triangles for the selection
Spend triangles on the silhouetteinterior detail goes in the normal map
Delete faces nobody seesbottoms of props on the floor, backs against walls
Few materials per object (1–2)each material is a separate draw call
Quads while modeling; n-gons only on flat, non-deforming facespredictable triangulation and subdivision
Triangulate (modifier, Keep Normals) when the split mattersnormal-map bakes must use the same triangulation as the engine
Hard edges and UV seams on the same edgesboth split vertices; aligning them avoids paying twice
Consistent normals (Face Orientation overlay: red = back face)flipped faces render black or invisible
Separate LOD meshes: crate_LOD0, crate_LOD1 via Decimatedistant copies cost less
Apply scale, origin at the baseengines place and collide by origin

Cleaning AI-generated & scanned meshes

AI generators (AI generation) and scans give dense, triangulated, sometimes broken meshes with baked-in textures.

StepCommandFixes
1Ctrl+A > All Transforms, check real sizewrong scale and rotation
2Edit Mode, A, Mesh > Clean Up > Merge by Distance (or M > By Distance)duplicate vertices, seams that split the surface
3Mesh > Clean Up > Delete Loose, Degenerate Dissolvefloating vertices, zero-area faces
4Shift+N (Mesh > Normals > Recalculate Outside)flipped normals (check the Face Orientation overlay)
5Select > Select All by Trait > Non Manifoldholes, internal faces; fill with F / Grid Fill or delete
6Mesh > Clean Up > Limited Dissolvemillions of coplanar triangles on flat areas
7Decimate modifier (Collapse, ratio 0.1–0.5)triangle count; watch the texture (UVs survive Collapse, mostly)
8Remesh (Voxel) then Quadriflow, or manual retopounusable topology; then rebake the texture onto new UVs
93D Print Toolbox (N sidebar > 3D-Print) > Check Allnon-manifold edges, intersections, thin walls, distorted faces

Shading looks lumpy after decimating: Shade Auto Smooth, or Shade Flat for a faceted style.

Precision & measurement

NeedHow
Exact sizeN sidebar > Item > Dimensions (Object Mode), then Ctrl+A > Scale
Exact move / extrudetype while transforming: E Z 0.25 Enter, G X -0.1 Enter; = enables units (25cm)
Exact vertex positionN sidebar > Item > Vertex / Median (Local or Global)
Edge lengths, angles, areasViewport Overlays (Edit Mode) > Measurement: Edge Length, Edge Angle, Face Area, Face Angle (set Global to include object scale)
Arbitrary distancetoolbar Measure tool (ruler); Ctrl snaps its ends
Snap corner to cornerSnap Target Vertex, Snap Base Closest
Grid-aligned blockoutsSnap Target Increment + Absolute Increment Snap, or Grid
Equal spacingArray modifier with Relative Offset 1 (+ gap), or LoopTools > Space
Reference imagesShift+A > Image > Reference (or Mesh Plane for a textured plane) in front/side views

Does this survive export?

Blender featureglTF / enginesAction
Quads and n-gonstriangulated on exportfine; triangulate yourself only when the split matters
Modifiersevaluated if Apply Modifiers is on (off by default; Godot's .blend import uses the same exporter)keep the stack; apply by hand for GTA (Sollumz) or special cases
Marked sharp edges, flat / smooth facesexported as split normals (Normals option)keep Normals on in the exporter
Smooth by Angle, Weighted Normalmodifiers: their normals export only with Apply Modifiers onturn it on, or apply them first
Subdivision creases, Multiresnot in the file; only the evaluated meshapply levels, or bake detail to a normal map
Boolean cuttersexported as meshes if visibledisable in render / hide, use Include > Visible or Renderable Objects
Loose edges / pointsskipped unless Loose Edges / Loose Points are ondelete them
Curves, text, metaballsnot preservedObject > Convert > Mesh first
Shape keysmorph targetssee Animation
Color attributesexported when used by the materialsee Materials, UVs & texturing
Geometry Nodes instancesexperimental exporter optionrealize instances (Realize Instances node) if in doubt

Target specifics: Web / Three.js (Draco / Meshopt, triangle budgets), Godot (-col, -colonly name suffixes for collision), GTA V (Sollumz, LODs, collision meshes).

Recipes

Model a low-poly crate ready for a game

Use for any boxy prop: about 100–300 triangles, one material.

  1. Shift+A > Cube; N > Dimensions 1, 1, 1 m; Ctrl+A > Scale.
  2. Tab, 3 (face select), A, I then I again (individual) 0.08 m; E, -0.03 Enter sinks the panels.
  3. Select the outer edges (Alt+click loops), Ctrl+B, 0.015 m, 1 segment.
  4. Tab out, Shade Auto Smooth; add Weighted Normal (Keep Sharp) for clean flat faces.
  5. Delete the bottom face if it always sits on the floor.
  6. Overlays > Statistics: check triangles; origin at the bottom center (recipe); name it crate.
  7. UVs and texture: Materials, UVs & texturing.

Cut a round hole with a Boolean

Use for hard-surface panels, windows, vents.

  1. Add a Cylinder (Vertices 24–32 in F9) through the panel; name it cut_hole.
  2. Panel: Add Modifier > Generate > Boolean, Difference, Object cut_hole, solver Exact.
  3. Cutter: Object > Viewport Display > Display As Wire; disable in renders.
  4. Optional Bevel modifier (Limit Method Angle) below the Boolean for rounded rims.
  5. Before export: apply the modifiers, then Limited Dissolve and J to connect the n-gons around the hole if the part will be subdivided.

Mirror-model a symmetric object

Use for characters, vehicles, furniture.

  1. Model around X = 0; delete the −X half in Edit Mode.
  2. Add Mirror (Axis X, Clipping on) so center vertices can't cross the seam.
  3. Model one side; the other updates live.
  4. Apply the Mirror before UV-unwrapping if the two halves need different texture areas; otherwise keep it (mirrored UVs save texture space).

Clean up an AI-generated GLB

Use after File > Import > glTF 2.0 on a model from an AI generator.

  1. Ctrl+A > All Transforms; scale to real size against a reference cube.
  2. Edit Mode, A, Merge by Distance (0.0001 m), Shift+N.
  3. Mesh > Clean Up > Delete Loose, Degenerate Dissolve.
  4. Decimate modifier Collapse to the budget (e.g. ratio 0.2), then apply.
  5. Shade Auto Smooth; 3D Print Toolbox > Check All for leftovers.
  6. If the texture is baked and UVs are chaotic, keep the UVs; if you retopologized, rebake onto new UVs (baking).

Retopologize a sculpt with QuadriFlow

Use for static props from sculpts or scans.

  1. Duplicate the sculpt (Shift+D, RMB); hide the original.
  2. Object Data > Remesh > Voxel with a size that keeps the silhouette.
  3. Remesh > Quad > Quadriflow Remesh: Mode Faces, target 2,000–5,000, Preserve Sharp.
  4. Unwrap, then bake normals from the original (selected to active).

Make LODs with Decimate

Use when an engine shows the asset at several distances.

  1. Finish LOD0; Shift+D a copy named name_LOD1.
  2. Decimate Collapse ratio 0.5 on LOD1, 0.25 on LOD2; Planar mode for flat hard-surface parts.
  3. Check the silhouette from the distance it will be seen; apply.
  4. Keep UVs shared so LODs reuse one texture set.

References