🎮 My First 3D Model • Episode 2 of 7 • See All Episodes
🎮 Episode 2 • Beginner+ • Edit Mode Unlocked

Bring Forth!
Character Basics

Enter Edit Mode and sculpt a simple low-poly character from a single cube: body, head, arms and legs, using extrude, loop cuts and the mirror modifier so both halves match perfectly.

🎮 Ages 10+ 🎮 ~2 Hours 🎮 Blender ✓ Free
🎮 Edit Mode 🎮 Extrude ✂️ Loop cuts 🎮 Mirror modifier 🎮 Body proportions 🎮 Flat colours
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Build it in our Blender Studio too: lay out a 3D scene, add Blender steps and export a real bpy script in the browser. Open the Blender Mod Studio →
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Make it in our 3D engine too: block out or plan your shape in the BuildLab 3D builder (no install, right in the browser), export it as a Blender file (glTF .glb), then in Blender use File > Import > glTF 2.0 and follow the steps below. How the series fits together →
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Workshop reference pack: download an offline copy of every step in this workshop: ⬇ blender-character-workshop-reference.zip. Every code block also has a Copy button.
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Reminder: Open your Episode 1 .blend file in Blender before starting!
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Edit Mode: Verts, Edges, Faces
Tab into the mesh itself
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Goal for this step

Understand the three mesh elements and how to select them.

  • 1New scene (File ? New). Select the cube and press Tab, welcome to Edit Mode, inside the mesh.
  • 2Everything is made of three things: vertices (points), edges (lines between them), faces (the surfaces).
  • 3Switch selection modes with 1, 2, 3 (vertex, edge, face). Try selecting one of each.
  • 4G/R/S all work in here, grab one vertex and pull: you are deforming the cube!
  • 5A selects all, Alt+A deselects. Tab returns to Object Mode.
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Fill in the Blanks
+15 XP
Edit Mode is toggled with . The keys 1, 2 and switch between vertex, edge and face selection. Meshes are built from vertices, edges and .
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Knowledge Check
+15 XP
Object Mode vs Edit Mode is the difference between-
A2D and 3D
BMoving whole objects around a scene vs reshaping the mesh itself from inside
CSaving and rendering
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Extrude: The Body
Grow a torso and hips from cube faces
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Goal for this step

Learn extrude, the single most important modelling operation.

  • 1Scale the cube into a torso first (Object Mode: S, then Shift+Z types, ~0.6 wide, taller than deep).
  • 2In Edit Mode, face select (3), click the BOTTOM face, press E and pull down, you EXTRUDED hips!
  • 3Extrude = grow new geometry out of a face. Click confirms, Esc cancels (but beware: a cancelled extrude still adds hidden verts, undo with Ctrl+Z instead).
  • 4Extrude the top face upward for a chest, then a neck (extrude, then S to shrink it inward).
  • 5A body emerges from ONE cube. That is box modelling.
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Extrude then Esc leaves doubled vertices in place, a classic trap. If you cancel an extrude, always Ctrl+Z once too.
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Fill in the Blanks
+15 XP
The extrude key is . Extruding grows new geometry out of a selected . A cancelled extrude should always be followed by Ctrl+.
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Knowledge Check
+15 XP
Box modelling means-
AModelling only boxes
BGrowing a complex shape from a simple primitive by repeated extrusion and scaling
CBuying models in boxes
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The Mirror Modifier
Model one arm, get the other free
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Goal for this step

Set up live mirroring so both sides of the body always match.

  • 1Characters are symmetrical, modelling both sides by hand is madness. Enter the Mirror modifier.
  • 2First delete the left half: in Edit Mode, face-select the left-side faces and delete (X ? Faces).
  • 3Modifier Properties (wrench icon) ? Add Modifier ? Mirror, axis X. The missing half reappears, as a live reflection!
  • 4Tick Clipping so centre vertices cannot cross the mirror line and split the seam.
  • 5Now edit the right side and watch the left copy you in real time.
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Fill in the Blanks
+15 XP
The Mirror modifier lives behind the icon and mirrors across the axis for a character. The option stops centre verts crossing the seam.
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Knowledge Check
+15 XP
Besides saving half the work, mirroring guarantees-
AFaster rendering
BPerfect symmetry, both arms identical in length and shape, impossible to achieve by eye
CSmaller files
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Arms & Legs
Extrude limbs from side and bottom faces
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Goal for this step

Grow an arm and a leg, the mirror makes the pair.

  • 1Shoulder: select the upper-right SIDE face of the torso, extrude outward a little (E), then again for the upper arm, then the forearm, two extrusions make an elbow possible later!
  • 2Hand: one more small extrusion, scaled slightly bigger, mitten style. Low-poly charm!
  • 3Leg: select the right half of the bottom face (you may need a loop cut first, next step), extrude down twice (thigh, shin), then a foot: extrude down short, then extrude the FRONT face of it forward.
  • 4Check proportions from the front (Numpad 1): legs roughly half the height, arms reach mid-thigh.
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Fill in the Blanks
+15 XP
An arm is grown from a face of the torso. Extruding the limb in segments leaves an elbow/knee to bend later. Numpad gives the front view.
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Knowledge Check
+15 XP
Why extrude limbs in two segments instead of one long piece?
AOne long extrude is impossible
BThe joint between segments is where an elbow/knee will BEND when we rig it in Episode 3
CSegments render smoother
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Loop Cuts & the Head
Add edge loops for shaping, then top it with a head
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Goal for this step

Refine shapes with loop cuts and finish the silhouette with a head.

  • 1Ctrl+R = loop cut: hover the torso, a yellow ring previews; scroll to add more; click, then Esc to leave them centred.
  • 2A loop around the waist lets you pull in a waistline (select the loop with Alt+Click, then S to scale it).
  • 3The head: easiest as a separate object, Object Mode, Shift+A ? Cube, scale ~0.5, place on the neck. Slightly TOO big reads as friendly/stylised, lean into it!
  • 4Optional: one loop cut across the head to shape a jaw.
  • 5Look at your character from all angles. A person! From cubes!
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Fill in the Blanks
+15 XP
A loop cut is made with Ctrl+, and a whole edge loop is selected with +Click. A slightly head makes a character read as stylised and friendly.
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Knowledge Check
+15 XP
Loop cuts exist to-
ACut models in half
BAdd editable detail exactly where you need to shape, like a waistline or jaw, without rebuilding
CReduce polygon count
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Flat Colours & Silhouette Check
Simple materials and the pro shape test
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Goal for this step

Colour the character with flat materials and verify the silhouette.

  • 1Material Properties (sphere icon) ? New ? set Base Color. One material for the body (shirt colour!).
  • 2Multiple colours on one mesh: in Edit Mode select the leg faces, click + to add a second material slot, choose a trouser colour, press Assign.
  • 3Repeat for skin (head/hands). Three flat colours = instant low-poly style.
  • 4The pro test: press Z ? Rendered off, view as silhouette (or just squint), can you STILL tell it is a person? Good characters read from shape alone.
  • 5Save as character.blend, Episodes 3 and 4 rig and animate THIS file!
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Fill in the Blanks
+15 XP
Extra colours on one mesh use multiple material , select faces, then press . The shape-only readability test is called the check.
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Knowledge Check
+15 XP
Why do artists check the silhouette?
ASilhouettes render first
BIf a character reads from its outline alone, it reads everywhere, shape is the foundation of design
CColours are expensive
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Workshop Complete!
From one cube to a character with matching limbs, extrude and mirror are THE modelling tools. Episode 3 gives your character bones!
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Total XP
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Accuracy
🎮 Episode 3: Rigging & Bones ?
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This workshop was free and took many hours to build. If it helped you learn something new, consider supporting the project.

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Keep creating on-site - try these tools next

🎨
Colour Palette
Build a scheme
🎨
Pixel Studio
Draw sprites
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BuildLab
3D blocks
🔊
SFX Generator
Make sounds

🧩 3D Modelling Order Challenge

Drag the Blender workflow steps into the correct order:

Add materials and textures
UV Unwrap the model
Apply modifiers (Mirror, Subdivision)
Shape with Extrude, Scale and Loop Cut
Enter Edit Mode (Tab key)
Add a mesh (cube, sphere, or cylinder)