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Blender 3 Quickstart Guide
Blender 3 Quickstart Guide
By Darrin Lile
https://www.DarrinLile.com
Introduction
Blender version 3 is a milestone, not only in Blender history, but in the history of animation
software. No other open source software comes close to Blender’s wide array of tools and
features. It is now accepted and supported by global companies like Adobe, Apple, and
Microsoft and has truly become an indispensable tool in animation pipelines around the world.
And since Blender is free to download and use for any purpose, it is a great tool for learning and
practicing 3D animation for anyone who is interested.
I started playing around with Blender version 2.4 in 2005. I came from
a film background and wondered if I could use Blender for one
particular shot I had in mind. But I soon became fascinated with
Blender’s possibilities, and started focusing on it as my main creative
tool. I’ve used Blender for animation, games, VR, and educational
projects. I have created more than twenty Blender courses, with more
than 30,000 students in 120 countries. My courses can be found on
Udemy, Skillshare, LinkedIn Learning, and on my own website, www.DarrinLile.com. Blender
has been a constant in my life for more than 15 years. But the core of Blender has remained the
same.
It is a tool for artists, to be used in any way that you can imagine. It has evolved and changed
over the years, but that core purpose has never changed. It has become simpler to use and
easier to learn since the early versions of Blender. But it is still a deep and complex piece of
software that is always being updated and expanded. So it can be useful to have a brief,
succinct guide to help artists get started creating their visions in Blender.
Downloading Blender
Blender 3 is available for just about any operating system.
To download Blender just go to www.blender.org and
follow the instructions to download the software. There is
a Download link right on the main page, and the website
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will automatically detect your operating system. Once the file is downloaded to your computer,
just install the software as you would any other program.
The Blender interface is split up into several windows or Editors, the largest of which is the 3D
Viewport. By default, this should contain a Cube, a Point Light, and a Camera, and is where
you will be doing most of your work
as you create your scenes. To the
right of the 3D Viewport are two very
important Editors: the Outliner and
the Properties Editor. Each Editor
window has a little icon in the upper
left corner that is a pull-down menu.
This allows you to change the
window to any of Blender’s other
Editors.
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You have a great deal of freedom to customize the Blender interface in any way you like. But if
you ever change things too much and want to go back to Blender’s default interface and
settings, just click File > Defaults > Load Factory Settings.
The Outliner, at the top right of the interface, lists all the
objects in your scene. Notice how it has the Camera, Cube,
and Light listed in a hierarchical structure within a
Collection. You can create, rename, and move Collections
in the Outliner to help you organize your scene. Likewise,
you can move and rename the objects listed from one
Collection to another. I would strongly suggest that you
keep your Outliner clean and organized as you work on
your Blender scenes. A Blender project can grow very
quickly to dozens, or even hundreds, of objects. So
maintaining an organized Outliner can help you keep track
of your project and work efficiently.
Below the Outliner you will find the Properties Editor. This
is a contextual editor, meaning that its contents can change depending on what you have
selected in the 3D Viewport. Arranged vertically along the left side of
the Properties window are various tabs for different property
windows. As you hover the mouse cursor over these tabs you can
see they have names like Render Properties, Output Properties, and
Scene Properties. We will discuss a few of these later.
At the top of the Blender interface are tabs for different default Workspaces. These
Workspaces are each built for specific tasks that you might want to perform within Blender.
There are tabs for Layout,
Modeling, Sculpting, UV Editing,
etc. The Blender developers have
created different layout arrangements to help make your work more efficient. These layouts are
very well thought out. I use them quite a lot. But you can also arrange the Blender interface
however you like, and save your own Workspaces.
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Rearranging the Interface
The Blender interface is remarkably customizable. You can resize and rearrange the windows,
and add as many as you like. To change the size of a window, just hover your mouse cursor
over the line between two windows, then click and drag. To add a window, hover the mouse
cursor over a corner between windows until the cursor changes to a cross. Then click and drag
in the direction you would like to create the window.
So let’s say we want to change the interface so that we have two 3D windows side-by-side.
Hover the mouse over the top right corner of the 3D Viewport, then click and drag to the left.
Now let’s add another
window, so we have three
3D Viewports. Once again,
I’ll hover the mouse cursor
over the top corner of the
new window, but this time
I’ll click and drag down.
To add your own Workspace as a new tab, click on the Plus tab at the
right of the tabs row. You can select from a menu of different
Workspace layouts, or Duplicate the current tab. Once the new tab is
created, you can double-click on the tab to change its name. And you
can right-click on the tab to move it to the front or back of the tabs. Or
right click and delete it.
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The Toolbar and Sidebar
There are two parts of the Blender interface that aren’t quite as obvious as what we’ve covered
so far. These are the Toolbar and the Sidebar.
The Toolbar is the vertical row of icons on the left side of the Blender interface. This is context
sensitive in that it changes depending on what Mode you are in, such as Object Mode, Edit
Mode, etc. We will be discussing Modes soon. But the important thing to remember right now is
that you can hide and reveal the Toolbar by pressing T. So if you need the Toolbar and it isn’t
there for some reason, just press the T key to bring it back.
The Sidebar is hidden by default on the right side of the 3D Viewport. Press the N key to reveal
the Sidebar. This contains three tabs: Item, Tool, and View. The Item tab displays Transform
information about the selected object in the scene. The Tool tab displays settings for the
selected tool in the Toolbar. And the View tab displays settings for the 3D Viewport. The
contents of the Item and Tool tabs can also change depending on what Mode you are in.
Toggle Toolbar = T
Toggle Sidebar = N
Navigation
As you work on your Blender projects you will need to move around within the
3D Viewport. The vertical row of icons on the right side of the 3D Viewport
allows you to adjust and move the view of your scene. Click and drag on the
Magnifier icon to zoom in and out. Click and drag the Hand icon to pan the
view left and right, and up and down. Click on the 3D Axis to tumble around in
the 3D View. Click on the Camera icon to switch to looking through the camera
in the scene. And click on the Grid icon to change from Perspective to
Orthographic view. An orthographic view is one in which there is no perspective
and all of the objects in the scene look as if they are the same distance away.
You can also use the mouse directly to move through the 3D Viewport. For this,
the Middle Mouse Button is king. To Tumble the view, press and hold the Middle
Mouse Button (MMB) and move the mouse. To Pan the view left and right or up and down,
press the Shift key while holding the MMB. And to Zoom, scroll the mouse wheel. Or, you can
also hold the Ctrl key while pressing the MMB.
Tumble = MMB
Pan = Shift + MMB
Zoom = Mouse scroll wheel; Ctrl + MMB
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By default, you will Tumble around the center of the grid, or the World Origin. But you can
change this by “framing” a particular object. To frame an object, select it by clicking with the
mouse and then go to View > Frame Selected. The viewport will zoom into the selected object
and now, when you tumble the view with the MMB, it will be centered on this object. This is a
great way to move around a complex scene and work on specific objects.
Notice that when you choose the View menu, the shortcut
keys are listed next to the menu items. So for “Frame
Selected” you can also press the period key on the
Numpad. If you do not have a Numpad on your keyboard,
you can also press the Tilde key, directly below the Esc key
in the upper left of your keyboard. This will bring up the
Viewpoint menu and you can choose View Selected from
here.
Viewpoints
In addition to the standard Perspective view of the 3D Viewport, you can also look at your scene
from different Viewpoints. You can find these by going to View > Viewpoints. The various
viewpoints will change your view to an orthographic view from a particular direction: Top,
Bottom, Right, Left, etc. This can be helpful when modeling with background images or
blueprints. And once again, you can see the shortcut keys for each of the viewpoints listed in
the menu.
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Once again, if you do not have a Numpad on your keyboard,
you can press the Tilde key to bring up the Viewpoint Menu.
The Tilde key is the one just below the Esc key.
This splits the view into three orthographic views: the Top, Front, and Right; and one
User/Perspective view. You can tumble in the User view (in the top right), but you can only pan
and zoom in the other orthographic views. This is different from creating new Editors in the
interface, as described above. These new windows are all contained within one Editor window.
To exit out of Quad view, press Ctrl + Alt + Q once again.
You may notice that in the Quad View you can not change any of the orthographic views to their
opposites. In other words, you can not change the Top view to the Bottom view with Ctrl + 7. By
default, the orthographic views of the Quad View are locked. But if you need to change your
views, there is a way.
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To unlock the views of the Quad View, press N to open the Sidebar. Click the View tab, and at
the bottom of the panel there is a section called Quad View. In this section, uncheck Lock
Rotation. Now any view can be changed to the desired Viewpoint. A word of warning however:
this can get confusing very quickly. My suggestion is to use this sparingly, and leave the Lock
Rotation enabled the majority of the time.
Selection
The next thing you’ll need to know is how to select objects. It seems pretty basic, and it is. You
just click on an object with the Left Mouse Button (LMB). And like most other programs, if you
press the Shift key and click another object, you will now have two objects selected. And you
can continue to add objects to your selection in this way.
In addition, you can select all of the objects in the scene with the A key. And you can deselect
everything in the scene with Alt + A.
Transforming Objects
In addition to moving around within the 3D Viewport, you will also need to modify your 3D
objects. In the Sidebar on the left there are several tools for transforming objects in Blender.
Notice that there are four sections to the Sidebar when we are in Object Mode. The top section
has two icons, the second section has four, the third has two icons, and the
last has one. For now, let’s focus on the second section. These are the
transform tools.
The first icon in this section is the Move tool. If you select
the default cube and click on this icon, a transform gizmo
will appear over the object. The colored arrows of the
gizmo coincide with the axes of the 3D world in the
viewport: red for the X axis, green for the Y axis, and blue
for the Z axis. If you click and drag on an arrow you can
move the selected object along that axis.
The next icon down is the Rotate tool. Click on this and the gizmo will convert to perpendicular
circles. These can be used to rotate the object around each axis. If you click
and drag on the red circle the object will be rotated around the X axis; green
around the Y axis; blue around the Z axis. Note that there is also a white
circle that wasn’t there with the Move tool. This can be used to turn the
object in relation to the Viewport. Wherever you tumble, the white circle will
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always stay aligned with the view and rotate the object perpendicular to your view.
Next is the Scale tool. This is similar to the Move tool but it has small cubes at the end of the
lines instead of arrows. It also has a white circle around it, just like the
Rotate tool. Click and drag on any one of the colored lines and the object is
scaled along that particular axis. If you click and drag on the white circle, this
will scale the object in all axes at once.
In addition, there is a small white circle in the center of the Move and Scale
tools. For the Move tool, this allows you to move the object in all directions.
For the Scale tool, this is like the larger circle and allows you to scale in all axes at once.
You can also use the Shift and Ctrl keys to modify the functionality of these tools. Using the Shift
key with the Move tool turns off the selected axis. So if you hold Shift and click and drag the Z
axis, the object will move only in the X and Y axes. This has the effect of sliding the object along
a surface. If you hold Ctrl while using the Move tool, you will move the object in 1 meter
increments. And if you hold Ctrl, begin moving the object, and then also hold down the Shift key,
you will move the object in .1 meter increments.
The Ctrl key with the Rotate tool has a similar function. It allows you to rotate the object in 5
degree increments. And once again, if you start moving the object and then also press the Shift
key as well, it will switch to 1 degree increments.
The Shift key with the Scale tool also has the effect of turning off the selected axis. If you hold
Shift and click and drag on the Y axis, the object will scale only in the X and Z axes. When
holding the Ctrl key with the Scale tool, this allows you to scale the object in
.1 meter increments. When you include the Shift key, this becomes .01 meter
increments.
Lastly there is the all-in-one Transform tool button on the left. This
combines all of the gizmos that we’ve discussed, and all of their functionality,
into one somewhat cluttered tool. I personally don’t use this very much. But if
it is something that you like and it improves your workflow, then I encourage
you to use it. For me, in a complicated scene, it can be a little too much information for my brain
to handle.
In addition, there are shortcut keys for Move, Rotate, and Scale. For Move, you can press the G
key (think “g” for grab) and move the mouse. This moves the object freely in 3D space. When
you have placed the object where you would like, click the Left Mouse Button to confirm the
action. Likewise, you can press the R key to Rotate, and the S key to Scale. When you press
one of these keys and move the mouse, however, you don’t have a great deal of control over
how the object is positioned. The object tends to move, rotate, or scale in multiple axes at once.
But you can select a particular axis in which the action should take place by adding an extra
key-press after the shortcut key. For example, let’s say that we’d like to move the Cube in the X
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axis only. You can press the G key for Move and then immediately press the X key. Now when
you move the mouse, the object will be constrained to only moving along the X axis. This works
for Rotation and Scale as well.
And you can get even more fancy with this. Let’s say you wanted to move an object up five
meters, or grid units. You could press G for Move, the Z key for the Z axis, and then press 5.
The object moves up 5 meters. Now just click the mouse or press Enter to confirm the action.
This works with Rotation, but you enter the number of degrees to be rotated. So you could press
R, then Y, type 45, and then press Enter. Your object rotates 45 degrees around the Y axis.
You can also indicate which axis you do not want to be affected by the action. For example, if
you had an object and you wanted to scale it in the X and Y axes, but not in the Z (so it got
wider, but not taller), here’s what you could do. Select the object and press S for Scale, then
press Shift + Z to tell Blender that you do not want the Z axis affected, and then move the
mouse. Now the object scales only in the X and Y axes, increasing its width without increasing
its height.
Move = G
Rotate = R
Scale = S
Constrain to an axis = G, R, or S and then X, Y, or Z
Transform specified amount = G, R, or S, and then X, Y, or Z, and then
the number of units
Transform without specified axis = G, R, or S and then Shift + X, Y, or
Z to choose the axis that will not be affected
You can choose which of the components you would like to work with
when in Edit Mode. Using the three buttons next to the Mode pull-down menu, you can choose
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which component you would like to use as your selection method. The
three buttons are Vertex Select, Edge Select, and Face Select. If you
would like to use shortcut keys instead, you can press the 1 key on the
keyboard for Vertex Select, the 2 key for Edge Select, and the 3 key for
Face Select.
They can also be combined together to allow the user to select more than one kind of
component at a time. Hold the Shift key down while clicking additional buttons to enable this
feature. However, be warned that this can increase the likelihood of choosing and changing the
wrong component. I tend to use only one at a time because I find I make more mistakes with
multiple selection buttons enabled.
To select a loop of edges around an object, press Alt and left click the mouse on one edge.
This will extend the selection along the edge loop. To select a loop of faces, Alt and left click an
edge between two faces. And if you have a component selected, such as a vertex, you can Ctrl
and left click another vertex and Blender will select all of the points in the shortest distance
between them.
And if you want to add to your selection, just include the Shift key. For example, if you have an
edge loop selected and would like to add another, press Shift + Alt and left click.
Creating Objects
Objects are the building blocks of any 3D scene. You can see all
the objects available to create in Blender by going to the Add
Menu. From here you can add Meshes, Curves, Text, Lights,
Cameras, and much more. When constructing 3D models, you
will most often be using the Mesh objects. In the submenu for
Mesh you will find items like Plane, Cube, Circle, Cone, etc.
These can be added to your scene as the foundation for the
object you would like to create.
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For example, if you are creating a 3D model of a bucket, you would probably start with a
Cylinder. Or if you are creating a book, then a Cube might be a good place to start. Most objects
in the real world have a primitive analog that can be used to start the creation process in
Blender.
For this Quick Start Guide we will focus solely on Mesh objects.
There are other forms of the Extrude Tool that can be found in
the Toolbar on the left. When you press the E key you are
using the Extrude Region function. The other functions are
useful, but it is the Extrude Region that you will probably use 90% of the time. So get used to
using the E key before venturing on to the others.
The Extrude Tool is often used when creating things like vehicles or ships, characters, and
objects like furniture. As mentioned before, it is essential for most of the 3D objects that you will
create.
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To add a new edge loop to the cube, in Edit Mode, press Ctrl + R and then hover the mouse
cursor over an edge. A preview of your new edge will be displayed. When you click once this
will drop the edge onto the object, but still allow you to slide the edge back and forth to get it
positioned. Once it is in the proper place, click one more time to complete the process.
You can also add multiple edges at once. Immediately after pressing
Ctrl + R, you can scroll the mouse wheel to add edges to your cut.
Then you can move them as a group after you click the mouse the
first time. Click a second time to complete the tool.
Extrude = E key
Loop Cut = Ctrl + R
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In addition, the Face Menu can be accessed by pressing Ctrl + F, and the Vertex Menu with Ctrl + V.
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Pivot Points and Origins
You may have noticed that when we were scaling and rotating objects that we were doing so
around a particular point in the object. The little orange dot in the center of an object is its origin.
When an object is created, the origin is located in the exact center of the geometry. And when
we turn on the Move, Rotate, or Scale gizmos, they appear right at the origin of the object. But it
doesn't have to be this way. We can move the object origin to any place in the scene that we
would like. And we can even have the transform manipulator be in a different place than the
object’s origin. This allows for some pretty tricky manipulation of objects and components.
So let’s first work on moving the object origin to a different location on the object itself. If we
press the Tab key to go into Edit Mode and select a corner vertex of the cube, we can now
move the object origin to this point. But we can't do it directly. This is why we need the 3D
Cursor. With a vertex selected on the cube, you can press Shift + S and choose Snap Cursor
to Selected. This will move the 3D Cursor to the
selected vertex.
But you can also move the pivot point temporarily, without moving the object origin. For this we
use the Pivot Point menu. Let’s say you’ve got a complicated model, like a motorcycle, with
multiple objects, and you’d like to scale the entire model
down so it’s a bit smaller. But you don’t want to move the
origin of each of the many objects in your model. You
could first move the 3D Cursor to the center of the grid
with Shift + S > Cursor to World Origin. And then you
could use the Pivot Point pull-down menu at the top of the
screen to choose the 3D Cursor. Now all of the selected
objects will scale from this point.
Median Point is the default setting of this menu. And the menu can also be accessed by
pressing the period key.
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Transform Orientations
While we’re at the top of the Blender interface, let’s talk about the pull-down menu that says
Global. This is the Transform Orientations menu. There are several options in this menu, but
the main ones that you need to know about are the Global and Local menu items. These
change the axes along which you move an object.
When you first open Blender, this option is set to Global. This
means that your Move Gizmo will always be aligned to the
World or Global axes in the 3D View. The Z axis is always up
and down. The Y axis is always forward and back. And the X
axis is always right and left.
Give it a try. Select the cube and rotate it. Then change to Local
orientation. Notice how the transform gizmo changes to align with the
object.
Essential Modifiers
In addition to the fundamental modeling tools of Extrude and Loop Cut, there are
some basic Modifiers that you may find useful as you begin your Blender journey.
Modifiers are non-destructive tools that can be used in many situations. They can
modify the geometry of an object while allowing you to adjust its effects in real time.
The Modifiers panel can be found in the Properties Editor on the right side of the
interface. Click the tab with the wrench.
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Much like the Bevel tool, the Subdiv modifier can give you
rounded edges that light can catch to make the object seem
more real. As mentioned before, there are no perfectly sharp
edges in the real world, so adding a bit of a curve can help
with realism.
But whereas the Bevel tool adds new edges on the corner of
the object, you will need to add extra edges on either side of
the corner to sharpen and control the roundness. The closer you bring the new vertices to the
corner, the sharper the edge will be. If you get the new
vertices too close to the edge it will create some
artifacts, so keep a bit of distance for the curving to
work.
But a caveat here. Subdividing objects like this only works well with Quads, or four-sided
polygons. Tris, or three-sided polygons can sometimes work. But Ngons, polygons with more
than four sides, are pretty much out of the question when using Subdivisions. The results are
just too unpredictable to be useful in most situations.
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non-destructive and updates in real time as you work. So it’s great for modeling heads. You can
just work on one side of the head and the other side will automatically update to match.
In the Mirror Modifier panel you can select which axis to mirror along, and turn on Clipping. This
will ensure that any vertex that gets to the center line will automatically be merged, or clipped,
with the mirror vertex. This is handy so you don’t have to continually fight to keep points aligned
down the center of the object.
If you use an Empty for your Mirror Object you don’t have to worry about where the Origin of the
object is. It can be anywhere in the scene and you will still be able to use the Mirror Modifier.
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objects that are too complicated can confuse Blender and you may not get the results you want.
And what exactly Blender thinks is too complicated can oftentimes be difficult to discern.
If we then move the cylinder we can see that we’ve cut a hole
in the cube. This is a powerful tool for creating complex
objects, but a downside is that it can create a mess with the
polygon structure of the object. Recall from the Subdivision
Surface section that Ngons are not good for subdividing. Well, Booleans almost always create
Ngons. So if you really need to use a Boolean on a subdivided mesh, then you will most likely
need to Apply the Subdivision Surface Modifier before you use the Boolean modifier.
Keep in mind that if you give the Solidify modifier a negative thickness you will flip the direction
of the polygons and get flipped Normals. We will talk about
flipped Normals shortly, but I wanted to mention that here as a
warning.
You can move the modifiers up and down using the two little
lines in the upper right corner of the panel. Click and drag on
this to reorder the modifiers and see what effects they have.
You can Apply the modifier to make its effects permanent on the model. To do this, click the
pull-down arrow at the top of the modifier’s panel and choose Apply. But Blender wants you to
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Apply modifiers from the top down. In fact, if you try to Apply a modifier that isn’t on the top, it
will give you a warning at the bottom of the interface to let you know that this may not be a good
idea.
Shade Smooth
When you first create an object, the facets of the polygons are clearly visible. If you would like to
smooth the object so the polygons aren’t so prominent, you can use the Shade Smooth tool.
This does not round off the corners like the Subdivision Surface Modifier, but it applies a
smoothing attribute to each of the faces, making it appear that the object is smoother than it
actually is. It’s really just a visual trick. It provides the illusion of a smooth surface.
There is also a menu item called Shade Auto Smooth. When you first click this there may not
be much of a difference. But if you go to the Object Data Properties tab in the Properties Editor,
and expand the Normals section, you can increase the smoothing angle. This gives you more
control as to how much the object should be smoothed.
Be aware that if you want to go back to Shade Flat you
will need to uncheck the box here in the Normals
section, or right-click and choose Shade Smooth again
in Object Mode.
Normals
When you enable the Shade Smooth tool, Blender interpolates
the Normals of the polygons to make them seem smooth. But
what are Normals? In geometry, a normal is something that is
perpendicular to a particular object. Here in Blender, the
Normals are imaginary perpendicular lines coming out of the
front of each polygon. They help define what is the front and
what is the back of the polygons. And this is important because
in game engines and many other 3D programs, textures can
only be applied to the front of polygons. And in fact, in many instances, the back of the polygons
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are transparent. That’s why it’s important to make sure that all of the Normals of your object are
facing toward the outside of the object. Having flipped Normals can cause problems.
There are two ways to check your Normals. One is to Tab into Edit Mode, pull
down the Overlays menu in the upper right of the 3D View, and enable Face
Normals at the bottom of the menu. This allows you to
visualize the normals and in which direction they are
pointing. But if it is a complex model, all those lines can
make it difficult to see which direction some normals are
facing.
The better way I think is to turn on Face Orientation in the Overlays menu. This can be done
either in Object Mode or Edit Mode and makes the front of
each polygon blue, and the back of each polygon red. This
is a much more intuitive way of seeing the orientation of
the normals.
If there are flipped normals, Tab into Edit Mode, select all polygons with the A key, and go to
Mesh > Normals > Recalculate Outside. The shortcut for this is Shift + N.
Collections
Collections are a great way to stay organized as the
number of objects in your scene grows. I think it is very
important to name your objects as you create them. You
can rename objects by double-clicking them in the
Outliner, or by selecting the object in the 3D View and
pressing F2. But it is also helpful to group similar objects
together, and Collections are Blender’s version of
groups.
In the Outliner, you can create a new Collection by right-clicking and choosing New Collection
from the menu. You can then rename it, drag and drop objects into the Collection, and even
drag Collections into Collections. The Outliner also allows you to hide objects and Collections in
the scene by clicking the Eye Icon.
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Hiding and Isolating Objects
There are times when you are working on an object in a complicated scene and it would be nice
to hide the other objects around it to get a better view. To hide an object in the 3D View, select it
and press the H key. To hide all of the objects that are not selected, press Shift + H. And to
unhide all objects press Alt + H.
In addition you can isolate an object from the rest of the scene by pressing the forward slash: /.
This enables Local mode. Press the forward slash key once more to toggle out of Local mode.
Hide Selected = H
Hide Unselected = Shift + H
Unhide All = Alt + H
Local Mode = /
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Next Steps
I hope this Quick Start Guide has helped provide you with a solid foundation in Blender. From
here you can start focusing on your own particular creative interests. Are you interested in
creating vehicles in Blender? Architectural visualizations? Characters for animations or games?
Whatever you are interested in creating, I probably have a Blender course that can help you
reach your goals. Please take a look at my newest Blender courses at DarrinLile.com.
Blender has so much to offer and there is always something new to learn. Get these and other
great Blender courses at www.DarrinLile.com.
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Essential Shortcuts
Lastly, here is a recap of all the shortcuts that were mentioned in this guide.
Transform Move = G
Rotate = R
Scale = S
Constrain to an axis = G, R, or S and then X, Y, or Z
Transform specified amount = G, R, or S, and then X, Y, or Z, and then
the number of units
Transform without specified axis = G, R, or S and then Shift + X, Y, or
Z to choose the axis that will not be affected
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