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Now let's go ahead and get started with modeling in Blender. We're first going to take a look at some of the basic primitives that we have that we can use as springboards to create our own models. Now, we've already dealt with the first of these primitives and that's the cube and that's actually part of our Default interface. When you start Blender by default, you get this little cube. Now let's go ahead and just show you how to add in primitives. So, I'm going to go ahead and right-click on this and hit the Delete key and then I'm just going to say OK to Delete, and I'm going to have a clean stage here.
Now, if we want to add in a primitive, we can do it by using the Add menu here in the info editor and we have a number of Mesh objects that we can add in. We can get this exact same menu by hitting Shift+A on the screen, and again, this gives us all of these things that we can add in. In this case, I'm just going to add in a Cube one more time. Now, when we do that, you'll see how this little box here comes up and it says Add Cube.
In fact, if I scroll this up you can see that I have a couple of different options. One is, where do I want it on the screen, and also what Rotation? I also have a switch here to align it to view. In other words, it will align one face of that cube to your view. Now, once I have brought that into the scene, I can just click off of it, and then when I click back on, notice how that little creation menu goes away. So that really only happens when I first create that object.
So again, I'm going to right-click on this and hit Delete. Now, another thing you need to be aware of is that when you create any sort of primitive, it comes in at the 3D Cursor, which in our case was right here at the center, but if I move it someplace else and then add in that cube again, you'll see how it comes in at that 3D Cursor. So this can be both a benefit and a curse. On the plus side, you can place objects wherever you want, just as long as you remember to place the 3D Cursor in that location.
On the other side, a lot of times we forget about the 3D Cursor and we'll bring in an object and we won't know where it is. So you have to kind of look for that 3D Cursor to find the new object that you've put into the scene. So I'm going to go ahead and delete this one again, and let's go ahead and center that 3D Cursor. We can do that by hitting Shift+C on the keyboard and that centers the 3D Cursor and frames everything. Now, I'm going to go ahead and zoom-in just a little bit here. So we can see where we're working, and I'm going to go ahead and add in another type of Mesh.
In this case, I'm going to add in what's called a UV Sphere. Now when I do that notice how the sphere comes in and I have a box here that has all of my options. In fact, if I scroll this up you can see that I've got a number of different options. And we may want to actually turn this into Wireframe, just so we can see what happens. The first option is how many Segments do we have? Now we can type in the number or we can left-click and scroll to add more or less segments.
So if I wanted this to be 16 segments, I could click in here, type 16 and hit Return and you can see how this has fewer segments. If we wanted the number of Rings, these are the vertical options that go up and down. Let's say we wanted 8, and you can see how I can add or subtract detail from this sphere, and if you look at in Solid mode, you can also see the facets. Then we also have Size, so how big is this. And then just like with the Cube, we have Align to View, as well as Location and Rotation as well.
So we can rotate it over any one of these axes, and when you're done, just deselect it, and now we have this object in our scene. So let's quickly go through some of the other types of primitives, just so that we can become familiar with our options. So again, I'm just going to hit Delete after all of these just so that we can look at them individually. So again, I'm going to hit Shift+A, we added in a Cube, a UV Sphere, which has basically latitude and longitude lines, we also have what's called an Icosphere, and what that is, is a geodesic dome type topology.
So number of Subdivisions just gives it a higher or lower order. Now, this can actually be a better sphere, because it doesn't have the regular geometry, sometimes it renders a little bit better. So you just have to kind of pick and choose which one you want to use, and again, I'm going to go ahead and Delete this. And let's do another Shift+A, and let's take a look at the Cylinder. So, the Cylinder again is basically just a can, and we have number vertices surrounding it, so this is number of Vertices that define the circle on the top, the Radius, as well as the Depth, which is basically the height.
So, we're going to go ahead and Delete this and let's go ahead and take a look at another one. We also have a Cone, which again is very similar to the Cylinder in that it has number of vertices, as well as a radius and a height. Let's go and get rid of this, Delete. Some other ones here, these all seen fairly familiar. The Torus again, it's very similar. We have our Major Radius, which is how big is the Torus; we have our Minor Radius, which is how thick it is, as well as Segments for Major and Minor.
And then the last one is kind of just a fun one here, and that's the Monkey. There are really no options for this, other than we actually have a monkey head that we can use in our scene, if we, for some reason just desperately need a monkey head. And this is kind of the mascot of Blender, and it actually can be very handy when testing out things like materials and rendering and that sort of thing, because it has a more complex shape. You can actually just toss it into a scene to see how lighting and rendering will work.
It's much better than a sphere or a cube in that respect. So those are some of the basic mesh primitives that we have in Blender. They are the fundamental building blocks of anything you're going to create in Blender. So become familiar with them.
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