Hello and welcome to my first tutorial!
For this tutorial we’ll model a simple coffee mug and throw a basic material on it. The coffee mug is a classic for practicing basic modeling, as well as giving us a look at modifiers, which are an extremely useful aspect of Blender that you will benefit from getting the hang of early.
Some of the reference photos will have to be uploaded in a separate reply of mine to this same post, so as to avoid crashing my browser when I try to post this, so wait a moment for that reply comment if you especially need the visual reference.
VERSION INFO:
Everything featured in this tutorial can be done with Blender 2.8 and up (I personally used Blender 3.6.9). Realistically you could do it on Blender 2.79 as well (I have not used versions older than 2.79 and cannot comment on them), but 2.8 and onward is basically when Blender became professional-quality software, so preferably 2.8 is the oldest version you’d be using.
INSTRUCTIONS:
___NAVIGATING 3D VIEWPORT:
spoiler
Whenever you open a new scene in Blender, you will start in Object Mode and you will have three objects in your scene: a default cube mesh, a light, and a camera. For now, let’s practice viewing the cube in 3D space. Select the cube object by clicking it with LEFT_CLICK, and then press the “.” key (the one by the number-pad, not the normal period key) to focus on the cube object. This will not only snap your view to the selected object, but will also make it the focal point for subsequent viewport movements, such as rotating the viewport view around the cube by clicking the MIDDLE_MOUSE_BUTTON and moving the mouse around.
You can also zoom in our out by using the MOUSE_WHEEL (for extra precise control you can use ALT + MIDDLE_MOUSE_BUTTON and then move the mouse to adjust).
You can move the viewport across or up and down (“panning”? is that the term?) by using SHIFT + MIDDLE_MOUSE_CLICK and moving the mouse.
When we are done practicing viewport movement, we can also practice scaling the cube sith the S key (“S” for scale), rotate it with R key (“R” for Rotate), and grab and move it with the G key (“G” for Grab). Finally, we can select all of the objects by double tapping the A key to select all (“A” for All), and then pressing the X key to delete them, giving us a clear workspace.
___THE MODELING:
spoiler
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Press SHIFT + A, move the cursor over “mesh” (the top option), then down to “cylinder” and select it with LEFT_CLICK to spawn a cylinder.
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After spawning the cylinder, you’ll notice a little option in the lower left-hand of the viewport you’re working in, which will say “Add Cylinder”. Click the “Add Cylinder” option that appears in the lower-left hand side of the screen and set “Vertices” value to 10.

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With the cylinder object selected (as indicated by an orange-ish highlight around the object), press TAB to switch from Object Mode to Edit Mode, then press the 3 key to switch to face select mode. Then, select the top of the cylinder with LEFT_CLICK, the press I to inset the face, then press E to extrude the face down into our would-be mug. If you have a hard time seeing what you’re doing, pressing Z and selecting “Wireframe” can help.
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Add loop cuts to the mesh with CTRL + R, scroll the mouse wheel or type a number to increase the amount to 4 loops, then select the newly created faces at two points where the handle might connect. Then press E to extrude the faces for a handle. To connect the handle, grab the two relevant edges at a time and press F to fill the gap with a face. Do this until the handle is connected. Remember to delete hidden faces with X key.
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Find and click the blue wrench-shaped icon for the Modifiers tab and click it to open the tab, then click “Add Modifier”, and from there find the “Subdivision Surface” modifier (under “Generate”) and click it to apply.

- Switch back to Object Mode with TAB, then use the search function (you set up the key binding when you first set up Blender, for me the key is SPACE), and search “Smooth Shading” (“smoo” is usually enough to fetch the option), then click it to apply. “Shading” is basically just the way lighting interacts with the surface of your object, how it casts shadows, etc. Smooth shading, as the name implies, smoothes out that shading so surfaces look more rounded with less topology required.
From here, it’s just a matter of tweaking the mesh to get the look you want. You can add “control loops” (carefully placed loop-cuts like we did earlier) to fine-tune the way the subdivision modifier works the model. You can press G to grab (“G” for Grab) parts of the mesh and move them around, you can press S to scale parts of the mesh to achieve different looks.
When you’re satisfied with the shape of your mug, you can put a material on it by going to the Material tab, which is found under where you earlier selected the blue wrench-icon for the Modifiers tab.
When you find the Material tab, click it and click “New” to add a new material.
___THE MATERIALS:
spoiler
Materials in 3d represent the surface qualities of your object. Materials consist of one or more Shaders, which themselves consist of multiple textures (or at least number values for relevant properties).
Find the “Shading” tab along the top of the viewport. By default you will be in the “Layout” tab, but by switching to “Shading”, you will be able to see and change relevant materials information pretty easily.
Adding a new material gives you a “Principled BSDF” shader by default, and this will work absolutely fine for the vast majority of your purposes, outside of extremely specific materials and surface effects.
The Principled BSDF has a lot of different values you can change, but for now focus on “Base Color” and “Roughness”. Tweak the values to your liking, press Z key to switch to “Material Preview”, where you can see a nice Eevee render of your mug floating around in some pre-set lighting arrangement.
At some point I’ll do additional tutorials that further explore materials and more advanced modeling, but it took a lot longer to make this tutorial than I figured, so I’ll call it for now.
Leave questions in the comments and I’ll try to respond when I can. Thanks for reading!
i finished it! thank you so much for sharing this tutorial, i don’t think i would’ve tried 3d modeling anytime soon otherwise!
my progress so far on the modeling stage:


i’m having trouble wrapping my head around step four. i’m able to extrude and connect the handle together but it only appears paper thin. i tried extruding that face inward to thicken the end of the handle but then it looks like this:

i’m also a little lost on how to delete hidden faces with the x key.
can i have clarification on how to approach this? and sorry if i’m completely misunderstanding step four.
@JustSo@hexbear.net sorry to tag you out of the blue but i was wondering if you might have any idea what i’m doing wrong here?

I see the OP is not super prescriptive.
I might link a basic low poly modelling tutorial video to the end of this just so you can watch someone work without them doing anything too complicated.I figured I’d approach this in a way that kinda converges on the solution but covers a few different techniques to get there. Its a bit long, but its not actually as complex as the number of screenshots might lead you to believe.
In any case, here’s how I would probably approach the handle. (I skipped a lot, but the important geometry for my starting point should be the same as yours I think.)
After I’ve made the loop cuts and selected the two faces that will become the handle:

I have rotated my view so that I am looking at the side of the mug with the handle faces on the right.

Then I’m gonna hit E to extrude, drag the mouse to the right (for me) until I have the handle bits about as far as I want the handle of the mug to protrude. To make sure everything is parallel I hit
xwhile I have the extrusion selected and am positioning it, so it is locked to the x axis, and left click to position the extruded faces:
Ctrl-R to loop cut and hover over one “arm” of the handle so the yellow loop cut guide is on what you want to cut. Use your mouse wheel to change from one cut to two. Left click to start positioning the two loops and right click to apply them evenly spaced. Then do the same to the other “arm”. in this screenshot I have already cut the top part and I am about to cut the bottom one. Rotated for illustration:

(… yeah now we’re caught up with where you already were.
)I might show a couple of ways to close the two handle pieces. Firstly I’m going to select the face on the bottom of the top part of the handle, and the top of the bottom of the handle. So the two faces, facing each other, which we want to have joined together.

Its not THAT hard to rotate around and click on the faces in this instance, but when you’re doing stuff like this and especially if you need to figure out if/what/wtf you have selected by accident in addition to the thing you WANT to work on, you can turn on X-Ray mode. Apparently the shortcut for that is Alt-Z, but I just click this little toggle button every time like a noob:

1/3
(lets try this again. I accidentally deleted the post right as I was about to submit it. xD Hopefully I am communicating clearly idk.)
With X-Ray on we can easily see what we have selected, and you can see what I’m trying to describe:

If you had accidentally selected an additional face that you don’t want to modify and you were using X-Ray to check, it’d look like this:

With X-Ray on you can click through the surface of the model and select/deselect things as if they were unobstructed. So we would hold shift and click the dot at the very center of the extra face to deselect it. If you were in vertex or edge mode it’d be the same thing, except you click directly on the vertex or the edge, rather than at the center point.
Anyway, toggling X-Ray off so we can get back to work, I rotate the view back around to the side, similar to where we started.

There are a few ways to join these things together. I’ll show you how to use scaling and vertex merging. If I’m feeling really bored or if you ask for info, there are at least two other ways I can think of to do this that I can post about.
Lets literally bring them together to meet in the middle.
We use the extrude tool to add the extra geometry. Press ‘e’ to create the extrusion and immediately right click to finish it without placing it. This will leave the extrusion sitting flush with the geometry it was created from. No point in a screenshot because it shouldn’t look any different.
We now want to bring the two extruded faces together so we can join them. We will do this by scaling the position of the two faces’ vertices relative to each other along an axis until the gap closes.
Press ‘s’ to scale, press ‘z’ to lock the scaling to the z axis and type
0(zero) and press enter. This should pull the top edge down and the bottom edge up to meet at the middle, as the distance between them along the Z axis is scaled to zero.
They should still be selected. Right now if you weren’t actively working on the project it would be very hard to know that there are two sets of everything sitting in exactly the same place in 3D space. So we will merge them right away.
With the faces still selected, press
mto bring up the merge vertices menu (or in vertex mode, right click and chooseMerge vertices:
And choose
By distance. This will merge all vertices that are close enough together, and the ones we are interested in are right on top of each other, so that’s all you need to do.Merging vertices is pretty useful though and a lot of the time you will need to pop open the
Merge by Distanceparameter editor in the bottom left and increase the merge distance so you have more leeway.
If you don’t want to edit the parameters (you don’t need to for this handle) then the merge is already complete. It remains adjustable until you do something else though, so as long as the parameter box is still open you can tweak what it applies to. If you want to, you can drag that distance up to like 10 meters and watch all 8 vertices collapse down to 1 vertex.
You’ll develop more of an intuition for scale over time cuz the same sort of “snapping” distance is used with the mirror modifier to join a mirrored half onto something you’re modelling. Game engines tend to be opinionated about scale too, so if you end up doing that you will end up optimising your habits towards that I imagine.

Anyway. We merged the vertices, but we didn’t do anything with the faces. The two faces became one and the eight edges became four. With the face hidden inside the model.
If you knock a hole through the hull you can see it and select it:

If you do that, you can press
xto delete and pickFacesorOnly Facesfrom the top part of the delete menu. This should leave everything else intact:
And you can close the hole by pressing
1to select vertex mode, shift click to select each of the four vertices around the outside of the hole. (I toggle X-Ray to make sure I didn’t click any more than that…)
And press
fto create a face from the vertices.
And that’s closed back up. Could just use X-Ray to select the face and delete it without making a hole in the hull. So wtf was that for? Learning opportunity. Anyway-

It’s not quite right. That’s not what I want, there’s still that extra loop in the middle of the handle.
If we select the edge loop that forms the outside of the extra face, we can dissolve the edges, which with this geometry, will connect the upper and lower halve.
Switch to edge edit ‘2’ and select one of the errant edges that used to form the outside of the face we deleted.
Then go to the select menu, pick “Select loops” and choose “Edge loops.” This will automatically try to select every loop that the selected edge(s) are a part of.

(I say try because if you have complex geometry and you don’t know what you’re doing (me) you often end up unable to create and select full loops with the built in tool.)
Now hit ‘x’ to delete and pick Edge loops at the bottom:

With a little luck you now have something similar to what you were hoping for. But I’m sure I lost the fuckin plot at some point.

There is an easier and quicker way, explained and illustrated in pt.3.
I’m hoping that this wasn’t too tedious. I use all of this stuff fairly regularly so I figured walking through a few approaches that cover different things I find useful might be the best way I can be useful. For me once I mess around with a tool or modifier or w/e while following a tutorial, even if I forget the specifics I at least know it exists and that I should look for it when needed.
2/3
your directions were genuinely so helpful and easy to follow and i learned so much. really appreciate the time and effort you took to share all this! lookie!

now i’m gonna try out that easier method you shared too :D
Yay I’m glad it helped! Excellent. :)
Eh I’m just gonna write this thing. I’ll feed images into it later.
There’s an easier method to join the top and bottom parts of the handle. Starting from the point where we have two polygons facing each other. Instead of extruding them, we delete the faces. ‘x’ (delete) ->
FacesorOnly Faces.We select the edge loop for each of the two holes as covered earlier.
Should have something like this:

and we go up to the
Edgemenu and selectBridge Edge Loops.
and that’s done the job with a fraction of the effort.

And of course if you couldn’t find
Bridge Edge Loopsjust1vertex edit, select the four vertices that will form one side of the bridge between the two holes and pressfto make the face. Repeat for the other three, building the box by hand.cbf screenshots because that ^ is about as primitive as it gets. But I do find myself manually rebuilding polygons fairly often when geometry gets too cramped and confused due to poor planning etc, so its worth being confident with it imo.
3/3
No need to apologise I shall contemplate and try to get back to you soon. Need to re-read the OP to remember what steps likely got you to this point.
you are amazing!!! i’m gonna work through your instructions now!!! thank you thank you thank you :D
This looks really good.
If I might make a suggestion, you could have a little shortcut cheatsheet at the end summarising the commands you mentioned for each section, so people have an easy reference once they’ve read through the tutorial and are putting it in to practice.
Example of a “control loop” as mentioned at the end of the modeling section:

Essentially, when edge loops are closer to each other, they sort of “sharpen” the edges when you use subdivision. This helps you better control the look.
Are we doing a donut with glaze and sprinkles after this?
If you look at the cup from a topological perspective, it already is a donut.
so cool, i’ve always been interested in 3d modeling but have been too intimidated to try. do i need any prior knowledge to give this tutorial a go? gonna download the application later and check it out
I think this is a solid starting point. I started by following basic youtube tutorials for low poly stuff and it was good but I had to do a lot of pausing and rewinding etc in order to go at my own pace. Something like this (or a collection of these :D) would have been a great supplement.
At this point I would prefer tutorials in this format for learning additional stuff, it’s just so much faster to digest information.
My unsolicited advice if you're about to start learning blender is don't get overwhelmed. blender is like the whole studio and you're just going in to do a particular set of tasks.
Once you know where to click you can close tabs and panels that are irrelevant to whatever you’re currently doing. workbench / layout customisation mostly saves to the project file, so you aren’t likely to mess up your blender config or anything like that.
Its really really rewarding once you figure out the like 5 or so shortcuts and tools that you need to use to do this type of box modelling so stick with it because its silly how little you actually need to learn to start having fun.
I’m not into doing modeling myself, but this guy https://www.youtube.com/watch?v=-tbSCMbJA6o has been making a series of tutorials now and again, keeping up with the latest version of blender with the intent to make a donut. So the donut has become something of a recognizable “starter” project.
I followed along with him a few years ago because I was bored and really made great progress on it.
I found a YouTube link in your comment. Here are links to the same video on alternative frontends that protect your privacy:
Much appreciated! I’ve been wanting to learn Blender for some future projects (when I finally have the time) so this is very useful, thank you!







