Blender Tutorial for Beginners – all blender tools and shortcuts with example video

Complete list of blender shortcuts with a example video showing the usage. Updated to Blender 3.4 version.

ActionKeyboard ShortcutVideo
Zoom viewMouse Wheel
Rotate viewMiddle Mouse
Pan viewShift + Middle Mouse
Front view (Y axis)Numpad 1
Top view (Z axis)Numpad 7
Side view (X axis)Numpad 3
Back view (Y axis)Ctrl + Numpad 1
Bottom view (Z axis)Ctrl + Numpad 7
Side view (X axis)Ctrl + Numpad 3
Orthographic / PerspectiveNumpad 5
Camera ViewNumpad 0
Move 3d cursorShift + Right Click

3d cursor is where new objects will be created
Add objectsShift + A

Menu = Add > Mesh > Plane/cube/sphere
delete objectDelete
toggle toolbar on leftT
Menu = View > Toolbar
grab object and moveG > move mouse > left click to finalize | right click to cancel
G > shift+move mouse = move slow in smaller increments

G moves object perpendicular to the view (front|side|bottom)
grab object and move in x axisG > X > move in X axis > left click
grab object and move in Y axisG > Y > move in Y axis > left click
grab object and move in Z axisG > Z > move in Z axis > left click
 G > X|Y|Z > type number to move > Enter
rotate objectR > move mouse > left click to finalize | right click to cancel

R rotates object perpendicular to the view (front|side|bottom)
rotate object along X|Y|Z axisR > X|Y|Z > move to rotate > Left click | right click to cancel
 R > X|Y|Z > type number degree to rotate > Enter
scale objectS > move mouse > left click to finalize | right click to cancel

S scales object perpendicular to the view (front|side|bottom)
scale object along X|Y|Z axisS > X|Y|Z > move to rotate > Left click | right click to cancel
 S > X|Y|Z > type number to scale > Enter
Transform menu on right with numbersN
box select | circle select 
WireFrame | Solid | Material | Rendered modeTop right buttons

Only rendered view uses light objects
Render SceneF12
Cycles | Eve Render Engine 
Setup CameraNumpad 0 > camera view
N > Right menu > View Tab > View Lock > Lock Camera to View
Move view to setup camera with it to required camera view.
Then unchek the lock camera option
Numpad 0 > to come out of camera view now
Move Camera to current ViewCtrl + Alt + Numpad 0
Shading Workspaceto see materials
Select Object > New Material > Principal BSDF shadermaterials have shaders
Render Properties > Ambient Occlusionbetter shadows in render where light cant go

try to turn off bounces approximation and see result
Render Properties > Screen Space Reflectionsreflections in water etc.
better shadows in render where light cant go
Render Properties > Bloomgives out light for emission selected in shader
Material slotsSelect Object > Create 2 Slots >
Select 1 slot > Create/select new material >
Go to Edit Mode > select Faces > click assign from new slot
Smooth shadingSelect object > Right Click > Shade Smooth
Smooth Shading AngleObject Data Properties > Normals > Auto Smooth (30 degrees)

all curves below 30 deg will be smooth. Remaining will have proper edge.
World Object Shading / HDRIShader Editor > World (in drop down)
Color = Background Node Color change
HDRI = Add > Texture > Environment Texture (hdri) > Link to Background Node
Principal BSDF shadermetallic | roughness | emission
Environment Texturecan select hdri for world
Lightingcan only be seen in render mode
Point lightshines in all directions
color | power
Sun lightdirection (rotation) changes shadow direction
Spot lightcone light (blend changes softness of shadow)
Area lightsquare light (size of light changes shadow sharpness)
HDRI World LightShading Workspace > reduce intensity of world node environment texture
Emission Shader Emission shader will not emit light in Eve.
It will only emit light in Cycles.
So add a light source at the emission source to make it work in Eve.
Modelling Workspace 
Object Mode | Edit Mode Tab
Edit Mode > Vertex Mode1
Edit Mode > Edge Mode2
Edit Mode > Face Mode3
Selection Tool CycleW to switch from one section tool to another
Box Select | Circle Select | Region Select 
(pull face out perpendicularly with connecting edges)
Select Face > E to extrude > move mouse > left click to finalize
Extrude OptionsSelect Faces multiple > Alt + E > Extrude along Normal | Extrude indivual faces
Loop CutCtrl + R > left click 2 times
even option = straight cuts
flip option = curved cuts

loop cut will not go through faces that are n-gons
Knife ToolK for knife > click on edges to cut > or vertices > Enter to finalize
Knife Bisect ToolLeft Tool Menu > Knife > Bisect > to create a loop cut across any geometry
Bevel – creates cuts at vertex/edges
(vertes = cuts a bevel on that edge)
(edge = cuts a bevel on that edge)
(face = cuts bevels on all edges of face)
Ctrl + B > (V for affect vertices)
Bevel – to convert 1 edge loop to multiple edge loopsSelect edge loop > Ctrl + B to bevel > add number of cuts to the bevel
Duplicate objectShift + D
Collectionadd multiple objects in same collection
Inset FaceSelect Face > E to extrude > -ve Scale to create an inset > left click
Select new face > E extrude move top > left click
Outset (adds outer face)Select Face > E to extrude > +ve Scale to create an outset > left click
Select new face > E extrude move top > left click
Inset Face (adds inner face)Select Face > I to inset (outside or inside)
Inset multiple faces together (as separate faces)Select multiple faces > I to inset > I for individual faces option
Select a Face loopAlt + Left Click on Edge that goes across the face loop
Expand selection to adjacent face loopsCtrl + +
Reduce selection to adjacent face loopsCtrl + –
Deselect AllAlt + A
Scale in XY planeSelect Face > S to scale > Shift + Z > to scale in all directions except Z
Edge SlideSelect Vertex/Edge > G to grab > G to slide along edge > slide and left click
Merge VerticesSelect vertices > M (at center | by distance)
Join vertices with an edgeSelect 2 vertices > J to join with edge
Sculpting Workspace 
Draw Brush[X] hold Left Click > pulls object faceoutside
hold Ctrl + Left Click > pushes object face inside
Resize Brushhold F
Dyntopo optionadds more vertices and triangles to the mesh in scupt mode
Dyntopo option > DetailingConstant Detail = constant mesh size depending on the Resolution number
Relative Detail = mesh size changes depending on brush size
Dyntopo option > ResolutionNumber indicating how many subdivisions will be added
Grab Brush[G] Left Click to grab and pull the mesh in or out
no dynotop – does not add mesh vertices
Modifiersmodifies the meshes > Apply to actually change the mesh permanently
Decimate Modifierreduces Face count
Proportional Editing in Edit Mode[O] Provides are circular range where all changes to vertex or faces are applied proportionally to other vertices in the circle
SnapIncrement (of grid) | Faces | …
Snap with = Closest face | Object Origin | Median
Align Rotation to target = rotate object as per the floor snapping face rotation
Zoom to selected objectNumpad .
Object OriginCenter of object
G move object in object mode = move origin with it
G move all vertices in edit mode = will not move the object origin
Right Click Object > Set Origin > Origin to Geometry = move origin to center
Object Mode > Options (top right) > Tranform affect only > select origin = to move origin using G
Transform pivotCenter of rotation / scaling
median point = scale around the median point of all selected objects
individual origin = scale around each objects own origin (for multiple objects mainly)

for single object > multiple edge selected > scale in will scale towards object center. Use Transform pivot > individual origin > to scale multiple edges individually inside.
Linked Duplicates creationAlt + D = create a linked duplicate
any changes made will affect all duplicates
Link 2 objectsSelect 2 objects.
Object > Link Object data = make both objects linked duplicates
Ctrl + L > Link object data = make them linked duplicates
Ctrl + L > Link Material data = make them have same material
Unlink an objectSelect linked object > Object Menu  > Relations > Make Single User > Object & Data
Mirror ModifierDelete half of the object faces. Keep only faces that need to be duplicated
Add Mirror modifier
Axis = on which axis mirroring needs to be done
Move Object Origin at the center of real and mirrored part.
Clipping = join the common vertices of original and mirrored parts
Apply mirror after all changes done

mirror modifier will use the local axis instead of global axis – so apply any rotation to the object before using mirror
Apply Scale to reset scale to 1,1,1Scale of the object will be changed during many edit operations to create objects. Click N > check the scale in transform menu.
So other operations like bevel etc will not work correctly as they use the scale.
To apply the scale to object > Ctrl + A > Scale
So scale becomes 1,1,1 and objects normal size is what you have.
Apply Rotation to reset rotation to 0 degCtrl + A to apply > Rotation 
Randomize VerticesEdit Mode > Select all vertices > Mesh Menu > Transform > Randomize
Set the amount of randomization | radom seed 
Delete Edge that has no purposeselect edge > Delete > Delete Edge
this will remove faces joined to the edge also
Dissolve Edge that has no purposeselect edge > Delete > Dissolve Edge
this will remove only edge but faces will remain joined to the adjacent edge
Join 2 objects (like wall and pillar) to make single objectselect both objects > Ctrl +J to join

Last selected object will be the base object
Object origin of joined object will be taken from the last selected object
Movement G and Rotation R happen in the plane of view only for Front / Side / Top view

So in a custom view, rotation will happen perpendicular to the camera (in the plane of view)
So if you go to front view (XZ plane) then G movement will happen in XZ plane only. Rotation R will also happen in XZ plane.

In 3d view – this can be achieved by using the G > Shift + Y > to make movement or rotation in XZ plane.
Select Linked verticesL (useful in joined objects)
Select Inverse vertices that are not selectedCtrl + I
Hide Selected vertices in Edit Mode
Hide object in object mode
Unhide objects / hidden vertices in edit modeAtl + H
Reduce selection Ctrl + –
Increase selectionCtrl + +
View object in isolation mode Numpad /  to go in and out of isolation mode
Move 3D cursor
(new objects will be added at the 3d cursor)
Shift + S > to bring the 3d cursor menu
cursor to world origin | cursor to selected | selected to cursor | …

or Shift + Right Click > to move 3d cursorto that point
Move to collectionselect multiple object > M > to move to new collection > give name of collection
wide camera shotSelect camera > Object data properties > Focal length
Blender shortcuts with Video

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