Add a primitive
Add a basic mesh, set its shape parameters, then use transforms or mesh editing to develop it.
Before you start
Open the modeling workspace in object mode. Use Add in the modeling toolbar to choose a mesh primitive. Start with a shape close to the final silhouette; a cube suits a box-like part, while a cylinder suits a round shaft.
Use the operation
Create a starting mesh with enough structure for the next edit.
- Open Add and choose Cube, Sphere, Cylinder, Cone, Torus, or a planar mesh. The new object appears in the scene.
- While the newly created mesh remains selected, adjust the available Geometry settings. This creation panel is tied to the new mesh; it is not a permanent construction-history editor.
- Set the object's position and proportions, then inspect it from the front and side before adding detail.
- Enter mesh edit mode when you need to change individual vertices, edges, or faces.
Controls and choices
| Controls | What changes |
|---|---|
| Primitive type | Determines the initial topology and the available creation settings. |
| Geometry settings | Parameters depend on the chosen primitive. Set dimensions and available segment counts before developing the mesh. |
| Object scale | Changes the object's proportions. It does not add supporting edges. |
Try it in your scene
Add a cube, change its Width, Height and Depth in the Shape section, then inspect it from several angles.
Check the result
Confirm that you added a mesh rather than a light, curve, or reference point. If Geometry is no longer shown, use object transforms or mesh editing for further changes. A dense starting mesh makes later selections harder; add topology where the shape needs it.
Practice in Show3D
Open the editor and follow the steps with your own scene.

