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Learn by example

Start with a small, complete task. Each lesson shows the selection, the controls, and what you should see after applying the tool. Screenshots are captured from the Mac SwiftUI app, v1.5.30; click any screenshot to open it at full size. On iPad, look for the same tool names; the layout changes with screen space. Windows and Linux layouts may differ.

Not sure which tool name to look for? Use What do you want to do?, including comparisons of similar tools.

First, use Before your first lesson to match the starting state and learn how to recover hidden controls.

Choose a lesson

What you want to makeTools you will learnStart here
Two parts with matching centersObject selection, Position, originsCenter and align objects
A window through a wallKnife, Apply Cut, Cut ThroughMake a window
A raised panel or stepped pedestalFace selection, Inset, Extrude, Apply/DoneMake a raised panel
Rounded blocks in an evenly spaced rowBevel, segments, Array, offsetRound and repeat a part
A cube with a texture layout and a colored faceSmart UV, Pack All, Paint scope, material paletteUVs and your first painted face
A dark prop with a painted identification markMark Seam, Unwrap All, UV inspection, packing, Object and Brush scopesTexture a prop
A swinging door with an attached handleOrigin Reset, Parent, Auto Key, timeline, GLBAnimate a hinged door
An asset checked before deliveryGLB, units, textures, hierarchy, animation checksExport and check a game asset

If this is your first session, start with the raised panel. Each modeling and UV lesson starts with File → New and its untouched default cube; their links suggest a learning order, not edits to apply to the previous result. The game-asset export lesson explicitly continues the completed hinged door.

A useful first-session order is: raised panel → new document → round and repeat → new document → UVs and first painted face. Try alignment whenever positioning parts is your immediate problem.

Understand what is selected

A mesh is made of vertices (points), edges (lines between points), and faces (surfaces enclosed by edges). An object contains the mesh and has its own position, rotation, and scale.

Bottom-toolbar modeSelectsExample
Object — cube iconA whole partMove a wheel or bevel an entire box
Vertex — dot inside a circleIndividual mesh pointsMove a corner or merge coincident points
Edge — diagonal lineLines between pointsBevel a particular edge or mark a UV seam
Face — diagonally divided squareMesh surfacesInset a panel or extrude a ledge
Paint — paintbrushA painting workspaceColor one face or brush a small detail

Changing mode is only the first step. Click the surface or component after switching. A selected object does not automatically mean a face is selected. The upper-left status display reports the current mode and selection count.

Face mode with the cube's top face selected in yellow; the upper-left display says Face: 1 and the right panel offers face tools.

Only the top face is selected. The yellow Face-mode button is in the bottom toolbar. Face-specific tools now appear in Actions.

Use Replace Selection (checked square) to work on one target, Add Selection (plus square) to keep earlier selections while choosing more, and Remove Selection (minus square) to subtract from the selection. The X square clears it. Start the first lessons with Replace Selection to avoid editing an unintended face.

Preview, Apply, Done, and Undo

For the modeling tools in these lessons, the floating card holds the settings; the right Actions panel holds the commit controls. Scroll inside the Actions panel if Apply is out of view. In Full layout it sits below Detail, before the Mesh Edit section.

Control or actionWhat happens
Change Inset, Extrude, or Bevel AmountUpdates the proposed shape in the viewport
Apply Inset / Apply Extrude / Apply BevelCommits the mesh edit; the tool remains active
DoneLeaves the tool; it does not commit an unapplied preview or undo an edit already applied
Apply Cut in KnifeCommits the surface cut and returns to Transform; Cancel Cut abandons it
Cut ThroughBuilds the opening directly from the selected cut region
Apply Array in Object modeCreates the copies and returns to Transform
Edit Transform Position and press ReturnCommits the numeric edit without a separate Apply button
Smart UV, Pack All, or a paint clickExecutes directly; no modeling Apply/Done step
UndoReverses a committed edit

For a one-time edit, click Apply once, then Done if the tool is still active. Extrude intentionally allows another Apply to continue from the newly selected face. Avoid repeatedly clicking Apply because the tool remains highlighted.

Knife uses Apply Cut, Undo Point, and Cancel Cut. Its lifecycle is shown separately in Make a window.

When something seems wrong

SymptomCheck this first
A tool is missingChoose its selection mode and select the required components. Scroll the Actions panel.
Only icons are visibleCycle the layout button at the top of Actions to show names and descriptions.
Other tools and mode buttons are dimmedFinish the active tool with Done, or use Knife's Apply Cut / Cancel Cut controls. Apply first if you want to keep a modeling preview.
A numeric change did not take effectPress Return to commit the field; for a preview tool, also click its Apply button.
More geometry changed than expectedCheck Add/Replace selection and the selection count before applying.
A material changes the whole partCheck the separate Brush / Face / Object paint scope.
A preview disappeared after DoneDone exits. Apply is the step that commits these modeling previews.

For tool-by-tool selection modes, constraints, and more examples, use the tool reference.