BlenderBlender Basics

Blender for complete beginners, chapter 7: Modifiers that change shape without ruining the original

Blender modifiers for complete beginners. Add Subdivision Surface, Bevel, Mirror, Array, and Solidify, then learn to turn them on and off, change their order, and Apply them.

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Blender for complete beginners, chapter 7 · Based on: Blender 5.2 LTS (screenshots from 5.2.1, English UI, default keymap) All images are real screens. The red numbers and outlines were added for explanation.

What you will learn in this chapter

By the end of this chapter you will be able to do the following.

  1. Know what a modifier is and where to find it. (Section 1)
  2. Make a boxy cube smooth with Subdivision Surface. (Section 2)
  3. Find the on/off and delete buttons on a modifier panel. (Section 3)
  4. Try Bevel, Mirror, Array, and Solidify. (Section 4)
  5. Understand that the order of modifiers changes the result. (Section 5)
  6. Use Apply to turn the result into real geometry. (Section 6)

Before you start: This chapter starts from the default cube in a new file (File ‣ New ‣ General), in Object Mode (you only go into Edit Mode briefly in sections 4-2 and 4-4). Keep the cube selected. In three places you start over with a fresh cube. You do not need to save. If a window asks whether to save when you open a new file, press the button that does not save (Don't Save in Figure 5-12 of chapter 5).

1. What a modifier is and where it lives

The official manual describes a modifier as an "automatic operation that affects an object in a non-destructive way." Non-destructive means that the original mesh (the shape made of points, lines, and faces) stays as it is, and only the shape you see and the render result change.

Think of it like this: It is like putting a filter on a photo. Turn the filter off and the original photo comes back. A modifier is the same: turn it off or delete it and you get the original cube back.

1-1. Finding the Modifiers tab

The Object tab in the Properties Editor. Number 1 on the orange square Object tab, number 2 on the blue wrench tab below it Figure 7-1. The vertical icons on the left of the Properties Editor: ① the Object tab (the one used in chapter 3) ② the blue wrench icon just below it is the Modifiers tab (Blender screenshot)

After clicking the wrench tab. Number 1 on the wrench tab, number 2 on the Add Modifier button Figure 7-2. After clicking the Modifiers tab (wrench icon): ① the Modifiers tab ② the Add Modifier button. There are no modifiers yet (Blender screenshot)

The manual says you add modifiers with this Add Modifier button. You can also hover the mouse over this tab and press Shift+A. A new modifier is always added at the bottom of the list.

The four categories in the official manual page Modifiers Introduction, marked with number 1 Figure 7-3. The official manual: ① the four modifier categories: Edit, Generate (makes new shapes and faces), Deform (changes the shape but keeps the face count), and Simulate (physics simulation) (Blender 5.2 manual screenshot, CC BY-SA 4.0, numbers added)

The four categories in the manual are groups for explanation. The real menu has a few more groups (Figure 7-4). All five modifiers in this chapter are in Generate.

The Add Modifier menu with the mouse over Generate. Number 1 on the Generate row, number 2 on the opened Generate list Figure 7-4. Click Add Modifier on the Modifiers tab and ① hover over Generate to ② open the list of modifiers that "make" things. Array, Bevel, Mirror, Solidify, and Subdivision Surface, all used in this chapter, are here. Array (Legacy) just below Array at the top is the old version, so it is listed separately (section 4-3) (Blender screenshot)

2. Subdivision Surface: making a boxy cube smooth (before → after)

Subdivision Surface splits faces into smaller ones and rounds them off. The panel shows it as Subdivision, and people also call it Subsurf for short. It is the modifier used most often to make characters and props look soft.

Follow along: Add Modifier → Generate → Subdivision Surface.

Before adding it: number 1 on the boxy cube, number 2 on the Add Modifier button Figure 7-5. Before adding it: ① the boxy default cube ② the Add Modifier button (Blender screenshot)

After adding Subdivision Surface at level 1. Number 1 on the slightly rounded cube, number 2 on the new modifier panel Figure 7-6. After adding it (Levels Viewport 1): ① the corners are cut and rounded ② a Subdivision panel appears in the list (Blender screenshot)

The cube turned into a ball after raising the level to 2, marked with number 1; number 2 on the Levels Viewport field Figure 7-7. After raising ② Levels Viewport to 2: ① it is now almost as smooth as a ball (Blender screenshot)

FieldMeaning
Levels ViewportHow many times to subdivide in the 3D Viewport. Higher is smoother but heavier
RenderThe level used when rendering (making the final picture)
Catmull-Clark / SimpleSubdivide and round off / only subdivide, keeping the shape

Shortcut: In Object Mode, press Ctrl+1 to 5 to add a Subdivision Surface at that level right away. Ctrl+0 gives level 0.

2-1. Making faces look soft: Shade Smooth (before → after)

Look closely at Figure 7-7 and you can see small square faces on the ball. Click Object ‣ Shade Smooth in the header and the borders between faces look soft.

The ball surface looks smooth after Shade Smooth, marked with number 1 Figure 7-8. After Shade Smooth (compare with Figure 7-7): ① the borders between the square faces are gone and it looks smooth. The point count is the same; only the way it is shown has changed. To undo it, use Object ‣ Shade Flat (Blender screenshot)

3. The buttons on a modifier panel

A close-up of the Subdivision panel header. Numbers 1 to 4 on the collapse arrow, viewport display, render display, and the delete X Figure 7-9. The panel header: ① collapse/expand ② show in the 3D Viewport (monitor icon) ③ use in render (camera icon) ④ delete the modifier (X) (Blender screenshot)

As the manual explains, ② turns the effect on and off in the 3D Viewport, and ③ turns it on and off for rendering. The triangle and square icons set how it looks in Edit Mode. You do not need to touch them at first.

3-1. Turning it off for a moment (before → after)

After turning off viewport display, the original boxy cube is visible again (number 1); number 2 on the switched-off monitor icon Figure 7-10. After turning off the ② monitor icon (compare with Figure 7-7): ① the original boxy cube shows again. The modifier has not been deleted. This is proof that the original is still there (Blender screenshot)

Here is one more look at the difference between levels, using a figure from the manual.

The official manual page Subdivision Surface Modifier with its comparison of monkey heads at each level, marked with number 1 Figure 7-11. The official manual: ① a comparison of levels 0 to 3 (top: faceted view, bottom: Smooth Shading) (Blender 5.2 manual screenshot, CC BY-SA 4.0, numbers added)

4. Four modifiers you will use often

4-1. Bevel: cutting off the edges

The bevel in chapter 6 (Ctrl+B) really cut only the edges you picked. The Bevel modifier cuts all edges at once and keeps the original.

Follow along: Delete the Subdivision panel you added in section 2 with the X (Figure 7-9 ④). Then add Add Modifier → Generate → Bevel and change Amount to 0.25 and Segments to 3.

After adding the Bevel modifier, all edges of the cube are rounded off (number 1); number 2 on the Bevel panel Figure 7-12. The Bevel modifier (Amount 0.25 m, Segments 3): ① all twelve edges are cut ② Amount (width) and Segments (number of steps) on the Bevel panel (Blender screenshot)

4-2. Mirror: build one half and the other half appears (before → after)

If you just add Mirror to the default cube, the copy sits in exactly the same place as the original, so nothing seems to change. So first move the shape to the side.

Follow along:

  1. Delete the Bevel panel from before with the X, and use Object ‣ Shade Flat in the header to make the faces boxy again (this undoes the Shade Smooth you clicked in section 2-1).
  2. Press Tab → A → G X 1.6 Enter → Tab in order. You moved only the shape 1.6 m along X in Edit Mode, so the object's origin stays where it was (Figure 7-13).
  3. Add Add Modifier → Generate → Mirror (Figure 7-14).

Before Mirror: number 1 on the cube moved to the right, number 2 on the empty spot at the back left where the copy will appear Figure 7-13. Before adding it: ① the cube with its shape moved 1.6 m along X ② where the copy will appear (still empty). The object's origin has not moved (Blender screenshot)

After adding Mirror, the same cube appears on the other side (number 1); number 2 on the Axis row of the Mirror panel Figure 7-14. After adding Mirror: ① a mirror copy appears on the other side of the origin ② Axis X is on (the default) (Blender screenshot)

The Axis description and panel image from the official manual page Mirror Modifier, marked with numbers 1 and 2 Figure 7-15. The official manual: ① Axis: mirrors along X, Y, or Z across a plane through the object's origin ② an image of the Mirror panel (Blender 5.2 manual screenshot, CC BY-SA 4.0, numbers added)

For objects that are the same on the left and right, such as faces, cars, and chairs, build only one half and use Mirror. It cuts the work in half. The mirror works around the object's origin.

4-3. Array: lining up several copies (the new Array in 5.2)

Starting state: Start from the default cube in a new file (File ‣ New ‣ General). In a new file the Properties Editor goes back to the Object tab, so click the Modifiers tab (wrench icon) again.

Follow along: Add Add Modifier → Generate → Array and change Count to 4 and Offset X to 1.5.

Four cubes in a row made by the Array modifier (number 1); number 2 on the Count row of the Array panel, number 3 on the Offset X row Figure 7-16. Added with Generate ‣ Array: ① the cube becomes four in a row ② Count (how many) ③ Offset X (spacing). The colored arrows and rings on the cube are handles that this Array shows for adjusting it (Blender screenshot)

Offset X 1.5 means one cube every 1.5 times the cube's size (2 m), which is every 3 m, so there is a 1 m gap between cubes. With 1, they touch.

Use it for shapes that repeat the same thing, such as stairs, fences, and bookshelf compartments. It is one object, not separate copies, so when you change the original, all four change together.

There are two Arrays. In the 5.2 Generate menu, Array at the top is the new version built with Geometry Nodes (its panel has Shape, Count, Offset Method…), and Array (Legacy) just below it is the old version. At first, use the Array at the top. The panels in older tutorials online (with Fit Type and Relative Offset fields) are the Legacy one.

4-4. Solidify: giving a thin surface some thickness (before → after)

Starting state: Undo the change from the last section: delete the Array panel with the X to get back to the default cube.

Follow along: As in section 6-1 of chapter 6, delete the top face (Tab → select the top face in face mode → X → Faces → Tab). Then add Add Modifier → Generate → Solidify and change Thickness to 0.2.

The cube turned into an open box with its top face deleted, marked with number 1 Figure 7-17. Before adding it: ① a box with its top face deleted, as in chapter 6. The walls have zero thickness (Blender screenshot)

After adding Solidify, the box walls have thickness (number 1); number 2 on the Thickness field of the Solidify panel Figure 7-18. After Solidify (Thickness 0.2 m): ① you can see thickness at the top of the walls ② the Thickness field (Blender screenshot)

Use it for objects made of thin sheets that need thickness, such as cups, bowls, boxes, and clothes.

5. Order changes the result (before → after)

Modifiers are calculated one after another, from the top of the list to the bottom. The manual calls this list the Modifier Stack.

Follow along:

  1. Start from the default cube in a new file (File ‣ New ‣ General). Click the Modifiers tab (wrench icon) again.
  2. Add Add Modifier → Generate → Bevel and change Amount to 0.3 and Segments to 2.
  3. Next, add Add Modifier → Generate → Subdivision Surface and raise Levels Viewport to 2. New modifiers go to the bottom, so Bevel is on top and Subdivision is below it (Figure 7-19).
  4. In the down-arrow (v) menu on the Subdivision panel header, click Move to First to move it to the top (Figure 7-20).

Bevel on top, Subdivision below. Number 1 on the box with slightly rounded corners, numbers 2 and 3 on the two panels Figure 7-19. The order ② Bevel → ③ Subdivision: ① the edges are cut first and then smoothed, so you get a rounded box that still looks like a box (Blender screenshot)

Subdivision on top, Bevel below. Number 1 on the nearly ball-shaped result, numbers 2 and 3 on the two panels Figure 7-20. The order ② Subdivision → ③ Bevel (the same two modifiers, only the order changed): ① it is made into a ball first, so there are almost no edges left to cut, and you get a shape close to a ball (Blender screenshot)

To go back, click Move to Last (to the bottom) in the same menu.

6. Apply: turning the result into real geometry (before → after)

A modifier only changes the shape you see. If you want to export to a game engine, or edit the resulting shape directly in Edit Mode, you Apply it.

Starting state: Carry on with the cube from the last section. Delete the Bevel panel with the X so that only Subdivision (Levels Viewport 2) is left (Figure 7-21). If you start from a new default cube, press Ctrl+2 to add a Subdivision Surface.

Follow along: Apply it as described in "How to" below.

Before Apply: the Subdivision panel is there and the status bar shows Verts 98. Number 1 on the cube, number 2 on the Subdivision panel, number 3 on the Verts field in the status bar Figure 7-21. Before Apply: ① the ball-shaped cube ② the Subdivision panel is there ③ the "Verts:98" field in the status bar is the point count including the modifier (the original cube has 8 points) (Blender screenshot)

After Apply: the panel is gone and only the Add Modifier button is left. Number 1 on the cube, number 2 on the Add Modifier button, number 3 on Verts 98 in the status bar Figure 7-22. After Apply: ① the shape is the same ② the modifier list is empty ③ the status bar still says "Verts:98". These 98 are now real points, and you can select each one in Edit Mode (Blender screenshot)

  • How to: The down arrow (v) on the panel header (the Extras menu in the manual) → Apply. Or hover the mouse over that panel and press Ctrl+A.
  • Careful: After you apply, the only way back is Ctrl+Z. To be safe, save before applying, or duplicate the object (Shift+D) to keep the original.

The Apply description and warning box in the official manual, marked with numbers 1 and 2 Figure 7-23. The official manual: ① Apply Ctrl+A: turns the modifier result into real geometry and removes the modifier ② a warning: applying a modifier that is not at the top of the list ignores the order and can give unexpected results (Blender 5.2 manual screenshot, CC BY-SA 4.0, numbers added)

7. Applying scale: when Bevel looks squashed (before → after)

An object whose size you changed with S in chapter 3 does not have a Scale of 1. If you use a modifier like Bevel in this state, the cut width also stretches in the direction you stretched, so the shape becomes uneven.

Starting state: Start from the default cube in a new file (File ‣ New ‣ General). Click the Modifiers tab (wrench icon) again.

Follow along: Stretch the cube to twice its size along X with S X 2 Enter. Add Add Modifier → Generate → Bevel, change Amount to 0.5 and Segments to 3, and press numpad 7 to look from above (Figure 7-24).

Orthographic top view. A long box with Scale X of 2 and a Bevel on it. Number 1 on the end corner along the long side, number 2 on Bevel Amount and Segments, number 3 on the warning in the status bar Figure 7-24. Before applying scale: the box stretched 2 times along X with a Bevel (Amount 0.5 m, Segments 3), seen with numpad 7 (top view). ① at the end corner along the long side (X), the cut part is stretched to about 1 m across and about 0.5 m up and down ② Amount is a single 0.5 m ③ the warning at the bottom left of the status bar, "Active object has non-uniform scale" (the active object's size is different in each direction) (Blender screenshot)

The Object tab in the same state. Number 1 on the Scale fields X 2.000, Y and Z 1.000 Figure 7-25. The cause: ① the Scale on the Object tab is X 2.000 and Y and Z 1.000, so they differ (Blender screenshot)

How to fix it: Put the mouse over the 3D Viewport and press Ctrl+A → Scale. As the manual (Apply Object Transformations) explains, this locks in the current size as the "original size," so Scale becomes 1 and the shape stays the same.

The Object tab after applying scale. Number 1 on the Scale fields, all 1.000 Figure 7-26. After applying scale: ① Scale is 1.000 for X, Y, and Z. The box shape is the same. The real size (Dimensions, 4 m × 2 m × 2 m) is not in this image; you can see it in the Item tab of the Sidebar (N) (Blender screenshot)

Orthographic top view. After applying scale, the box is beveled evenly. Number 1 on the same corner as in Figure 7-24, number 2 on Amount and Segments Figure 7-27. After applying scale, in the same orthographic top view at the same distance as Figure 7-24: ① the same corner is now cut evenly, 0.5 m both across and up and down ② Amount 0.5 m and Segments 3 are unchanged. The warning in the status bar is gone too (Blender screenshot)

Ctrl+A does different things in two places.

  • Mouse over the 3D Viewport: the Apply menu (apply Location, Rotation, Scale) opens. It locks in the object's position, rotation, and size values.
  • Mouse over a modifier panel: it applies that modifier (section 6).

The result is completely different depending on where the mouse is, so always check where the mouse is before you press it.

8. Practice

  1. Add a Subdivision Surface to a cube and press Ctrl+1 and Ctrl+3 to see how the level changes.
  2. Add Bevel → Subdivision to a cube, then swap the order and compare the shapes.
  3. Add a Cylinder, delete its top face (chapter 6), and make a cup with Solidify.
  4. Raise the Array Count to 10 to make a fence.

9. Common mistakes and fixes

SymptomCauseFix
I added a modifier but the shape did not changeViewport display (monitor icon) is offTurn on Figure 7-9 ②
The screen suddenly got slowThe Subdivision level is too highSet Levels Viewport to 1 or 2
The Bevel width differs by directionThe object's Scale is not 1Over the 3D Viewport, Ctrl+A → Scale (section 7)
I pressed Ctrl+A and the modifier disappearedThe mouse was over the modifier panelCtrl+Z. To apply scale, keep the mouse over the 3D Viewport
The Array panel looks different from an old tutorialThe new Array and Array (Legacy) are separateSee the note in section 4-3
I added Mirror but nothing changedThe copy overlaps the original in the same placeMove the shape to the side in Edit Mode (section 4-2)
The Mirror copy appears in the wrong placeThe mirror works around the object's originMove the shape in Edit Mode so the origin sits at the center of symmetry
I cannot see 98 points in Edit ModeIt has not been applied yetApply if you need to
The result is not what I expectedModifier orderCheck the stack order (section 5)

Summary in one line

Modifiers tab (wrench icon) → Add Modifier → Generate. Subdivision for smoothness, Bevel for edges, Mirror for symmetry, Array for repeats, Solidify for thickness. The order runs from top to bottom, and Apply locks the result in. In chapter 8 you add colors and materials.

References

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