Chapter 2. Robot Toy – Modeling of an Object

In this chapter, we will start our first project in order to discover the fundamental modeling tools of Blender. We will create a little robot that is inspired by vintage toys with a drawing image reference. You will learn polygonal modeling workflow, which will be useful for your future 3D productions. The head will be created with a simple cylindrical primitive that we will modify to give it the right shape. Then, in the same way, starting from a primitive, we will model the rest of the body, always with a good topology in mind. Indeed, we are going to maximize the number of quads (polygons with four faces) and organize them so that they best fit the shape of each part. In the end, we will do a quick render with the Blender internal render engine. Without further ado, let's enter the marvelous world of 3D modeling! In this chapter, we will cover the following topics:

In the following screenshot, on the right, you can see the 3D robot modeled using a sketch, shown on the left as a reference, with Krita, which is another open source tool for 2D art:

Robot Toy – Modeling of an Object

We will now start the modeling of the robot toy by adding the first object to the scene. The robot will be modeled from a simple cylinder.

When you start modeling an object, you need to start with a basic 3D shape that is close to the shape you want to model. In our case, we will use a cylindrical primitive to start modeling the head. To do this, follow these steps:

  1. First we will need to remove the 3D cube that is placed by default in any Blender starting file. The cube is selected if it has an orange outline. If this isn't the case, you can right-click on it. This is the main selection method in Blender. If you want to select or unselect all the objects present in the 3D view, you can press the A (All) key.
  2. You can now remove the selected cube by pressing the X key or the Delete key. It's now time to add the cylindrical primitive.
  3. All the primitives are going to spawn at the 3D Cursor location. We will ensure that the cursor is at the center of the scene by pressing Shift + C.
  4. We can now use the Shift + A shortcut, and select Mesh | Cylinder to create the primitive at the center of the scene.
  5. Our new object has too many details, so we will decrease the number of vertices in the left 3D view panel. If you can't see this panel, press the T key. At the bottom of this, you can see the preferences of the currently active tool (the mesh creation, in our case), and you can change the number of vertices of our cylinder to 16.
  6. We will now set the 3D view focus on the newly created object by pressing the dot numpad key or by selecting View | View Selected in the 3D view header.