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Blender 5.0+ Updated

Blocking (Creating Drafts)

Learn the first step of professional modeling using basic shapes like cubes, spheres, and cylinders.

🎯 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.

πŸ’‘ Why Should I Learn Blocking?

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 S and move the mouse. To scale on a single axis, use S + X, S + Y, or S + Z.
  • Moving: Press G to move the object. For axis locking, use G + X, G + Y, G + Z.

Let's go step by step with a practical example:

  1. Body: Add a Cube, stretch it upward with S + Y.
  2. Head: Add a Sphere, move it above the body with G + Y.
  3. Neck: Add a Cylinder, place it between the head and body, and shrink it with S.
  4. Arms: Add two Cylinders, place them on the sides of the body. Rotate with R + Z to get the right angle.
  5. Legs: Add two Cylinders, place them below the body, and stretch with S + Y.
  6. Hands: Add two Spheres, place them at the ends of the arms.
  7. 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 Z and select Wireframe. This helps you see proportions more clearly.
  • Solid Mode: Press Z -> Solid to return.

πŸ“Œ 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!