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Blender Apple Lesson Steps

This document provides a step-by-step guide on how to model an apple in Blender 3D, starting from adding a UV sphere and adjusting its shape to resemble an apple. It details the use of various tools and commands for sculpting and refining the apple's form, as well as creating and shaping the apple's stem. The instructions emphasize the importance of using proportional editing and subdivision levels to achieve a smooth and organic appearance.

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0% found this document useful (0 votes)
38 views8 pages

Blender Apple Lesson Steps

This document provides a step-by-step guide on how to model an apple in Blender 3D, starting from adding a UV sphere and adjusting its shape to resemble an apple. It details the use of various tools and commands for sculpting and refining the apple's form, as well as creating and shaping the apple's stem. The instructions emphasize the importance of using proportional editing and subdivision levels to achieve a smooth and organic appearance.

Uploaded by

sry46j2tzn
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as DOCX, PDF, TXT or read online on Scribd
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Modelling an Apple in Blender 3D

Shift+A > Mesh > UV Sphere

Click on the Add UV Sphere box in the bottom right corner.

Increase the number of segments and rings to 50.

Numpad . to zoom and center the sphere.

Use the middle mouse button to toggle around the scene.

Shift + Middle Mouse to pan.

Scroll Middle Mouse to zoom in and out.

Hit tab to enter edit mode


Make sure you are in vertex selection mode

Select the center top vertex by left clicking on it.

Press O to enter soft select mode

Press G to grab and move the vertex, use the middle mouse wheel to change the soft selection brush
size.

Press Z to lock the vertex to the Z axis (vertical)


Scroll the middle mouse button to change the size of the soft selection (fall off) as you move the vertex.
down.

Click outside of the mesh to release the vertex.

Click on the center vertex again and change the fall off to refine the center of your apple.

Hold Alt and select two vertices to select the whole loop. You may have to try this a couple times to get
the edge loop you want.

Make sure you are still in proportional editing mode and hit S to scale the edge loop until you’re happy
with the shape of the apple. It doesn’t have to be perfect yet.

Move single vertices around to create an organic apple shape.


Press Tab to enter Object Mode.

Press Ctrl + 1 / 2 / 3 / to add a subdivision level.

Subdivision = the number of polygons. More polygons or subdivisions makes the object
smoother and more detailed.

Set 2 levels

Sculpt the apple by clicking and dragging the left mouse button over the mesh.
[ ] will make the brush bigger or smaller.

Hold Shift while sculpting to smooth parts of the apple.

Experiment with different brushes and settings.

Click on the Modeling tab to exit the sculpting interface.

Hit Tab to enter Edit Mode.


Press Shift + A to add a cylinder to the scene.

Before you clock away from the cylinder, click on the “Add Cyllinder” box in the bottom left corner.

Adjust the size of your cyinder until it looks like an apple stem.

Press G to grab then Z to lock the stem to the Z axis.


Press Ctrl + R to add an edge loop. Drag your mouse around to find where you want to place your edge
loop. Click to exit and apply the edge loop.

Alt + Click on a couple of vertices to select the entire ring of the top of the stem. Press S to change the
size.

Press Ctrl again to add more edge loops. This time use your middle mouse scroll to increase the number
of edge loops.

Pull edges and vertices until you are happy with the shape of the stem.
You can rotate any edge loop by selecting the loop and pressing R.

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