How to Use Blender for 3D Printing

Ryan Barone
February 23, 2024

Blender is a completely free and open source 3D computer graphics software interface used for creating 3D models, animation, visual effects, rigging, and so much more!

After learning some modeling techniques and printing basics, young creators can model and print plastic replicas straight from their imaginations. For example:

  • Create a custom mug to give to friends
  • Create personalized chibi characters
  • Turn a personal logo into a keychain
  • Make a unique clock or pocketwatch

 

create with blender.png

The Blender Interface

Scene Setup: The Scene Setup is where one changes from Object Mode to Edit Mode, providing  different tools and functions to add to the scene. 

Basic Tools: In Object Mode, there are some basic tools to interact with an object. Starting from the top, those are:

  • Select Box
  • Cursor
  • Move
  • Rotate
  • Scale
  • Transform

blender interface.png

Viewport: The viewport is the main window or view that one can use to look around objects in a 3D scene. In a 3D Canvas there are three axes: the XY, and Z that are indicated by colors in the top right corner of your viewport.

  • The X axis is the red line.
  • The Y axis is the green line.
  • The Z axis is the blue line.

Activity Break: Navigation

Alternatively, middle-mouse click and hold to move the mouse to rotate around the scene.

Intro to Blender_XYZMove.gif

This flat view is called the Orthographic view that can be used to see how each side looks from a solid flat view. Orthographic View is a way to view a 3D object as a 2D object by selecting one side to view as a flat plane. 

Intro to Blender_PanScreen.gif

TIP: Did the cube and grid get lost somewhere in the scene?

Sometimes there will be a lot going on in a scene which makes centering on an object easier than moving it manually.

Press Shift + C and the view will teleport  to the World Origin (which is the center point where all of the lines intersect). 

Scene Collection: This contains every object within a scene. Blender automatically provides a blank scene with a cube, light, and a camera. As more shapes and objects are added to a scene, it's a good idea keep this organized and named appropriately. 

Properties Editor: This shows and allows editing of all active data including the active scene and objects within the scene. 

Now, with some knowledge of the Blender interface, clicking around and playing with certain tools helps the learning process. For instance, left-clicking and dragging the colored handles show how easy it is to transform a shape. 

Read More: How to Learn 3D Printing

Here is a breakdown of how to use basic tools in Object Mode to move, scale, and rotate primitives. 

Move, Scale, and Rotate

Blender always opens with a cube in the center of a scene. Sometimes it's necessary to adjust the angle of size of primitives. This can be done by using the basic tools to change primitive shapes into the intended vision!

  • Move: to drag or move a primitive to a new location of the scene.
  • Scale: to make an object bigger or smaller.
  • Rotate: to spin an object around in a new position.

move scale rotate blender object mode.png

Move

Scale

The Scale tool makes increasing or decreasing the entire size of the primitive possible. This tool could be used to make a cube into a rectangle. 

1. With the cube selected, click the Scale tool on the left side of the viewport. Alternatively, hold Shift Spacebar, S to select the Scale tool. 

2. Click and drag the blue cube up or down to scale along the Z Axis.

3. Click and drag the the flat squares in-between the cubes to scale in 2 axes at once.

4. Click and drag on the white circle to scale in all 3 axes at once. 

Rotate

The Rotate tool spins an object on its Object Origin.

Object Origin determines where the object is located in 3D space and is found in the center of the model.

The origin is represented by a small orange dot, as seen in the screenshot to the right.

You'll notice upon rotating, the box spins around this origin point.

It's common to work with a flat object and build it flat from the Y-axis to make sure nothing is morphed.

1. Now that  the cube is rotated, fix the face to sit flat on the Y-axis by using the Properties Editor.

2. With the cube selected, go to the Properties Editor and look for the Rotation X, Y, and Z sections.

3. Type in 0 in all 3 tabs as shown below. 

all zeroes.png

Polygon Primitives

Blender opens an empty project up with a cube in the scene, but what if one wants to design a glove or something more complex? Add primitives to a scene based on the intended design.

Primitives are pre-defined geometric meshes within Blender. These could be cubes, spheres, cylinders, and so on—simple shapes the can be used as starting points for more complex objects.

primitives blender.jpeg

Add a Primitive

Now it's time to add a new shape to the scene! Experiment with all the shapes Blender has to offer. 

When another cube is added to the scene it doesn't appear. That's because it's the same size cube in the same coordinates as the original! One of the cubes must be moved using the Move tool to see all of the objects.

add mesh cube.png

Viewport Shading

There are four main display modes that change the appearance of 3D objects on the screen. These can help to see if there are overlapping primitives or strange sections in a model. 

In the top-right corner of the viewport, 4 circles for Viewport Shading can be seen.

Starting from the left, here's what each one looks like:

Only the frame of the object will appear, and you can see through the object.

wireframe blender.jpeg

The object is solid and shadows might be applied.

solid blender.jpeg

The object will be shaded with different colors and images. (Textures on your cube won't be seen without adding materials to it.)

preview blender.jpeg

The object will be fully textured and rendered. (Rendered without a texture added is grey.)

rendered blender.jpeg

Polygonal Shapes

We have learned how to model with polygon primitives, but to create more unique objects, the parts that make up each model need to be edited.

Polygon Primitives (i.e., Mesh) are made up of three parts:

  • Faces: A flat plane of the shape created using edges
  • Edges: The lines connecting two faces
  • Vertices: Single point where edges meet together

Edit Mode

So far we have been working in Object mode. Now we can use the tools in Edit Mode to move, scale, and rotate specific parts of  primitives. 

In Edit Mode, there are lot more tools to work with on the left side of the viewport. Selected primitives turn completely orange in color instead of outlined in orange.

  1. Access the Face Select from the top-left of the viewport in Edit Mode. 
  2. Add a cube to the scene or create a new scene.
  3. Select Edit Mode from the Mode drop-down.
  4. Select the Face Select in the top left of the viewport OR press the number 3.
  5. Select a face on the cube so it turns orange.
  1. Faces can move, rotate, and scale just like entire objects.
  2. Select a the Move tool and click and drag to move the face around.
  3. Repeat the step above with the Rotate and Scale tools.

Just like faces, the edges on the cube can be manipulated to move, scale, or rotate. 

  1. Select the Edge Select at the top-left of the viewport OR press the number 2.
  2. Use the basic tools to move, rotate, and scale an edge on the cube.

Vertices can be accessed the same way as edges and faces, but there's a difference: vertices are only a point in space. They can't be rotated or scaled because they're only "dots" between edges.

  1. Select the Vertex Select at the top-left of the viewport OR press the number 1.
  2. Select a vertex and use the Move tool to drag it into a new location.

The face in the back may not be selected using this method because it wasn't in view when the selection box was used. To practice this, use a cylinder.

  1. In Object Mode, Add a Cylinder and move it off of the existing object.
  2. In Edit Mode, move the camera around to avoid any face that shouldn't be highlighted.
  3. Click and drag to select the faces in view.
  4. Hold Ctrl and drag a selection box over the faces needing to be de-selected or hold down shift and select each face manually.

Edges run all the way around objects. Sometimes, the full loop of edges around an object will need to be selected.

  1. To select an edge loop:
  2. Add a UV Sphere and move it away from the other objects in the scene.
  3. In Edit Mode, enter Edge Selection Mode.
  4. Hold Alt and select an edge to select the edge loop.
  5. With the edge loop selected, resize, move, or rotate the entire loop. 

Edit Tools

Here we can:

  • Use the Loop Cut Tool and edit the tool's settings. 
  • Learn the basics of the Extrude Tool. 
  • Understand how to use the Extruding Settings. 
  • Learn how to use the Inset Face tool with the Extrude tool.

Loop Cut Tool

The Loop Cut tool will create a new edge (along with faces and vertices) that loops entirely or partially around the mesh.

With more components to work with, one is able to create all kinds of details and intricate designs.

Use the Insert Loop cut tool to add additional components to a cube:

  1. In a new Blender project, select the cube primitive.
  2. Switch to Edit Mode.
  3. Select the Loop Cut tool on the left of the viewport
  4. Hover the mouse over the cube without clicking. Notice the outline of the loop cut is centered. Left-click to set the loop cut.
  5. Add another loop cut on the shape.

The Loop Cut always centers itself on a face or side of the shape. But what if that cut needs to move freely along the shape?

  1. Slide the loop cut around the shape on the desired coordinates rather than it snapping to the center.
  2. With the Loop Cut tool, position the mouse over where the cut should be. 
  3. Click and drag to add the loop cut anywhere on the shape.
  4. Once the mouse button is released, the loop cut is permanent! Use ALT click to select the  entire loop and the Move tool if needing to reposition the loop cut.

If the Loop Cut tool is needed to keep equal spacing and make multiple edge loops at once, it can be done! This would be beneficial for making equal spaced indents in an object, or matching legs for a chair. It can be accomplished by changing the settings:

  1. Select File > New > General to create a new scene to practice.
  2. In Edit Mode, select the Loop Cut tool.
  3. Click once to add a loop cut. Do NOT select anywhere else on the screen.
  4. Click the Loop Cut and Slide box in the bottom left corner to open it.
  5. In the Number of Cuts value, type "4".
  6. It's advisable to not place too many edge loops at once! When models have a lot of geometry (vertices/edges/faces), they could end up looking lumpy.

Extrude Tool

The Extrude tool allows new geometry to be created from an existing mesh. Every face can be extruded on a shape and moved, scaled, or rotated to create a new shape.

Extruding a face creates new geometry from an existing primitive shape.

  1. Create a new Blender project and enter Edit Mode.
  2. In Face selection mode, select the top face along the Z axis.
  3. With the Extrude Region tool, click and drag drag the + in the direction you want to extrude.

Just like before, there are settings that appear in the bottom left tab in the viewport for this tool. You can use the Extrude Region and More settings to make consistent extrusions on your shape using precise numbers.  

  1. Press Ctrl/Cmd + Z to undo your previous extrude.
  2. Click the Extrude Region and More settings tab in the bottom left of the viewport.
  3. For the Z value, type "1.5".
  4. Repeat the two previous steps to create a second extrude on the Z axis going up by "1.5".

To create an inset, extrude into an object as well. Use a new tool called the Inset Faces tool together with the Extrude tool.

Inset is an inserted depth of a shape or face. Think of it like the lip that the 3D printer bed fits into. Ex: A coffee table with a class panel needs an inset to rest on.

  1. Start with a cube.
  2. Select the top face.
  3. Select the Inset Face tool and drag the + downward to shrink the size of the face.
  4. Next select the Extrude tool and move the face down into the original shape. If done correctly the inset face should still appear orange not grey!

With the above as a start, kids and teens can create and print 3D objects with Blender, the industry standard for creating in 3D digital space. From here, by pairing the print software, Flashprint-MP, with a 3D printer, they can take any idea, model it in 3D, and print it into existence!

Stay tuned for more tutorials on how to do just that! Or, get started now by registering kids and teens in one of our many 3D printing summer camps

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