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Examples — Blender

Concrete projects. Each is scoped to produce something finished, not just an exercise. Ordered by level.


Level 1 — The "teapot" of the modern era: a stylized low-poly island

Why this: uses primitives, basic transforms, Shade Smooth, a single light setup. Impossible to fail, satisfying to finish.

Steps: 1. Add a UV sphere, scale it flat (S, Z, 0.3). 2. Proportional editing on (O), pull some vertices up and others down for terrain variation. Pull the top — you get a little hill. 3. Add tree stand-ins: cylinder for trunk, subdivided cone for canopy. Shift+D to duplicate, scatter a few. 4. Add a plane below the island, scale it huge, give it a blue material — that's the water. 5. Add a Sun light, rotate for nice shadows. Switch to Rendered view (EEVEE Next). 6. Apply a simple green to the island, brown to the tree trunks, green to canopies, blue to water. Done in Solid+.

Deliverable: a single PNG screenshot. Not a "done render" — just proof you can navigate and shape.


Level 2 — A box-modeled sci-fi crate

Why this: teaches the whole loop-cut / extrude / inset / bevel vocabulary in one prop.

Spec: - A cube 1m × 1m × 1.5m. - Edge panels inset 2cm around each large face. - A front hatch with a handle. - Bevels on every external edge (2mm). - PBR-ish material: dark metal base, a subtle wear overlay (use the "Weathered painted metal" example from blender-shaders-and-nodes/examples.md).

Topology targets: all quads, two bevel control loops per beveled edge, no n-gons. Under 3k polys unsubdivided.


Level 3 — A subdivision-surface hero prop (antique book)

Why this: forces you to control SubSurf with control loops, bevel the leather/spine transitions, UV for a detailed texture.

Spec: - Closed book, 15cm × 22cm. - Cover, spine, and pages are separate but joined geometry. - Add enough control loops that the cover has crisp edges and the pages have a subtly wavy top. - UV unwrap the cover with seams along the spine and around the edges; paint or generate a leather-with-gold-foil texture. - Render in Cycles with 512 samples + OIDN denoising.

Topology review: select edge loops with Alt+click, verify they run the length of the spine cleanly. No tri should appear anywhere on the cover.


Level 4 — A stylized character bust (from sculpt to animatable)

Why this: the most compressed end-to-end exercise short of a full character.

Pipeline:

  1. Blockout. Sphere for head, cylinder for neck, rough collar.
  2. Sculpt. Dyntopo on; rough out proportions with Grab + Draw. Add mouth cut (Snake Hook brush). Get features in: nose, eyes, mouth, ears. Don't polish — blockout-level only.
  3. Retopo. New mesh, Shrinkwrap modifier targeting the sculpt, Poly Build to lay out quads. Follow the face-topology rules from topology.md. Target: <2k quads.
  4. Apply Shrinkwrap. Fix any floating verts.
  5. UV unwrap. Seams: around the neck at the collar line, behind each ear, along the scalp part line, inside the mouth. Unwrap, pack islands.
  6. Multires modifier on the retopo mesh, subdivide 3 levels. Use Reshape to project the sculpt's detail back onto the high-poly.
  7. Bake normal map (low retopo receives detail from high multires) — Cycles, bake type: Normal, Selected to Active.
  8. Texture. Paint base colors in Texture Paint mode. Use the normal bake in the material.
  9. Rig. Single armature with head bone, neck bone, spine-top bone. Parent with automatic weights.
  10. Animate. One 4-second head-turn-and-smile. Three keyframes minimum: start pose, mid pose, end pose. Animate by editing F-curves in the Graph Editor.
  11. Render. Three-point light setup, Cycles, 256 samples, denoising. Output as PNG sequence, ffmpeg-join into an MP4 (or use Blender's MP4 output).

If you finish this, you have shipped a character. Imperfect, but shipped.


Level 5 — A procedural environment system

Why this: moves from "make one scene" to "make a system that makes many scenes".

Spec: a procedural cliffside - Base mesh: a subdivided plane, sculpt a rough cliff silhouette in Sculpt mode (Draw, Clay, Crease). - Geometry Nodes modifier: scatter three rock meshes along the cliff face, masked by the slope (Normal > Z < 0.5 for "vertical-ish" areas). See blender-shaders-and-nodes/examples.md for the scatter pattern. - A second Geometry Nodes pass scatters patches of moss (tiny planes with alpha-mapped moss texture) on horizontal-leaning surfaces. - A third pass distributes pine trees on the flat top of the cliff, aligned to the terrain normal. - Cliff shader: triplanar (use the Texture Coordinate > Object + multi-projection trick, or the built-in Triplanar in 4.x) so textures don't stretch on near-vertical faces. - Lighting: sun + HDRI for sky; volumetric fog with a World volume scatter.

Deliverable: a single render. Then change one parameter (seed of the scatter) and re-render — prove it's a system.


A "flash-card" list of micro-exercises

Run these as 20-minute warmups on any day you model:

  • Model a cup of coffee with a clean handle topology. No booleans.
  • Model a ear, quad-only, under 500 verts, 10 minutes.
  • Take a photo of any household object (stapler, salt shaker, pair of scissors) and model it from memory without looking at the photo again.
  • Create a material that matches a photo of concrete, using only procedural nodes.
  • Geometry Nodes: scatter 1,000 instances of a cube on a sphere's surface with orientation aligned to the sphere normal.
  • Animate a bouncing ball with squash and stretch, timed to 24fps, 2-second loop.

Warmups build reflexes. Finish-or-don't, the reps are the goal.