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:

  1. Choose General from the splash screen.
  2. A default scene appears containing:
    • A Cube
    • A Camera
    • A Light

Before starting, I deleted the default cube:

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:

3. Properties Panel (Bottom Right)

Contains tabs for:

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:

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.

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.

If using a laptop without a middle mouse button:

  1. Go to Edit → Preferences
  2. Select the Input tab
  3. 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.

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:

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.

The Properties Tab

The Properties Tab is one of the most important panels in Blender. It is located on the right-hand side of the screen, below the Outliner. This tab lets you control and customize almost everything about your scene, objects, materials, lights, camera, and rendering.

Understanding the Tabs

The Properties panel contains a series of small icons, each representing a different category of settings. These icons are arranged vertically and include:

Property Description
Render Properties Controls the render engine (Eevee or Cycles), resolution, frame rate, and other settings for outputting images or animations.
Output Properties Sets the image size, file format, and save location for rendered images or videos.
View Layer Properties Manage layers of objects and visibility for rendering.
Scene Properties Controls global scene settings, such as units, gravity, and keying sets.
World Properties Adjust background color, environment lighting, or HDRI for realistic lighting.
Object Properties Adjust an object's location, rotation, scale, visibility, and other object-specific settings.
Modifier Properties Apply modifiers like Subdivision Surface, Mirror, or Boolean to change an object's geometry non-destructively.
Particle Properties Add particle systems such as hair, smoke, or other effects.
Physics Properties Enable simulations like rigid body, cloth, or fluid.
Material Properties Assign materials and shaders to objects to control how they look when rendered.
Texture Properties Manage textures that can be applied to materials or modifiers.
Constraints Properties Add constraints to objects, such as making one object follow another.
Bone Properties (if using Armature) Adjust individual bones' properties.

How to Use the Properties Tab

To use the Properties Tab, select an object in the 3D Viewport. Then click on the appropriate icon to adjust its settings. For example, to change an object’s color, select the Material Properties icon, then add a new material or edit an existing one.

Important Beginner Tips

Understanding the Properties Tab is essential for controlling your scene, adjusting materials, setting up lights, and preparing renders. As a beginner, start with Render, Material, and Object Properties, then gradually explore the remaining tabs.

Scaling Objects in Blender

Scaling an object in Blender means changing its size. You can make an object bigger, smaller, taller, thinner, or stretch it in a specific direction.

Method 1: Using the S Key (Fastest Way)

Select the object, then press S. Move your mouse outward to make the object bigger, or inward to make it smaller.

Left-click to confirm the new size. Right-click or press Esc to cancel.

Scaling on a Specific Axis

After pressing S, you can press:

This allows you to stretch or shrink the object in one direction only. For example, S → Z makes the object taller or shorter.

Scaling with Exact Values

After pressing S, you can type a number. For example:

You can also combine axis and number: S → X → 3 scales the object 3 times larger along the X axis only.

Using the Scale Gizmo (Visual Method)

Select the Scale tool from the left toolbar. You will see colored handles appear on the object.

This method is useful if you prefer clicking and dragging instead of using keyboard shortcuts.

Scaling from the Properties Panel

Select the object and press N to open the right Sidebar. In the Item tab, you will see Scale values for X, Y, and Z.

You can manually type numbers to control the exact size. A value of 1 means original size. A value of 2 means double size. A value of 0.5 means half size.

Important Beginner Concept

Scaling in Object Mode changes the overall size of the object. Scaling in Edit Mode changes the actual shape of the geometry. Make sure you know which mode you are in before scaling.

If scaling causes unexpected problems later (for example with modifiers), you may need to apply the scale using: Ctrl + A → Scale.

Object Mode vs Edit Mode Scaling (Beginner Explanation)

In Blender, scaling behaves differently depending on whether you are in Object Mode or Edit Mode. Even though the object may look the same visually, what Blender changes internally is completely different.

Scaling in Object Mode

When you scale an object in Object Mode, you are not changing the actual geometry of the object. Instead, you are changing the object's overall size value.

Think of it like resizing a box using a percentage. The object keeps its original shape data, but Blender multiplies its size by a scale factor.

You can see this in the Sidebar (press N) under the Item tab. The Scale values for X, Y, and Z will change. For example, scaling bigger might change the values from: 1, 1, 1 → to 2, 2, 2.

The original geometry still exists underneath — it is just being displayed larger.

Scaling in Edit Mode

When you scale in Edit Mode, you are directly changing the actual geometry (vertices, edges, and faces).

This permanently modifies the shape of the object itself. The scale values in the Sidebar will usually remain at 1, 1, 1, because you are not scaling the object — you are reshaping its geometry.

Simple Real-World Analogy

Imagine a cube made of rubber.

Object Mode scaling is like enlarging the entire cube using a resize tool. The cube’s structure stays mathematically the same, but it is displayed larger.

Edit Mode scaling is like grabbing the corners of the rubber cube and physically stretching it. The actual shape changes.

Why This Matters

Scaling in Object Mode can cause issues with modifiers, physics simulations, and parenting if the scale is not applied. That is why Blender users often use: Ctrl + A → Apply Scale after scaling in Object Mode.

As a beginner, remember this rule: If you want to change size → Object Mode is fine. If you want to change shape → Use Edit Mode.