Opening Blender for the first time can feel overwhelming: there are tool icons, view modes, materials, render engines, and several export formats. The easiest way to understand them is to use one familiar object.
In this guide, we will use Blender's default cube to explore Object Mode in Blender 5.2.3 LTS. You will learn how to select and transform the cube, change its material, preview and render it, and export a version that can carry an image texture.
Before you start: Open Blender, choose a General scene if necessary, and save your project with File → Save As. The keyboard examples assume Blender's default keymap. Interface labels can differ slightly with your settings or a later update.
What Is Object Mode?
Object Mode lets you work with complete objects in a scene. Moving the cube changes the position of the whole cube. Editing individual mesh components, such as vertices and faces, is done in Edit Mode.
Find the mode selector at the upper left of the 3D Viewport and select Object Mode. With the cube selected and the pointer over the viewport, press Tab to switch between Object Mode and Edit Mode.
The toolbar is on the left side of the 3D Viewport. Press T while the pointer is over the viewport to show or hide it. Hover over an icon to read its name. Some icons contain grouped tools; click and hold an icon with a group indicator to reveal them.
1. Select the Default Cube
In a new General scene, the cube is normally selected. If it is not, click it in the viewport or choose Cube in the Outliner at the upper right. The outline indicates selection.
- Tweak: select or move an object interactively.
- Select Box: drag a rectangle to select objects it intersects.
- Select Circle: select using a circular brush.
- Select Lasso: draw a freeform selection area.
To practice selecting multiple objects, hold Shift and click another object. The active object matters for some operations, so check the Outliner if your result is unexpected.
2. Move, Rotate and Scale
The colored arrows and rings shown by the tools are called gizmos. They help you transform the selected object along particular axes. The shortcuts below work with the default keymap while the pointer is over the 3D Viewport.
Move: change position
- Select the cube and choose the Move tool.
- Drag an axis arrow to move the cube.
- For a numeric example, press G, then X, type 2, and press Enter.
The cube moves two units along the chosen X orientation. Press Esc to cancel an active transformation before confirming it.
Rotate: change orientation
- Select Rotate and drag an axis ring, or press R.
- Press Z, type 45, and press Enter for a 45-degree Z-axis rotation.
Scale: change size
- Select Scale or press S.
- Type 2 and press Enter to scale the cube by a factor of two.
- To scale along one axis, press the axis key after S. For example, S → Z → 0.5 → Enter halves the current scale along Z.
Scale Cage, grouped with Scale, provides a box with handles for interactive resizing. The Transform tool combines move, rotate and scale controls in one gizmo. For exact values, press N to open the viewport sidebar and inspect the Item tab.
Apply Scale: As an optional exercise on the cube, inspect its Scale values in the Item tab, then use Object → Apply → Scale or Ctrl + A → Scale. The scale values reset to 1 while the cube normally keeps its visible size. Applying transforms can affect modifiers, parenting or animated rigs, so decide whether your project needs it rather than applying transforms automatically.
3. 3D Cursor, Add Objects and Duplication
The 3D Cursor is a reference point in the scene. It can determine where newly added objects appear and can also be used as a transform pivot. Choose the Cursor tool and click in the viewport to place it. For numeric placement, use the 3D Cursor panel under the sidebar's View tab.
To add another object, move the pointer over the viewport and choose Shift + A → Mesh → UV Sphere. Blender places the object at the cursor. The toolbar also has an interactive Add Cube group with cube, cone, cylinder and sphere tools.
To duplicate the cube, select it and press Shift + D. Move the new copy and click or press Enter to confirm. This makes a separate object; linked duplicates, created with Alt + D, can share object data and are useful when you intentionally want linked mesh edits.
4. Annotate, Measure and Animation Tools
Annotate lets you draw viewport notes. Its group includes freehand, line, polygon and eraser tools. Annotations are planning aids rather than rendered mesh geometry.
Measure lets you drag a ruler between two points in the scene. Hold Ctrl while positioning an endpoint to use snapping. Scene unit settings affect the displayed measurement. Rulers are viewport aids and do not appear in a normal render.
Blender 5.2 also lists Breakdowner, Push and Relax in the Object Mode toolbar. They are animation in-between tools: they need relevant animation and surrounding keyframes to be useful. They do not create a finished animation from a stationary cube with no animation.
5. Object Mode Versus Import and Export
Import and export are available from the File menu. They are not the same as the Object Mode toolbar, but you will often use them in the same project.
- Import: bring a supported file into the current Blender scene.
- Export: write supported scene data to a file for another application.
- Save As: save the editable Blender project as a
.blendfile.
For example, File → Import → glTF 2.0 opens a file browser for a supported glTF or GLB file. Importing adds content to your scene, so save your current project first. Available formats and names depend on your Blender version and installed extensions.
6. View the Cube from Different Directions
Orbit around the cube with the middle mouse button, pan with Shift + middle mouse, and zoom with the mouse wheel using Blender's default navigation. These actions change your view; they do not move the cube itself.
On a numeric keypad, Numpad 1 shows the front, Numpad 3 the right side, Numpad 7 the top, and Numpad 0 the active camera view. Hold Ctrl with 1, 3 or 7 on the numpad to view the opposite direction. Numpad 5 toggles perspective and orthographic view. If your keyboard lacks a numeric keypad, use the viewport navigation gizmo or the View menu.
7. Wireframe, Solid, Material Preview and Rendered View
The four shading buttons are at the upper right of the 3D Viewport. You can also press Z over the viewport to open the shading pie menu.
| View | When to use it |
|---|---|
| Wireframe | Inspect the object's edges and overall structure. |
| Solid | Work on shapes with simplified lighting. Shader-based material color may not look like the final render. |
| Material Preview | Inspect materials with preview lighting. Scene Lights and Scene World options affect the preview. |
| Rendered | Preview the scene using the selected render engine and scene lighting. |
Try it: select the cube and switch among the four modes. Material Preview can look brighter than Rendered because it may use a preview environment rather than your scene world and lights.
8. Give the Cube a Material Color
- Select the cube in Object Mode.
- Open Material Properties in the Properties editor.
- If the cube has no material, click New. If it already has one, select that material.
- Find the Base Color of the Principled BSDF material and choose a color.
- Switch to Material Preview to see the result.
A material color is a value in the shader. It is not automatically a separate image texture file. In Solid shading, the visible color depends on the shading options, so use Material Preview to inspect the shader.
9. Add an Image Texture to the Cube
For this example, use a PNG or JPEG image that you have permission to use. The default cube in a new General scene has a UV map. If you replaced it or removed its UVs, unwrap the mesh before expecting a 2D image to map correctly.
- Select the cube and switch to the Shading workspace.
- In the Shader Editor, make sure the cube's material is active and contains a Principled BSDF connected to Material Output.
- Add Texture → Image Texture with Shift + A in the Shader Editor. Click Open on the node and choose your PNG or JPEG.
- Connect the Image Texture node's Color output to the Principled BSDF Base Color input.
- Switch to Material Preview and inspect every face of the cube. An unconnected Image Texture Vector input normally uses the active UV map.
The default cube's UV layout can arrange different faces on different parts of an image. If the placement is wrong, select the cube, enter Edit Mode, select the mesh, and inspect or edit its UVs in the UV Editing workspace.
10. Eevee and Cycles: Choose a Render Engine
Open Render Properties and choose the render engine in the Properties editor. The names and settings shown can vary with Blender version and hardware.
- EEVEE: Blender's real-time renderer, useful for quick look development and many final renders.
- Cycles: a path-tracing renderer suited to physically based lighting; more samples can reduce noise but generally take more time.
Select Rendered viewport shading to inspect the scene with the active render engine. The default General scene normally includes a camera and a light. If your scene is dark, check the light, world strength, material and camera before changing the engine. Performance and available CPU/GPU options depend on your system.
To produce a camera render, check the camera framing with Numpad 0 and press F12, or choose Render → Render Image. In the render window use Image → Save As to save the image. A render image and an exported 3D model serve different purposes.
11. Export the Textured Cube as GLB
For a supported destination, glTF Binary (.glb) is a convenient first test because the model and supported image textures can be stored in one file. Keep the material simple: an Image Texture connected to Principled BSDF Base Color is a recognized glTF material setup. Complex Blender-only shader effects may not transfer exactly.
- Save your .blend project and the source image.
- Select the cube, then choose File → Export → glTF 2.0.
- Choose glTF Binary (.glb) in the export dialog.
- If you only want the cube, enable Selected Objects in the export options. Check that materials and image export are enabled; labels may vary with the exporter version.
- Choose a location and a name such as
textured_cube.glb, then export.
Verify the result: after saving your current project, start a separate scene and use File → Import → glTF 2.0 to import the GLB. Switch to Material Preview, orbit around the cube, and check that its image appears on the expected faces. Also test the GLB in your intended destination; application support can differ.
12. Export as FBX When Your Destination Needs It
Some applications require FBX. Select the cube and open File → Export; choose the FBX Legacy exporter if it is available. In its export dialog, enable Selected Objects if you only want the cube. For a supported image-texture workflow, set Path Mode to Copy and enable Embed Textures. The exact controls and capabilities can differ between the FBX exporters and versions; the newer exporter may not support the same material texture workflow.
Export, then test the FBX in a separate scene and in the target application. Embedded textures and material conversion are not interpreted identically by every importer. If the image is missing, try a supported simple material or keep the image file alongside the FBX and relink it in the destination.
Troubleshooting
The cube is gray after I changed its material
Switch from Solid to Material Preview. Make sure the intended material is assigned to the cube and that an Image Texture is connected to Base Color if you expect to see an image.
My render is black or very dark
Check the active camera, scene lights and World settings. A bright Material Preview environment can differ from the lighting used by the final scene.
The exported model has no texture
Check that the image was saved, the cube has UVs, the image node is connected to Principled BSDF, and image/material export was enabled. Reimport the GLB or FBX and test the target application.
The object rotates around an unexpected point
Check the pivot setting in the viewport header and inspect the object's origin. The 3D Cursor and the object origin are separate references.
Quick Reference
| Action | Default shortcut |
|---|---|
| Show or hide toolbar / sidebar | T / N |
| Move / Rotate / Scale | G / R / S |
| Add object | Shift + A |
| Duplicate / linked duplicate | Shift + D / Alt + D |
| Shading menu / camera view | Z / Numpad 0 |
| Render image | F12 |
Start with the cube, repeat each transformation, then test one material and one export. Once the exported file opens with the expected texture, you have a useful foundation for working with more complex Blender objects.
Official references: Object Mode toolbar, viewport shading, and glTF import/export.












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