π― What is Blocking?
Blocking is the process of creating the basic shape of a 3D model. Just like a sculptor starts with a rough lump of clay, you create the general form of your model using simple primitives like cubes, spheres, and cylinders.
At this stage, you don't worry about details; only proportions, sizes, and general shape matter. Details come later.
π‘ Why Should I Learn Blocking?
- Fast Iteration: You can visualize your ideas in minutes. While detailed modeling takes hours, blocking can be completed in 10-15 minutes.
- Proportion Control: Are the arms too long? Is the head too big? You can see and fix these immediately during the blocking stage.
- Professional Workflow: All professional 3D artists do blocking first, then add details. This is the industry standard.
- Error Prevention: Getting the basic shape right before detailed modeling prevents you from having to make major changes later.
- Portfolio and Presentation: Blocking is enough to show your idea to clients or team members. You add details after getting approval.
Add shapes that will represent the main parts of your model:
- Add Cube:
Shift + A-> Mesh -> Cube. Used for body, head, legs. - Add Sphere:
Shift + A-> Mesh -> UV Sphere. Ideal for head, eyes, joints. - Add Cylinder:
Shift + A-> Mesh -> Cylinder. Perfect for arms, legs, neck.
Resize and position each primitive to fit your model:
- Selection: Select an object (left click).
- Scaling: Press
Sand move the mouse. To scale on a single axis, useS + X,S + Y, orS + Z. - Moving: Press
Gto move the object. For axis locking, useG + X,G + Y,G + Z.
Let's go step by step with a practical example:
- Body: Add a Cube, stretch it upward with
S + Y. - Head: Add a Sphere, move it above the body with
G + Y. - Neck: Add a Cylinder, place it between the head and body, and shrink it with
S. - Arms: Add two Cylinders, place them on the sides of the body. Rotate with
R + Zto get the right angle. - Legs: Add two Cylinders, place them below the body, and stretch with
S + Y. - Hands: Add two Spheres, place them at the ends of the arms.
- Feet: Add two Cubes, place them below the legs.
Note: Don't be a perfectionist at this stage! Only general shape and proportions matter. Details come in the next stage.
Check your blocking from different angles:
- Camera Views: Press Numpad
1(Front),7(Top),3(Side) to view from different angles. - Wireframe Mode: Press
Zand select Wireframe. This helps you see proportions more clearly. - Solid Mode: Press
Z-> Solid to return.
π Next Step: Detailing
After blocking is complete, you can enter Edit Mode (Tab) for each primitive and add details. You can transform it into a real model using tools like Bevel, Extrude, and Inset. But remember: If blocking isn't right, detailing is a waste of time!