A Low-Poly Mushroom

In this guide we’ll make a low-poly mushroom like this:

Final Result

Add a Cylinder

Add Cylinder

Add Cylinder Options

It will be rather small, but should look something like this:

WIP

Since we’re going for a low-poly look, 5 is a good start here. But even for a high-poly design this is not a bad starting value since we can add more polygons later with modifiers.

Also, for the initial size (Radius, Depth), we’re just going for something that’s smaller than a typical character (1-2m tall).

Frame Selected

Frame Selected

Edit Mode

Edit Mode

Edge Selection Mode

Extrude and Scale

We’ll now build the basic shape of our mushroom.

Don’t worry if it don’t turn exactly right on the first try. We’ll tweak the shape later.

Select Top Loop

Extrude Z

Scale

Extrude Down

Scale

Repeat 4 times

Avoid creating too many steps. In Blender, it’s generally an advantage to start out with as little geometry as possible, and the add details later.

Closing the Top

Merge Vertices Menu

We now have a very coarse mushroom:

Mushroom Coarse

Tweaking the Shape

Rotate the view around and check that the shape of the mushroom is like you want it. If it’s not quite right, you can:

Repeat scaling and moving until you’re happy with the shape.

Closing the Bottom

Notice that the bottom of our mushroom is still open.

Let’s fix that.

Mushroom Bottom Open

Mushroom Bottom Closed

Better Stem

Now that we’re on the bottom, let’s make the stem a little less straight.

Mushroom Stem Ring Cut

Mushroom Stem Ring Scale

More Details

Now, let’s add a bit more detail. While 5 segments are OK for the stem, the “hat” of the mushroom is probably a bit too pointy.

X-Ray Button

Mushroom Hat Corner Selection

Mushroom Hat Bevel Corners

More details

Blender has a nice way to add details to any Mesh using Modifiers.

Modifiers Button Big

Add Subdivision Surface Modifier

Notice how the mushroom preview is now more detailed:

Mushroom Subdivision Modified

Having the subdivision shown while editing can get a little annoying, but fortunately Blender allows this to be customized.

Modifier Edit Mode

Notice how the preview changes.

Using a subdivision modifier like this allows us to keep modeling with simple geometry while having more details for preview and (later) rendering and export.

Coloring

Ok. Time for some color.

Mushroom Hat Face Selection

You may also want to include faces from the underside of the “hat”.

If you don’t get exactly the right set of faces you may want to lower the Select Similar Threshold:

Select Similar Threshold

You’ll want a selection like this:

Entire Hat Selected

New Material Button

Base Color

You’ll notice that the preview doesn’t change. That’s because we’re in Solid viewport shading mode.

Material Preview

Your mushroom should now show in the color you’ve chosen. But since there’s only one material it’ll be used for the entire mushroom, despite our current selection. Let’s fix that but adding a second material for the stem.

Mushroom Colored

Saving

If you haven’t already done this, now would be a very good time to save your Blender file.

If this is the first save, Blender will ask for a name and location

Exporting

To use your Mushroom in another application like Godot, you’ll need to export it.

Export glTF 2.0

Export glTF Dialog

Variety

Use the following tools to make your copy slightly different.

Select things:

With something selected, make some changes:

Assign different colors to different types of mushrooms.

Export each muchroom in it’s own file, or export clusters of mushrooms together.

Variety of Mushrooms