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Quick ref for Blender things based on my own understanding and creative needs. See Blender Docs for greater precision.


3D Cursor: active spawn, and potential, pivot points for 3D objects and transforms in various editor spaces.

Camera: Represents the viewpoint through which the scene is rendered in Blender.

Collections: Scene management tool for oranizing object groups. Like Photoshop Layers--also the best vehicle for appending/linking objects between scenes. 

Data Blocks: the elements your project is comprised of at a "cellular level." Invisible container holding "the essence" of your meshes, textures, animations, etc. Boring to learn, amazing to manipulate.  

Editor: Dedicated and customizable Interfaces separated by technical specializations.

Edit Mode: editor state that allows you to transform and manipulate Objects, at their "Sub-Object" level (VEF) without effecting their origin point. Best mode for scaling, if you're creating game objects. 

Global Space: default XYZ orientation for the 3D scene and viewport; meaning objects transform according to their "indigenous space." 

Hotkeys: the "Lifeblood of Blender"--or quick key refs for tools and actions. Seriously, use as many as you can remember.  Here are some of my faves.

Lamp: Representative light sources in Blender. You won't be able to see anything in Render View or renders without them.  

Layer: scene management tools in the Outliner and Properties panels; most helpful in the context of creating scenic separations for faster or precision rendering.

Local: custom XYZ orientation within 3D viewport where transforms and actions are based on the immediate positionality of an active object(s).

Node: smart, little, daisy-chainable tables that rep data and functionality in Blender's Shader, Compositor Geometry, and Simulation Editors--as well as DCC apps like Godot, UE Blueprints, Houdini, etc.

Object Mode: Allows for the transformation and manipulation of entire objects and their origin points.

Objects: the basic building blocks of Blender scenes, including meshes, lights, cameras, curves, etc.

Origin Point: The highly manipulable "center point" of an object that determines the behavior of its transforms. OPs become, literally, "over-powered" when combined with smart use of the 3D cursor!

Orbit: the rotation of the viewport, and not an object.

Panels: tabled menus inside of Editors containting task specific tools and settings.

Scene: the full scope of the Blender project environment and technical reference for your compositions in it. 

Viewport: the 3D workspace where majority of object editing occurs. including camera perspectives and rendering previews. Also, note that some hotkeys are context specific to your viewport/panel! 


Volume:Represents the space occupied by an object in 3D, influencing how light interacts with it.


Retarget:Adjusts animations to fit different characters or skeletons, ensuring compatibility across models.


Helvetica Light is an easy-to-read font, with tall and narrow letters, that works well on almost every site.


Helvetica Light is an easy-to-read font, with tall and narrow letters, that works well on almost every site.


Helvetica Light is an easy-to-read font, with tall and narrow letters, that works well on almost every site.


Helvetica Light is an easy-to-read font, with tall and narrow letters, that works well on almost every site.


Array: Creates copies of objects in a pattern, allowing for easy replication and arrangement.

Bevel:Rounds the edges of a mesh object, adding a beveled effect for a more polished look.

Bisect:Divides a mesh along a specified plane, useful for cutting objects precisely.

Boolean: performs operations (union, difference, intersection) on meshes, combining or cutting shapes.

Curves: 2D paths in 3D space, allowing the

creation of complex shapes and designs.

Decimate:Reduces the polygon count of a mesh, optimizing it while preserving its overall shape.

Delete:Removes selected elements like vertices, edges, or faces from the mesh.

Dissolve:Removes edges or vertices, simplifying the mesh while maintaining its basic form.

Duplicate:Creates an identical copy of the selected object or elements in the scene.

Edge:A line connecting two vertices in a 3D mesh, defining its shape and structure.

Edge Ring:A continuous loop of connected edges encircling a 3D model.

Extrude:Extends selected faces or edges outward, creating new geometry in the mesh.

Face:A flat surface in a 3D mesh, defined by connecting three or more vertices.

Face Loop:A loop of connected faces encircling a 3D model.

High Poly:A 3D model with a high density of polygons, used for detailed and realistic rendering.

Inset:Creates a new set of faces within existing faces, useful for creating insets or offsets.

Low Poly:A 3D model with a low polygon count, optimized for real-time applications and games.

Measure:Provides precise measurements between points, edges, and faces in the 3D view.

Mesh:The digital representation of a 3D object composed of vertices, edges, and faces.

Model:A 3D representation of an object created within Blender for various purposes like rendering or animation.

Modeling:The process of creating 3D models using techniques like extrusion, sculpting, and manipulation.

Modifier:Operations applied to a mesh to modify its appearance or structure non-destructively.

Ngon:A polygon with more than four sides, used in 3D modeling but may cause issues in certain situations.

Normal:A vector perpendicular to a surface, determining how light interacts with the object, influencing shading.

Orthographic:A type of projection where objects are not affected by perspective, maintaining their size regardless of distance.

Perspective:A type of projection where objects appear smaller as they move away, simulating human vision.


Basic 3D shapes like cubes, spheres, or cylinders used as building blocks for complex models.

Remesh: Reconstructs the geometry of a 3D model, creating a new surface while preserving the original shape.

Retopology:The process of creating a new, cleaner mesh over an existing one, optimizing it for animation or rendering.

Rotate:Changes the orientation of selected objects or elements around a specified axis.

Scale:Adjusts the size of selected objects or elements uniformly along their axes.

Snap:Aligns selected elements to specific positions, vertices, edges, or faces in the 3D space.

Subdivide:Divides selected faces or edges into smaller segments, adding detail to the mesh.

Sculpt:A mode in Blender where artists can shape and manipulate the mesh as if they were sculpting real clay.

Symmetrize:Mirrors one half of the mesh onto the other, ensuring symmetrical shapes without manual duplication.


Text:2D or 3D text objects that can be customized with various fonts, styles, and effects.

Transform:Changes the position, rotation, or scale of selected objects or elements in the 3D space.

Triangulate:Converts polygons into triangles, which are simpler shapes used in certain rendering and gaming applications.

Triangles:Basic polygonal shapes with three sides, commonly used in 3D modeling and computer graphics.

Vertex:A point in 3D space, the basic building block of a mesh, defining its shape and structure.

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