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What do you want to do?

Start with the result you want. Choose the selection mode first, select the geometry, and then open the tool. If the Actions panel only shows icons, cycle its header layout button to show names and descriptions.

Find a task

I want to…Start withInstructions
Center two objectsObject mode → Transform → Detail → PositionAlign object centers
Resize or rotate a whole partObject mode → Transform gizmo or Detail → Scale / RotationTransform controls
Move something an exact distanceSelect objects or components → OffsetOffset
Make a window through a wallFace mode → Knife → Apply Cut → Cut ThroughMake a window
Make a raised or recessed panelFace mode → Inset → ExtrudeRaised-panel lesson
Change the height of an existing surfaceFace mode → Push/PullPush/Pull
Round a sharp edgeObject, Edge, or Face mode → BevelBevel a block
Give a thin surface thicknessSelect the surface → SolidifySolidify
Repeat parts at regular intervalsObject mode → ArrayMake a row of parts
Mirror a part or make it symmetricObject mode → Live Symmetry popover → Mirror or SymMirror versus Symmetrize
Make a vase or turned shapeLathe → draw a profile → Create LatheLathe
Combine or organize partsJoin, Group, or ParentWhich kind of combination?
Smooth a modelSub-D previewSmoothing versus adding faces
Paint a freehand detailPaint mode → Brush scopeContinuous brush painting
Color a whole facePaint mode → Face scopePaint one face
Prepare a texture layoutUV → seams/unwrap or projection → packingFirst UV layout
Animate a moving assemblyParent parts → Animation → transform keysAnimation
Export a model or render an imageImport and Export, or Studio/PBR → Renderer OptionsRendering and export

Join, Group, and Parent

ToolWhat it doesChoose it when…
JoinCombines selected meshes into one mesh objectYou want to edit several pieces as one mesh
GroupAdds an organizational container while keeping separate objectsYou want to organize a collection of parts
ParentMakes the active object the transform parent of the othersAn axle should carry its wheel, or an arm should carry its hand
CSG SubtractRemoves the cutter's volume from the targetYou need a solid cutout shaped by a second object

Join does not remove intersecting internal surfaces or automatically make a watertight union. Group is an organizational container; Parent uses an actual selected object as the parent. Make the intended parent active last and check the Outliner before applying Parent. Unparent keeps the child's current world placement.

Extrude, Push/Pull, and Solidify

Extrude adds connected geometry. On an inset box face, it creates the side walls of a new raised or recessed section.

Push/Pull moves the existing selected faces along their normals. Use it to change an existing feature's height or depth; neighboring geometry follows the moved vertices.

Solidify gives a thin surface thickness. Use it for a panel or shell that needs a second surface and connecting sides. Check the preview direction so the thickness extends toward the intended side.

See the raised-panel comparison and Solidify reference.

Bevel, Sub-D, and Subdivide

ToolWhat changesTypical use
BevelSharp edges become chamfer faces or rounded stripsKeep a box-like shape with softened corners
Sub-DA reversible subdivision preview smooths the surfacePreview a smoother overall form
SubdivideFaces are split into smaller editable facesAdd geometry for local editing
Freeze Sub-DThe subdivision preview becomes real mesh geometryContinue editing or exporting the baked result

More segments or subdivision levels add complexity. Start low and inspect the silhouette before increasing them. Compare Bevel settings and results.

Knife, Cut Through, and Delete

Knife defines a cut on a surface. Four corners inside a wall face create an inner face; the wall is still filled there after Apply Cut.

Cut Through opens that selected region through the object and builds the tunnel's inside faces. It is a direct command, without a separate Apply step.

Delete removes selected geometry. Deleting the front face alone does not construct a window tunnel through a solid wall. Follow Make a window for the complete sequence.

Mirror versus Symmetrize

Open Live Symmetry with the left/right-arrows button in the bottom toolbar. The popover contains the live axis switches, Origin, Symmetrize, and—in Object mode with a selected mesh—Mirror commands.

Live Symmetry popover with Local and World origin choices, Symmetrize positive/negative axis buttons, and Mirror X/Y/Z controls.

Current Mac controls. The screenshot has Origin set to Local; no symmetry operation has been applied to the wall.

Set Origin → Local for the local-axis examples below. World instead uses the scene world origin; check this setting before applying a mirror or symmetry operation.

Mirror X/Y/Z mirrors the selected geometry across the specified local axis. Check the object's origin and local axes to understand where the mirrored geometry goes.

Sym +X / Sym -X chooses which side to keep, then reconstructs the other side symmetrically across local X. The Y and Z variants work the same way. Choose the sign for the side containing the detail you want to preserve; the opposite side is replaced.

Live Symmetry mirrors supported edits as you work. It is useful while building both sides together. See symmetry and repeated parts.

Brush painting versus material assignment

Brush paints a stroke directly on the texture using Brush Size. It is useful for markings, scratches, and small color details.

Face and Object paint scopes assign the chosen material to an entire surface or object. Choosing Face scope does not mean painting in grid-sized blocks.

UVs describe where surfaces lie on the texture. They matter for where brush details land and whether surfaces share texture space. A solid material assignment does not require a hand-authored UV layout.

A tool is missing or nothing happens

Check selection and troubleshooting. The most common causes are the wrong selection mode, no component selected after switching modes, or another tool still waiting for Apply/Done or Cancel.