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Modeling tools
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  4. Modeling exercises

Modeling exercises

Try these operations in your own scene. Use the references to check selection, settings and results.

Browse operation steps
Create & arrangeShape & topologyConnect & repairModifiers & solidsCurves & profilesSculpt & surface

Create & arrange

Add a primitive

Add a basic mesh, set its shape parameters, then use transforms or mesh editing to develop it.

Add a cube, change its Width, Height and Depth in the Shape section, then inspect it from several angles.

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Move

Change an object’s position with the transform controls or numeric position fields.

Select a cube, change Position X, and check that only its placement changes.

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Rotate

Turn an object around its origin using the rotation controls or numeric angle fields.

Rotate a rectangular object around one axis and compare the result in a second view.

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Scale

Resize an object uniformly or along selected axes. Linked scale fields set all three axes together.

Unlink scale axes, change X on a cube, and compare its width with the unchanged Y and Z values.

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Duplicate

Create a separate object copy, then position or edit the copy in the scene.

Duplicate a cube and move the copy aside. Rename the two objects so later edits have clear targets.

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Repeat in a line

Ask Agent to create repeated parts at a consistent interval, or assemble a small row with Duplicate and Move.

Ask Agent for six posts along X, each 0.2 units wide with 1 unit between centers. Check the count and spacing.

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Repeat around a center

Ask Agent to arrange repeated parts around a center, with a specified radius, count and orientation.

Ask for eight equally spaced spokes around a named center. Check the full circle and each spoke’s orientation.

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Snap transforms

Use grid or geometry targets during a transform to place objects more precisely.

Enable Grid snapping and move a cube. Compare its placement with snapping on and off.

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Align vertices

Align selected mesh vertices along an axis using the alignment controls.

Select a few vertices in Mesh Edit and align them along one axis. Check the unselected geometry before continuing.

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Group objects

Organize objects under a shared parent while keeping their meshes separate.

Group two objects, select the group, and move it. Then select one child to adjust that part separately.

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Join meshes

Combine selected mesh objects into one object. Separate islands and overlapping surfaces may remain.

Join two separated cubes, enter Mesh Edit, and inspect their disconnected islands. Use Boolean Union when you need to combine overlapping volumes.

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Reset the origin

Reset an object’s origin to the center of its geometry bounds without moving the visible geometry.

On an off-center mesh, use Reset Origin and inspect the pivot before rotating the object.

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Apply transforms

Bake selected object transforms into the object’s data while preserving its visible placement and shape.

Scale a mesh, apply Scale, and compare the object scale values and visible dimensions before and after.

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Shape & topology

Extrude

Extend selected faces and connect the new region to the mesh with side faces.

On a cube, extrude one face a short distance, confirm, and inspect the new side faces from another view.

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Bevel

Bevel selected mesh edges to add a chamfer or rounded transition. Width and segments control the result.

Select an edge on a cube. Compare a small bevel with one segment and several segments before applying it.

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Select components

Enter Mesh Edit and choose vertices, edges or faces to control which part of a mesh changes.

On a cube, switch between Vertex, Edge and Face Select. Select one component in each mode before making an edit.

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Select a loop

Select connected edge loops or rings to work on a continuous part of a mesh.

Use a mesh with several quad rows. Compare loop and ring selection and inspect the highlighted edges.

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Extrude a vertex

Extend selected vertices into connected wire edges without creating faces.

Extrude one vertex a short distance and inspect the new edge in wireframe before extending it again.

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Extrude an edge

Extend boundary edges and create connecting faces along the extrusion.

Select an open boundary edge, extrude it, and inspect the new face and its normal direction.

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Inset a region

Add an inset border around a selected face region, with optional depth adjustment.

Inset the top face of a cube by a small amount, confirm, then extrude the inner face to make a raised or recessed detail.

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Inset individual faces

Inset each selected face separately, creating an individual border for every face.

Select two adjacent faces and compare individual insets with a region inset. Undo between the two operations.

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Bevel a vertex

Replace selected mesh corners with beveled geometry using the vertex bevel controls.

Select one cube vertex and preview a small bevel. Inspect neighboring faces before applying.

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Loop cut

Insert edge loops through connected quad faces and adjust their placement.

Add one loop cut through a cube, adjust its factor, and inspect where the new loop crosses the faces.

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Knife cut

Draw cuts on editable mesh faces to add edges where a regular loop cut is not suitable.

Make a short cut across one visible face, confirm it, and inspect the resulting edges before making another cut.

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Connect vertices

Connect selected vertices across a shared face to divide that face with a new edge.

Select two suitable vertices on one face and connect them. Check that the new edge lies inside the intended face.

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Subdivide a mesh

Split selected mesh geometry into smaller elements without the smoothing of a Subdivision Surface modifier.

Subdivide a simple quad region once. Inspect the new vertices and faces before deciding whether another subdivision is needed.

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Triangulate

Convert selected polygon faces to triangles. Inspect the chosen diagonals on non-flat faces.

Triangulate a quad and inspect the diagonal. Undo, change the face shape, and compare the triangulation.

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Triangles to quads

Combine compatible adjacent triangle pairs into quads where topology and surface conditions allow.

Select two triangles that form a simple quad and run Triangles to Quads. Check which edge was removed.

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Connect & repair

Bridge loops

Create faces between compatible open boundary loops or edge chains.

Prepare two compatible open loops, bridge them, and inspect face order, twisting and normal direction.

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Fill a boundary

Create a face from a suitable selected boundary to close an opening.

Select the boundary of a simple opening and fill it. Inspect the new face from both sides.

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Delete mesh elements

Remove selected mesh elements. The chosen deletion option determines which connected elements remain.

Select a face on a cube and compare the face deletion options. Undo between attempts and inspect the remaining boundary.

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Dissolve an edge

Remove selected mesh elements while reconnecting surrounding geometry where the topology permits.

Dissolve the shared edge of two coplanar faces. Compare this with deleting the edge and inspect whether the surface remains closed.

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Merge vertices

Combine selected vertices using a center, first, last or collapse merge mode.

Select two nearby vertices and merge at center. Inspect adjoining faces before accepting the new shape.

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Merge by distance

Weld selected vertices within a distance threshold. Preview the merge count before applying.

Select a seam with coincident vertices, begin with a small threshold, and inspect the preview count before merging.

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Separate geometry

Move selected mesh geometry or loose parts into separate objects for independent editing.

Select one disconnected island in a mesh and separate the selection. Check the new object in the scene list.

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Slide an edge

Ask Agent to slide mesh edges along adjacent topology with an explicit target or direction.

Ask Agent to inspect a support edge and slide it a small distance toward its neighbor. Check face spacing and overlap.

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Slide a vertex

Ask Agent to move a mesh vertex along a connected edge instead of freely through space.

Identify a vertex and its adjacent target, then ask Agent for a small slide. Inspect the connected faces.

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Recalculate normals

Recalculate selected face normals toward the outside or inside of the mesh.

Recalculate the normals of a closed mesh to Outside and inspect faces that previously appeared reversed.

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Mark sharp edges

Mark or clear sharp edges to control shading boundaries without moving vertices.

Mark an edge sharp on a smoothly shaded mesh, then inspect the lighting across that edge.

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Smooth shading

Smooth or flatten shading without adding geometry or changing the mesh silhouette.

Compare smooth and flat shading on a low-resolution sphere. Inspect its outline to distinguish shading from geometry.

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Modifiers & solids

Mirror

Build a symmetric mesh with a live Mirror modifier. Choose the axis and inspect the center seam before applying.

Use a mesh on one side of its local origin. Add Mirror, choose the intended axis, and inspect the seam while editing the source.

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Subdivision Surface

Use Subdivision Surface to evaluate a denser, smoother mesh from its control geometry.

Add a Subdivision Surface modifier to a cube and compare levels. Add supporting geometry when you need sharper edges.

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Boolean union

Combine overlapping mesh volumes with Boolean Union. Inspect the resulting boundary and internal surfaces.

Overlap two simple closed meshes and apply Union. Check the silhouette and the former overlap region.

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Boolean difference

Subtract a cutter mesh from the first selected mesh using Boolean Difference.

Overlap a cube with a smaller cutter, select the intended base first, and inspect the opening after Difference.

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Boolean intersection

Keep the overlapping volume of selected meshes with Boolean Intersection.

Overlap two closed meshes, apply Intersection, and compare the result with their original overlap.

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Remesh

Rebuild one editable mesh toward a target triangle count with the local remesher, then inspect shape and detail.

On a copy of a detailed mesh, try a lower target count. Compare thin parts, openings and silhouette before keeping the result.

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Curves & profiles

Edit curve points

Edit the control points of a NURBS curve to change its path.

Add a curve, enter curve editing, and move one control point. Inspect how the neighboring curve changes.

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Extend a curve

Extend a NURBS curve from a selected endpoint by adding and positioning a control point.

Select one curve endpoint, extrude it, and place the new point. Inspect the extended path before continuing.

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Give a curve thickness

Give a curve a cross-section using bevel depth, resolution, caps or a supported custom profile.

Increase Bevel Depth on a curve, compare resolution settings, and inspect the ends with caps on and off.

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Extrude a profile

Ask Agent to create an editable mesh from a closed planar profile, holes and an extrusion depth.

Ask Agent for a rectangular mounting plate with two holes and a small edge bevel. Specify dimensions and inspect the openings.

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Revolve a profile

Ask Agent to revolve a profile around an axis to create an editable rotational form.

Describe a vase profile, height, outer width and opening to Agent. Inspect the rim, interior and base of the resulting mesh.

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Extrude 3D text

Create 3D text and adjust its content, font, size, depth and bevel parameters.

Add 3D Text, enter a short word, and compare a small depth with a larger one. Check that the chosen font contains every character.

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Sculpt & surface

Sculpt with clay

Use the Clay brush to build up or remove volume on a mesh with sufficient vertices.

On a sufficiently dense sphere, make a short low-intensity Clay stroke and inspect the silhouette from the side.

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Sculpt along normals

Use the Normal brush to move the brushed surface along its sampled normal direction.

Make a light Normal stroke on a dense mesh, then compare an inverted stroke on another small area.

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Flatten a surface

Use the Flatten brush to bring a brushed region toward a common plane.

Use a low-intensity Flatten stroke on a small raised area. Check the transition into the surrounding surface.

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Change a material

Choose a material slot or preset and adjust its color, textures and available surface properties.

Select a mesh with a PBR material, change its color, then compare roughness and metalness under the same lighting.

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Assign a face material

Assign a material slot to selected faces to give part of a mesh a different finish.

Add a second material slot to a cube and assign it to one face. Check the remaining faces keep their previous material.

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Adjust texture mapping

Adjust repeat, offset, rotation and wrapping for existing texture maps on a material.

Load a suitable texture, change its repeat and rotation, and inspect the pattern across seams and neighboring faces.

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Paint a surface

Paint color directly onto a supported mesh texture with brush size, opacity and hardness controls.

Start Material Paint on a compatible mesh, paint one short stroke, and inspect its edges and nearby UV seams before continuing.

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