Core modeling operations (primitives, transforms, edit mode, extrude, inset, bevel, loop cuts, booleans, mirror, array, curves, subdivision)
Build and adjust simple 3D forms with modeling operations for lighting, posing, and paint-over work.
What it is
You use primitives such as cubes, spheres, cylinders, and planes as stand-ins for buildings, vehicles, props, and rough characters. You move, scale, and rotate whole objects, then edit their geometry to shape the form.
In edit mode, you select vertices, edges, and faces deliberately. You use extrude, inset, bevel, and loop cuts to add parts, create rims and panels, shape edges, and support the form.
You use mirror for symmetrical models, array for repeated elements, booleans to cut or combine forms, subdivision to smooth a low-poly base, and curves for paths such as cables, rails, pipes, or stylized shapes.
Why it matters
These operations support faster changes to proportions, silhouettes, repeated details, and surface forms. Weak control can lead to clumsy shapes, rebuilt details, or geometry that breaks during smoothing or lighting.
You can check it when
- ✓Build a prop from a cube using extrude, inset, bevel, and loop cuts, then prepare it for a quick render.
- ✓Create a paint-over model from primitives, using mirror, array, and subdivision where needed. Set up a boolean cut or mirror modifier, adjust its source objects, and verify that the result remains usable for rendering.
- ✓Switch between object mode and edit mode deliberately, and verify whether each change affects the whole object or selected geometry.
Related skills
- Fundamentals: horizon line / eye level and vanishing points
- Matching 3D perspective to a sketch
- Setup (2D thumbnail → 3D blockout → camera match to thumbnail)
- PBR channels (base color, roughness, metallic, normal/bump, transparency, emission)
- Light types (sun/directional, area, point, spot, HDRI/environment)
- Primitive forms in any rotation (boxes, cylinders, spheres and modified spheres, cones, pyramids)
- Knowing when sculpting is faster than drawing