Modeling a 3D Wrench in Blender
(easy tutorial for everyone)
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Non-Medium members can read it here.
I will model in the Blender 4.0 version. You can use any version that you?like.
Okay, it’s time to start modelling and texturing our Wrench. Let’s start!
First, open Blender.
This time we won’t delete the default cube, but we will use it from the start.
So select the cube.
Scale it along the Z-axis with “S+Z.”
Then scale it again along the Y-axis with “S+Y.”
And after that, scale it along the X-axis with “S+X.”
And a bit more along the Z-axis with “S+Z” if you think it’s necessary.
As you can see here, the scale of X = 2.126, the scale of Y = 0.421, and the scale of Z= 0.283. Your numbers can be a bit different because they depend on the size of the cube.
What does that?mean?
Numbers here represent percentages. 1=100% which represents the original size, 2=200%, 3=300% and so on.
We have scaled the object along the X, Y and Z-axis, so the values changed and aren’t the default 1 anymore.
Scale values of X, Y, and Z should be 1 the entire time.
To apply the scale of X, Y and Z press “CTRL+A” and apply the scale.
When you press that, all values are applied. You don’t need to do it for each value X, Y, and Z separately.
Switch from object mode to edit mode with “TAB.”
Now add a loop with “CTRL+R.”
If you scroll the mouse wheel, you can add more loops.
In this case, we need only two loops. So we will scroll the mouse wheel up only two times.
Press the left mouse button to confirm when you added all the loops you want.
Press the RMB to center the loops in the middle of the cube.
Switch from selecting vertices to selecting faces with 3 on your keyboard.
Or just click where the arrow is pointing.
Select those faces with LMB while holding “SHIFT.”
Press the mouse wheel, and while holding it pressed, rotate on the other side of the object and select those faces as well.
Because you need to select more than one, and you already have selected faces from the other side, press and hold “SHIFT” again while selecting those three faces.
Press “ALT+E” and choose extrude faces along normals.
Scale those faces along the Y-axis with “S+Y.”
Select faces as shown on the both sides.
And again extrude them along normals with “ALT+E.”
Switch to selecting edges instead of faces with 2 on your keyboard.
Or just click where the arrow is pointing again.
Select those edges on the both sides.
Scale them along the Y-axis with “S+Y.”
Switch from selecting vertices to selecting faces with 3 on your keyboard.
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Select faces as shown on the both sides again.
Scale them along the X-axis with “S+X.”
And again extrude them along normals with “ALT+E.”
Scale them along Y-axis with “S+Y.”
And also along the X-axis with “S+X.”
Switch to object mode with “TAB.”
Now click on this wrench icon on the right side. That part is called “Modifiers.”
Choose: Add modifier?—?Generate?—?Bevel.
When you add Bevel to your object, it no longer has sharp edges.
Instead, you add more realism because most real-life objects aren’t 100% sharp.
Here, you can change the Bevel options. Segments and the amount of Bevel are values you will typically adjust.
I will change segments of my Wrench to 2. You can put any other number you prefer, just keep in mind that the more segments you add, the more unnecessary polygons you add to the mesh.
The important thing while following any tutorial is to add a bit of your stuff to it, so don’t always follow exactly what I do (in exact number or color.)? Do it your way and have fun while experimenting!
You can see how the Wrench doesn’t look smooth currently. To change that, click the Right Mouse Button (RMB) and choose Shade Auto Smooth.
Switch to edit mode with “TAB.”
Select faces as shown on the both sides.
Press “ALT+E” and choose extrude faces along normals.
If you want to make it look a bit better, you can add more bevel segments. I added 5 just to show you the difference. But remember, the more Bevel segments you add, the more faces (polygons) you have.
I will show you on the example what do I mean exactly.
But before that, let’s add one more thing?—?modifier Weighted normal.
This is how my wrench looks currently.
Now, go to Add modifier?—?Edit?—?Weighted normal.
Can you see the difference when we added weighted normal?
We add a weighted normals modifier to fix bad shading and any visual distortions by straightening the normals on all the flat parts.?
Without it, some flat surfaces may appear curved or have weird artifacts.
And now let me show you what is the difference when you put Bevel segments 1,2,3,4 or 5.
This is how the wrench looks when we put Bevel segments to 1.
You can also see that it currently has only 250 faces (polygons).
This is how the wrench looks when we put Bevel segments to 2.
You can also see that the number of faces (polygons) are increased to 502.
This is how the wrench looks when we put Bevel segments to 3.
You can also see that the number of faces (polygons) are increased to 898.
This is how the wrench looks when we put Bevel segments to 4.
The number of faces (polygons) are increased to 1366.
And finally, this is how the wrench looks when we put Bevel segments to 5.
The number of faces (polygons) are increased to 1978.
I will leave it like this because it looks the best, but you can choose whatever version you like the best.
It is never good to have a lot of polygons if you are making assets for games or similar. But also you need to think about the look of your object.
You need to find the best number which will show the quality of your model and not take too much of computer memory while rendering.
Congratulations! You just made your 3D?wrench!
This time I won’t show you the texturing part, because it would be too long tutorial, but you can choose any color you want and add a metallic to it.
I played around a bit more with colors, so my Wrench look like this in the end.
I wanted to look more cartoony.
If you have any questions, feel free to ask in the comments.
You can find more tutorials on my YouTube channel.
I also added this 3D model to BlenderKit, and it will soon be downloadable (probably in 3–7 days, depending on when the admins approve it).
If you want 10% discount on your BlenderKit subscription
use my affiliate link: https://www.blenderkit.com/r/satales3d/
You get access to all this (and more because they daily update all assets from other creators) when you subscribe to full plan, but there are also a lot of free stuff, so don’t forget to check it out.