Blender Tutorial
This documentation summarizes my learning from the Blender 4.0 Beginner Tutorial by Andrew Price on the Blender Guru channel.
The purpose of this page is to serve as a complete written reference so I can recreate everything without rewatching the video.
Installing and Opening Blender
I downloaded and installed Blender 4.0 from the official website. After opening Blender:
- Choose General from the splash screen.
- A default scene appears containing:
- A Cube
- A Camera
- A Light
Before starting, I deleted the default cube:
- Select Cube
- Press
X→ Confirm Delete
This gives a clean workspace.
Understanding the Interface
Blender opens in the Layout workspace.
1. 3D Viewport
This is the main working area where modeling happens.
2. Outliner (Top Right)
Displays all objects in the scene.
Used to:
- Select objects
- Rename objects
- Check scene structure
3. Properties Panel (Bottom Right)
Contains tabs for:
- Render settings
- Output settings
- Object properties
- Modifiers
- Materials
Understanding where these panels are located is critical for efficient workflow.
Render Resolution and Resolution Scale
Render resolution determines the final size and quality of the output image. These settings are found in the Render Properties tab under the Output section.
The resolution is defined by two values: X (width) and Y (height). For example, a common Full HD resolution is 1920 × 1080 pixels.
Below the resolution dimensions is the Resolution Scale percentage. This setting scales the final render relative to the defined resolution.
If the resolution is set to 1920 × 1080 and the scale is 50%, Blender will render the image at half that size, resulting in 960 × 540 pixels. This reduces render time and is useful for preview renders.
For final high-quality output, the Resolution Scale should typically be set to 100%. Lower percentages are useful during testing to speed up workflow.
Viewport Navigation
Before modeling anything, I practiced navigation:
- Rotate view → Middle Mouse Button (MMB)
- Pan view → Shift + MMB
- Zoom → Scroll Wheel
- Frame selected object → Numpad
. - Toggle Camera View → Numpad
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Viewport navigation in Blender relies on a combination of mouse controls and keyboard shortcuts.
Rotating the screen in Blender
To rotate the view around the scene, press and hold the Middle Mouse Button (MMB) and move the mouse. This allows you to orbit around objects and inspect them from different angles.
To switch to the active camera view and see exactly what will be rendered, press Numpad 0. This toggles between the standard viewport perspective and the camera’s perspective.
If using a laptop without a middle mouse button:
- Go to Edit → Preferences
- Select the Input tab
- Enable Emulate 3 Button Mouse
This allows Alt + Left Click to rotate the viewport, replacing the middle mouse button.
You can also orbit by clicking and dragging the grey circular navigation gizmo located in the upper-right corner of the 3D Viewport. This visual control represents the world axes and allows interactive rotation without using the middle mouse button.
Panning the Viewport
In Blender, panning moves your view horizontally or vertically without rotating the scene. It allows you to shift your viewpoint to focus on a different area of the workspace.
To pan the view horizontally or vertically, hold Shift while pressing the Middle Mouse Button, then move the mouse. This shifts your viewpoint without rotating it.
In addition to using the shortcut Shift + Middle Mouse Button,
Blender provides a visual navigation tool for panning.
This tool is represented by a hand icon located in the upper-right
corner of the 3D Viewport.
To pan using the hand tool, click and hold the left mouse button on the hand icon, then drag the mouse. The viewport will move in the direction you drag.
Zooming in and out
Zooming in and out is done using the mouse scroll wheel. Scrolling forward zooms in, and scrolling backward zooms out.
In addition to using the mouse scroll wheel, Blender provides a visual zoom tool located in the upper-right corner of the 3D Viewport. This tool is represented by a magnifying glass icon.
To zoom using this method, click and hold the left mouse button on the magnifying glass icon, then drag the mouse upward to zoom in or downward to zoom out. This allows controlled zooming without using the scroll wheel.
Blender also allows smooth and controlled zooming using a keyboard and mouse combination. To activate this method, hold down the Ctrl key while pressing the Middle Mouse Button (MMB).
While holding both, move the mouse forward to zoom in and backward to zoom out. This produces a gradual, continuous zoom effect that is smoother than using the scroll wheel.
To quickly focus on a specific object, select it and press the period key on the numeric keypad (Numpad .). This frames the selected object in the center of the viewport, making it easier to work on.
Moving an Object in Blender
Moving an object in Blender means changing its position within the 3D space. This operation is also called "translating" an object.
Before moving anything, you must first select the object. Left-click on the object in the 3D Viewport. The selected object will be highlighted with an outline.
Using the Move Shortcut (G Key)
The fastest way to move an object is by pressing the G key.
After pressing G, move your mouse.
The object will follow your cursor.
Left-click to confirm the new position.
Right-click or press Esc to cancel the movement.
After pressing G, hold the Middle Mouse Button (MMB)
and drag the object. This allows you to move the object along the screen plane,
meaning it will move relative to your current view rather than strictly
along the world axes. This is useful for adjusting position while keeping
your viewing angle in mind.
Constraining Movement to an Axis
Blender allows movement along a specific axis.
After pressing G, press:
X to move along the X axis (left and right).
Y to move along the Y axis (forward and backward).
Z to move along the Z axis (up and down).
This ensures precise and controlled positioning.
Entering Exact Values
After pressing G, you can type a number
to move the object an exact distance.
For example, pressing G then X then 2
will move the object 2 units along the X axis.
Using the Move Gizmo
You can also move an object using the Move tool located in the left toolbar. This displays colored arrows on the object.
Click and drag the red arrow to move along X, the green arrow to move along Y, or the blue arrow to move along Z.
Freehand Movement
To move an object freely without constraining it to any axis,
press the G key. After pressing G,
move the mouse and the object will follow your cursor in the viewport.
This is called freehand movement because the object moves relative to your current view direction rather than strictly along the X, Y, or Z axes.
Left-click to confirm the new position.
Right-click or press Esc to cancel the movement.
Camera in Blender
The camera in Blender determines what will be visible in your final render. Think of it like a real-world camera: it frames your scene, sets the perspective, and controls what appears in the rendered image.
Most Blender scenes already include a default camera. To add a new camera, press Shift + A → Camera. The camera will appear at the 3D Cursor’s location. You can also select it quickly by clicking the camera icon in the right-hand side panel (the Sidebar) while in the viewport.
Select the camera like any other object by left-clicking on it in the 3D Viewport or in the Outliner. You can move it using G (grab), rotate with R, or scale if needed. Use axis constraints for precise positioning.
To see exactly what the camera sees, press Numpad 0. This switches the viewport to the camera view. Press Numpad 0 again to return to the normal perspective view.
With the camera selected, go to the Camera Properties tab in the Properties Editor. Here you can adjust:
- Focal Length: Controls zoom and field of view.
- Depth of Field: Blurs objects not in focus, like a real camera.
- Clipping: Sets how near or far objects are visible to the camera.
The camera defines the final composition of your render. Make sure to switch to camera view frequently to see how your scene will appear. Proper camera placement ensures that objects are framed correctly and the final render looks professional.
Positioning the Camera in Blender
Before moving the camera, it is best to switch to Camera View so you can see exactly what the camera will capture. This ensures that when you move or adjust the camera, you know what will appear in the final render.
Press Numpad 0 to switch to the camera view. You will now see the scene through the camera as if you were looking through a real camera lens.
Alternatively, in the right-hand Sidebar, you can click the camera icon to switch to camera view.
Once in camera view, press N to open the Sidebar. Go to the View tab and enable Camera to View.
With this enabled, any viewport movements you make—rotating, panning, or zooming—will move the camera along with your view.
With Camera to View enabled:
- Rotate the view by holding the Middle Mouse Button (MMB) and dragging.
- Pan the view using Shift + MMB.
- Zoom in and out with the scroll wheel or Ctrl + MMB for smooth zoom.
As you move around in camera view, the camera updates in real-time. This makes it very easy to frame your scene without guessing.
You can also select the camera and use G to move it or R to rotate it manually.
If you want to constrain movement along an axis, press X, Y, or Z after pressing G.
Always start in camera view when framing a scene. This ensures that what you see while moving the camera matches the final render. After you are satisfied with the composition, you can disable Camera to View to lock the camera’s position.
Blender Modes
Blender operates using different working modes. Modes determine how an object can be interacted with and edited. The active mode is displayed in the upper-left corner of the 3D Viewport.
The most commonly used modes in beginner workflows are Object Mode and Edit Mode.
Switching between modes is done by pressing the Tab key.
Object Mode
Object Mode allows you to manipulate entire objects as single units. In this mode, you can move, rotate, scale, duplicate, or delete objects. Transformations affect the whole object rather than its individual geometry.
Object Mode is typically used for scene layout, positioning models, adjusting camera placement, and applying materials or modifiers.
Edit Mode
Edit Mode allows modification of an object's internal geometry. Instead of affecting the entire object, you can edit its components, which include vertices, edges, and faces.
In Edit Mode, you can select individual vertices to reshape the model, adjust edges to refine structure, or manipulate faces to alter surfaces. This mode is used for detailed modeling and geometry refinement.
Sculpt Mode
Sculpt Mode is used primarily for organic modeling. Instead of manually moving vertices, this mode allows you to shape the surface using brush-based tools, similar to sculpting clay. Brushes can inflate, smooth, crease, grab, or flatten areas of a mesh. Sculpt Mode is commonly used for character modeling, detailed surface work, and high-resolution forms.
Vertex Paint Mode
Vertex Paint Mode allows color information to be painted directly onto the vertices of a mesh. This is useful for stylized models, game assets, or when color variation is needed without complex texture maps.
Weight Paint Mode
Weight Paint Mode is used when working with armatures for animation. It defines how strongly different parts of a mesh are influenced by bones. Areas painted with higher weight values move more when the corresponding bone is transformed.
Texture Paint Mode
Texture Paint Mode allows painting directly onto texture maps applied to an object. This mode is used to create or modify image textures such as color maps, roughness maps, or bump maps directly inside Blender.
Pose Mode
Pose Mode becomes available when an armature is selected. It allows manipulation of bones to create character poses and animations. Transforming bones in Pose Mode affects the connected mesh based on weight painting.
Shortcut:
Press Z for shading pie menu.
Adding Mesh Primitives
In Blender, new objects are added to the scene using the Shift + A shortcut.
This opens the Add Menu, which contains different categories of objects
that can be inserted into the scene.
To add a basic 3D shape, press Shift + A, then select Mesh.
The Mesh submenu contains primitive geometry types. Primitives are simple base shapes
that serve as the foundation for more complex models.
The most commonly used mesh primitives include Cube, UV Sphere, Icosphere, Cylinder, Cone, Torus, Plane, and Grid. Each primitive has adjustable parameters that appear in the bottom-left corner of the viewport immediately after creation.
These parameters allow control over properties such as size, radius, depth,
and segment count. If the parameter panel disappears, press F9
to reopen the last operation settings.
All primitives are created at the location of the 3D Cursor. If a new object appears in an unexpected position, check the location of the 3D Cursor before adding it.
Primitives form the starting point of most 3D models. Complex objects are typically built by modifying and combining these simple base shapes.
Viewport
The 3D Viewport is the main working area in Blender. It is the large central section of the screen where you create, edit, and view 3D objects.
Viewport controls how objects are displayed inside the 3D Viewport. It does not change the actual object. It only changes how you see the object while working.
As a beginner, it is important to understand that Viewport Shading is only a visual preview system. It helps you inspect geometry, materials, and lighting while modeling.
The shading options are located in the upper-right corner of the 3D Viewport. You will see four small sphere icons. Each sphere represents a different way of displaying the scene.
Wireframe
Wireframe mode shows only the edges of objects. You can see through objects because only their structural lines are visible. This is useful when you want to examine geometry or see objects hidden behind others.
Solid
Solid mode is the default display mode when Blender opens. Objects appear shaded but without realistic materials or lighting. This mode is best for modeling because it is fast and clean.
Material Preview
Material Preview mode shows objects with their assigned materials. You can see colors, surface roughness, and basic lighting. This mode is helpful when adjusting materials without performing a full render.
Rendered
Rendered mode displays the scene using the active render engine. This includes lighting, shadows, reflections, and material effects. It gives a near-final preview of what the image will look like when rendered.
How to Switch Between Shading Modes
You can switch shading modes by clicking one of the four sphere icons in the top-right corner of the viewport.
A faster method is pressing the Z key,
which opens a shading selection menu.
Changing viewport shading does not modify the object itself. It only changes how the object is displayed on your screen. Your model remains the same regardless of which shading mode is active.
As a beginner, you will mostly use Solid mode for modeling, Material Preview for checking colors, and Rendered mode for checking lighting before final rendering.
Rendering an Image in Blender (F12)
In Blender, creating a final image of your scene is called rendering. Rendering uses your materials, lights, camera, and scene setup to produce a realistic or stylized image. This is different from simply taking a screenshot of the viewport.
Using the F12 Key
The fastest way to render your scene is by pressing the F12 key.
Blender will calculate lighting, shadows, materials, and effects,
and then open a new window showing the rendered image.
Render Engine
Blender has different render engines that determine how the image is calculated:
- Eevee: Real-time renderer, fast, good for previewing and animations.
- Cycles: Physically accurate renderer, slower but produces more realistic lighting and materials.
You can select the render engine in the Render Properties tab in the Properties Editor.
After the render completes, go to the Image menu at the top-left of the render window and choose Save As. Choose the file format (PNG, JPEG, etc.) and the location on your computer where you want to save it.
Rendering shows what your scene will look like in its final form. It can take longer than working in the viewport, especially with complex lighting or high-resolution images. Start with smaller resolution or Eevee for practice.
Object Transformations
Move (Grab)
Press G
Move mouse
Left Click to confirm
Right Click to cancel
Axis constraint:
G→XG→YG→Z
Rotate
Press R
Move mouse
Left Click to confirm
Axis constraint:
R→Z(most common for rotating flat objects)
Scale
Press S
Move mouse
Left Click to confirm
Axis constraint:
S→Zto scale vertically only
Precise values:
After pressing G, R, or S, type a number:
Example:
S → 2 → doubles size
Understanding axis constraints is essential for accurate modeling.
Switching View Modes
In the top right of the viewport, there are shading icons:
- Wireframe
- Solid
- Material Preview
- Rendered
Material Preview allows viewing materials with lighting.
Rendered mode shows final lighting result.