Build your scene from primitive meshes or imported 3D models, organize them in the outliner, and position them with the gizmo or the transform fields — including height-map displacement.
Where: 3D editor → Add menu / Outliner — Add a primitive or import a model
Key ideas
- Primitives & models: Cube/sphere/plane/cylinder/cone/torus/torus-knot/icosahedron, or import a glTF/GLB/OBJ whose sub-meshes become selectable children.
- Outliner: Select/multi-select, group, toggle visibility, and drag to reparent (world transform preserved).
- Transform & displace: Position / rotation / scale via gizmo or fields, plus displacement from a height map (vertex mode subdivides geometry; parallax mode fakes relief cheaply).
- Imported-model modifiers and true normals: Geometry modifiers can target imported model meshes. Shade smooth changes normals, Subdivision creates additional geometry, and Smooth by angle can edit the complete current selection.
Steps
- Use the Add menu to insert a primitive, or import a model.
- Organize nodes in the outliner.
- Move/rotate/scale with the gizmo (tabs switch mode) or the transform fields.
- Add displacement for surface relief if needed.
Scene hierarchy
- Imported GLB/glTF/OBJ submeshes become selectable children.
- Grouping and reparenting preserve world transform.
- Visibility can isolate working sets without deleting objects.
- Multi-selection supports coordinated transforms.
Displacement modes
- Vertex displacement subdivides/changes geometry for real silhouette relief at higher geometry cost.
- Parallax displacement fakes depth in shading and is cheaper but does not change the silhouette.
Tips
- Name imported submeshes before a scene grows.
- Apply broad transforms at a parent/group and local adjustments on children.