Blender is a free and open-source 3D modeling program, popular among hobbyists, with an extensive set of tools for modeling, sculpting, rigging, animating, and more. And when it comes to modeling, mesh modeling is the main method.
To understand what mesh modeling is we must first understand what a mesh is. Simply put, it’s a collection of faces, edges, and vertices that make up a 3D shape. For example, a cube’s mesh would have 6 faces, 8 vertices, and 12 edges. In a sphere, as it’s a curved shape, there would be many more elements.
Mesh modeling, then, refers to a method of modeling where you model by modifying the mesh of an object. You can modify faces, edges, and vertices by stretching them, pulling edges in and outwards, and so on.
A different method of modeling, also possible in Blender, would be sculpting. As the name would suggest, using this technique, you consider the object to be a soft material that can be manipulated like a ball of clay, without paying too much attention to the mesh.
In this article, we’ll take you through the most useful tools and aspects of mesh modeling in Blender. First, though, we’ll go through some essential definitions of Blender’s topology elements.
In mathematics, “topology” refers to the study of geometrical shapes, and in Blender, it has a similar meaning: It defines a set of mesh-related terms that help us better understand and communicate what we’re doing.
Here are few important terms:
These are things that you don’t necessarily need to know to get started, but if you’re seeking additional resources, they’ll probably use such terms when talking about meshes.
Now that we have a bit of background information, let’s really get started!
To do mesh modeling, you need to start with a base shape, and Blender has many to choose from, including a sphere, cube, and cylinder. These shapes come with a mesh, and you can change the resolution so that it consists of more or fewer elements.
The next basic step would be to modify the mesh, and there are several ways to do this. In Blender, you switch between “Modeling modes” like Object Mode and Edit Mode.
There are also basic 2D shapes like planes, which are useful if you want to create low-poly models. Low-poly is a sub-genre of mesh modeling where you work with a smaller number of mesh elements to achieve a simplistic representation of an object while keeping modeling times short.
When mesh modeling in Edit Mode, you can switch between selecting edges, faces, and vertices. A simple but important thing to check is that you’ve selected the correct item, as you can also modify your model simply by moving selected elements.
Here are a few simple operations:
As an additional tip, when deleting complete objects, make sure to do so while in Object Mode. Otherwise, Blender could present errors like keeping the object as an empty object in the Scene Collection. However, to delete faces, you should do so in Edit Mode.
Modifiers, along with the tools previously mentioned, are the center point of modeling in Blender. They’re basically operations to easily and automatically modify an object. Here, we’ll go over the most common Blender modifiers and their usage.
As the name suggests, this modifier subdivides the mesh, creating more elements and thereby achieving a higher resolution. In other words, you can add more details without losing quality.
This modifier also gives you the option of adding the more refined mesh directly into your viewport (although modeling might become heavier) or only in rendering. If you choose to add the subdivisions only in rendering, your model will look the same, but once you produce a render, it will look smoother because of the added mesh elements.
This modifier allows you to copy an object as many times as you want in a defined direction. It’s useful because it saves you the time of remaking an object, or even duplicating said object manually over and over again, while also leaving it arranged in an orderly manner. This modifer is usually used to make bricks and other kinds of repetitive structures.
The Boolean modifier is used between two objects, preferably in contact, where you define one of them as the “main” object and the other as the “auxiliary” object. (The object you select to add the modifier to is the main object.) Then, you can choose to do one of the following three operations:
The Boolean modifier is very useful because, without it, certain shapes wouldn’t be possible or would become extremely troublesome to create.
In some cases, as with Difference, you may not notice a change. This is because Blender does the operation without deleting the used shapes, so you may have to hide one of the objects to be able to see the effect.
This one is quite simple to understand. If you’re modeling something that’s symmetrical, create only half of it and then produce the other half with the Mirror modifier. You can also “clip” the mirrored parts together so that they snap at the center instead of being separate.
If you have, for example, a UV sphere, and you select one of the faces and delete it, you’ll notice that the sphere is hollow on the inside. This means the sphere is just made up of planes, without thickness. This modifier allows you to give an object thickness.
When you look at circles in Blender, you’ll see that they’re actually a collection of small planar faces and not curved. However, there’s a way in Blender to make truly curved shapes. These shapes are defined through mathematical equations, much like a function in calculus. This is important because curves and surfaces are a great tool for hard-surface modeling, where you need clean shapes.
The most popular and practical method to do so is called NURBS, which stands for non-uniform rational basis spline. In this method, you use straight lines to signal the general shape of the curve, and then define a series of parameters to make those straight lines approximate a curve line.
NURBS curves have great mathematical accuracy, but they can also be a bit tricky to understand. In Blender, you can create both NURBS lines and surfaces. Once the surface of the curve is finished, you can convert it to a mesh and continue working normally.
Now that you know a lot more about meshes in Blender, it’s time for you to give them a try! Check out the tutorials below to keep learning and practicing.
Lead image source: Blender StackExchange
License: The text of "Blender Mesh: All You Need to Know" by All3DP is licensed under a Creative Commons Attribution 4.0 International License.