Blender is a free, open-source program for modeling and animation that was initially developed as an in-house app by an animation studio called Neo Geo and was later released as its own program. It’s a competent program that in recent years has gained popularity thanks to it being free and having many features for modeling, sculpting, animating, storyboarding, and concept art. Indeed, many consider it to be on the same level as professional-level 3D modeling software, which tends to come with elevated prices.
The fact that it’s open-source makes it an attractive alternative because it means that Blender is constantly updated with official releases and augmented with independent, community-made plug-ins. Moreover, Blender offers fully rendered shorts and projects, which are free to download so that users can immediately open them, study them, and learn.
Despite the above, it’s important to note that Blender is not a web app; it must be downloaded and installed, and every time there is an update, users have to go to Blender.org to download and install the latest version. This can also be done through the program’s splash screen by clicking on “Blender website” under the links section.
So, in case we haven’t yet convinced you to start using it, let’s take a look at Blender’s core competences, user interface (UI), and some helpful tips. Hopefully, by that time, you’ll be ready to jump into our practice exercise, where we take you through how to model a Poké Ball!
Modeling in Blender is the main method for achieving 3D shapes, such as people, animals, or objects. This is done using basic shapes, like spheres, cubes, cones, and prisms, which means that you modify the meshes of preset shapes, splines, or polygons to create a model. There are many methods to do this, including organic modeling, hard-surface modeling, and low-poly modeling.
Sculpting is a modeling method mostly used for concept modeling, like character creation. It resembles traditional clay modeling in that it starts with a clump of material – typically a ball – and with various brushes, you can add or remove material to achieve the desired shape. This simplifies the transition between the concept and the production of the final model.
Overall, Blender is a strong and reliable 3D program for animation, offering character animation, sound synchronization, inverse kinematics (for fast poses), camera tracking, textures, and more. It also has rigging, which is what allows a user to transform a model into several articulated objects that move freely when animated.
Blender is a very powerful tool for storyboarding, combining 2D and 3D features right in the Viewport. Arguably the coolest thing about the storyboarding feature is the Grease Pencil, which is a particular tool that allows you to draw in the 3D space. It can be used to produce traditional 2D animation with three-dimensional camera movement, which makes for impressive shots.
One of the program’s most attractive features is “object tracking” for the camera. This feature allows you to import raw footage, track a particular object, and reconstruct the camera movement live in the 3D scene.
Simulations in Blender refer to the ability to work with certain particles that don’t necessarily constitute one single body, and as such, would take too much effort to create piece by piece. A good example of this is water. Physically, water particles behave like balls in a ball pit, with each moving independently of the others. To accommodate this kind of behavior, Blender can simulate fire, smoke, fluids, hair, cloth, rigid bodies, and particles – and it looks awesome.
Concept art is basically world creation, which often includes impressive mechanics, landscapes, or buildings. Achieving these through 2D drawing is challenging and time-consuming, which can result in an idea deteriorating before it comes to fruition. Thus, a popular method for creating concept art involves making the 3D models of the main landscape, characters, mechs, or whatever; taking a shot; and then adding the details, lighting, and other objects in traditional 2D painting software.
According to Techopedia, rendering is the process of generating an image (or video) from a model made in a program. Blender has two powerful built-in render engines: Cycles and Eevee. For most, these two tools should be more than enough, but you can also use third-party options like LuxRender and Maxwell, which can be integrated into Blender.
You can find more detailed information about the core features of Blender in our article What is Blender?.
The splash screen is the first thing that appears when you open Blender. Among its options, one can create a new document (1) or open a recently opened document (2). There’s also an important option that reads “Recover Last Session” (3), which, if selected, will try to retrieve the last file available within Blender’s temporary files. Lastly, there are useful links to the official Blender website (4).
To close the splash screen, simply press Esc on your keyboard, and to re-access it, click on the Blender symbol to the left of the top bar and select “Splash Screen”.
At the bottom of the UI is the Status Bar, which is an informative display that lets you know what each click can do in the context of your cursor at the moment. It also applies to when certain hotkeys are being held down, which can change some functionality.
Most of the UI is taken up by “Areas”, which are panels that contain various menus and informative displays about the current project, along with the editor window. Areas can be scaled by dragging the boundaries, and you can also change what’s displayed in each by clicking the button at the top left.
You can create as many Areas as you like by right-clicking a boundary and selecting “Split Area”. To delete one, repeat the process and select “Join Area”. And if you want to focus on one of these panels, you can put your mouse over it and press Ctrl + Space to enlarge it. (Doing that again will take it back.)
By default, certain Areas are set up depending on which “workspace” you’re in. These are indicated by the tabs on the top bar, and they include Layout, Modeling, UV Editing, and so on. You can also change between workspaces with the hotkeys Ctrl + Page Up or Ctrl + Page Down.
In this article, we’ll stay within the Layout workspace. Its main features include the following:
The Pie Menu is a wheel menu that appears around the cursor after the hotkey Shift + S is pressed. Once this menu has been accessed, there are three ways to interact with it:
Once you’re used to where each option is, using this will make your work more efficient.
In the Viewport are two quick and useful menus:
The tools menu can be accessed in three different ways: by pressing T, by left-clicking on the arrow at the top left of the Viewport, or by pressing Shift + Space. (The latter will bring up the tools as a Pie Menu.) This menu contains the operations Select Box, Move, Rotate, and Scale.
The second menu can be accessed by pressing the N key or by left-clicking the arrow at the top right of the Viewport. This menu opens additional quick settings, including your item’s transformation data (like scale and position), tool-specific settings, and other Viewport options.
In the above quick settings menu is an option called “3D Cursor”, which looks like a red and white circle. It acts as the spawning point for any new object and is also used as reference point for pivoting.
To place it around the scene, hold down Shift and right-click where you want to position it. To re-center it, open the Pie Menu and select “Cursor to World Origin”.
Regarding the Timeline at the bottom of the Viewport, you can zoom in and out with the scroll wheel, drag the timeline with the middle mouse button, change the start and end frames for the output and create or manipulate keyframes.
The best way to learn is by doing! So let’s put some of the above to work with a practice exercise.
At the end of this tutorial, you’ll have made the classic Poké Ball from the Pokémon universe. It’s simple enough, but it’ll help you become acquainted with the Blender interface. To get you started, we’ll cover everything from the modeling process right up to easy render settings.
As a general tip, we recommend that you constantly save your document to avoid losing work should something go wrong.
As we mentioned before, opening Blender will cause the splash screen to show up. Either exit this by pressing the Esc key on your keyboard – which will bring you to the Layout workspace – or select “New Document: General”.
To start with an empty scene, we’ll need to get rid of all of the existing objects that appear by default in the Viewport. Note that camera and light sources are by default included in a new workspace.
We’ll begin modeling by creating a sphere, which will be the base shape of our Poké Ball.
At the top left of the Viewport, there’s a field that reads “Object Mode”. Clicking on it opens the Mode select menu, which allows us to visualize different properties of our model.
At the top right of the Viewport, there’s also the Viewport Shading menu, which determines how objects are visualized.
Next, we’ll need to select and delete the faces on the bottom half of the model. We’ll know if we do so correctly when they’re orange. There are two ways to delete them:
Next, we’re going to move the bottom layer of the half Poké Ball’s vertices a little way up. The entire hemisphere will constitute the top half of the Poké Ball cover, so we have to make it look as such.
A useful tip: If you press B on your keyboard before selecting, guidelines for your cursor position will appear, making it easier for you to know where to place your cursor.
What we want to do here is make the bottom layer of vertices a little narrower so that the hemisphere isn’t curving outwards. (This is to correct for the repositioning.)
Now let’s start the process of creating the hole for the button. For that, we’ll need something that subtracts from the ball cover.
To begin, we’re going to switch back to Object Mode and solid shading. You’ll notice that the hemisphere is hollow. This is because we’re modeling with meshes (as opposed to solid modeling).
The next thing we’ll do is rotate the cylinder to have it facing the correct direction. This won’t be the actual button, but it should still face the same way. We’ll use it to remove part of the hemisphere.
That covers the rotation, but we still need to move the cylinder towards the bottom of the hemisphere using the Transform tool. We can also scale and adjust the object as necessary.
With the cylinder as a reference, we’re going to extrude a cut on the hemisphere.
When the operation is done, you’ll still be able to see the cylinder. That’s because just the hemisphere was modified, meaning the cylinder is still intact. If you go to the Outliner (the list organizing scene data) and hide the cylinder, you’ll see that the hemisphere was indeed cut. (Just don’t delete it!)
Because the hemisphere is currently just a mesh, we need to make it solid.
Creating the bottom of the Poké Ball will be much easier because we simply need to duplicate the top half.
First, duplicate the hemisphere using one of two methods:
You’ll see in the Outliner that there are now two hemispheres in the scene. However, this won’t be obvious from the Viewport because both parts are located at the exact same position.
We now have an almost complete Poké Ball.
As you can see, the hemispheres aren’t that smooth. This is because the number of elements in the mesh is too low. Let’s improve this.
It’s important to note that, if you’re modeling to 3D print, not to render, you should apply your subdivision directly to the Viewport (i.e. the model).
Now that we’re done with the Poké Ball cover, it’s time to fill it.
If, for some reason, your 3D cursor wasn’t centered and you didn’t notice, your new sphere might have appeared somewhere else. You can fix this by simply pressing Alt + G, which will center whatever you have selected.
If you want to make any extra modifications to your Poké Ball’s mesh, size, or anything else, now would be the time to do so.
At this point, we’re almost done with modeling, after which we’ll work on the render settings. Still, we need a button for our Poké Ball.
Now that we know more about modifiers, you might be wondering why we adjust cylinder meshes as we make them. This is because Blender can behave strangely when applying subdivisions to cylinders. Indeed, doing so tends to create a kind of wavy surface. Try this out for yourself if you want.
The last thing to do when it comes to modeling is to chamfer the edge of the button.
We’re now done modeling the Poké Ball. On to rendering!
At this stage, we’ll prepare the finishing touches necessary to render a good image. It’s important to note that, if you were going to use a model for a video game, these next steps aren’t recommended, as the model would become too “heavy” to use.
To start, let’s add a background to the Poké Ball – of the type you see in photography studios to make the floor and walls blend together. This is a technique you’ll likely find very useful for models in the future.
The camera is an object, and as such, it can be added from the Add menu in the same way you’ve added all the other objects. If your 3D cursor is still centered, your camera will appear there, so with the Transform tool, move it to face the Poké Ball and the wall.
Now it’s time to adjust what the camera can see. You can do this with the Transform tool, however, there’s an easier and more practical way.
First, we need to access the point of view of the camera.
Once you’re satisfied, uncheck the box and exit camera view.
To start the lighting process, we’ll set the Viewport’s shading to “Render”. Next, we have to head to “Render Properties” in the Properties Editor and make sure Cycles is selected as the render engine, as this is the engine we’ll use for this exercise. Once this is done, everything in render shading should appear pitch black. That’s because we don’t have any light sources!
Let’s go back to solid shading and add a plane above our Poké Ball. This will act as a reflective surface for our light source. You could also add a focused light, but this way, the scene will have a more natural feel and a softer shine.
Now, let’s make that plane glow.
Finally, let’s duplicate this plane and move the copy behind the camera. This way, we’ll have two lighting planes.
Time to add some life to this scene. For each of the surfaces of the Poké Ball, we’ll use the same material configuration to make things easy. As such, follow these steps for all of the surfaces:
For the wall, although we could leave it as-is, it’s fun to set it to an opaque material, like velvet. In this case, we’ll set the color to green.
Last but certainly not least, let’s go through a few settings to check before getting started with the rendering process.
Output Properties: In the Properties Editor are the “Output Properties”. Here, you can toggle things like resolution, which for this exercise we’ll leave as-is. If, however, you don’t have a powerful machine, we recommend lowering it so that the render process doesn’t take too long.
Samples & Tiles: In “Render Properties”, which are also in the Properties Editor, there’s an option that says “Render” in the sampling tab. This is the number of samples used to Render each pixel. The higher you go, the better the quality of your scene, but it will take longer to render. Typically, any number between 500 and 1,000 is okay.
Also in Render Properties is the performance tab. For tiles, we recommend keeping the number relatively low. 64 should be okay.
Denoising: In “View Layer Properties”, in the Properties Editor, make sure “Denoising” is checked.
Back in Output Properties, in the “Outputs” tab, you can select the folder where you want your image to be saved.
Go to the Blender menu at the top of the UI, and hit “Render > Image”. A new window will open up while your image is rendering. Wait a couple of minutes and it should be done.
To save your image, click on “Image” to give it a name, then save it.
And that’s it! You’ve successfully modeled and rendered a Poké Ball!
Lead image source: Blender
License: The text of "Blender Tutorial for Beginners: Easy Step-by-Step Guide" by All3DP is licensed under a Creative Commons Attribution 4.0 International License.