A Low-Poly Mushroom
In this guide we’ll make a low-poly mushroom like this:
- Start Blender
- Select the default Cube
- Press
X
, thenEnter
to delete the Cube
Add a Cylinder
- Press
Shift+A
to open the Add menu
- Choose
Mesh
thenCylinder
- In the
Add Cylinder
options (bottom left corner), set the following:- Vertices: 5
- Radius: 0.1m
- Depth: 0.4m
- Cap Fill Type: None
- Z: 0.2m
It will be rather small, but should look something like this:
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
- From the
View
menu, chooseFrame Selected
to zoom in on your newly created cylinder
- You may want to zoom out a bit. Use the
Mouse Wheel
on Windows orCmd+Two Finger drag
on Mac.
Edit Mode
- Press the
Tab
key to enter Edit Mode, or use theInteraction Mode
switcher:
- Press the
2
key to switch toEdge 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.
Alt + Left-Click
on one of the top edges on your cylinder:
- Press
E
to start extruding - Move your mouse up a bit
- Press
Z
to restrict extrusion to the Z axis (up/down) Left-Click
when you have something like this:
- Press
S
to scale, and make the loop larger Left-Click
when you have something like this:
- Press
E
, thenZ
to extrude along Z again - This time, move down a bit
Left-Click
when you have something like this:
S
to scale again:Left-Click
when you have something like this:
- Repeat Extruding and Scaling 4 times to get something like this:
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
- Press
M
to Merge vertices - Choose
At Center
:
We now have a very coarse mushroom:
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:
Alt + Click
edges to select loops on the mushroom, thenS
,Move mouse
,Left-Click
to scale the selected loopsG
,Z
,Move mouse
,Left-Click
to move the selected loops up and down (in Z)
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.
- Select the bottom edge loop (
Alt + Left-Click
) - Press
F
to form a new Face from the loop
Better Stem
Now that we’re on the bottom, let’s make the stem a little less straight.
- Press
Ctrl+R
to add a Ring Cut - Move the mouse over the stem
Left-Click
- Move the ring towards the bottom of the stem
Left-Click
when you have something like this:
S
,Move mouse
,Left-Click
to scale the ring outwards a bit
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.
- Press
Alt + Z
to toggle “X-ray” mode, or use the button in the toolbar:
- Select the edges like shown below. There’s a couple of options:
- While holding
Shift
,Left-Click
each edge - While holding
Shift
,Click and drag
around the edges - Select the edges for one corner, then press
Shift+G
and chooseFace Angles
to select similar edges.
- While holding
- Press
Alt + Z
to toggle “X-ray” mode off again - Press
Ctrl + B
to start the Bevel command - Move the mouse to get a good sized bevel
Left-Click
when you have something like this:
- Check the bottom of your mushroom. If it doesn’t look good, Undo (Ctrl+Z) a few times and try a different size bevel, or try beveling a different set of edges. It doesn’t have to look exactly like mine.
More details
Blender has a nice way to add details to any Mesh using Modifiers.
- Click the
Modifiers
button on the bottom-right panel:
- Click
Add Modifier
- Choose
Subdivision Surface
underGenerate
:
Notice how the mushroom preview is now more detailed:
Having the subdivision shown while editing can get a little annoying, but fortunately Blender allows this to be customized.
- Click the button to turn off subdivision preview during editing.
- Press
Tab
to switch to Object Mode - Press
Tab
again to switch back to 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.
- Press
3
to switch to `Face - Select one part of the Mushroom “hat” like this:
You may also want to include faces from the underside of the “hat”.
- Press
Shift+G
and chooseArea
to select the entire hat
If you don’t get exactly the right set of faces you may want to lower the
Select Similar
Threshold
:
You’ll want a selection like this:
-
Go to the
Materials
panel by clicking the button -
Press the
New
button
- Click the colored field for
Base Color
:
- Choose any color you’d like for the hat
- Press the
Assign
button
You’ll notice that the preview doesn’t change. That’s because we’re in Solid
viewport shading mode.
- Click the button in the top-right corner:
- Alternatively: Press
Z
, then selectMaterial 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.
- Create another material by pressing the
+
button - Press the
New
button - Pick a
Base Color
suitable for the stem - Press
Ctrl+I
to invert the selection, so the stem is selected - Press the
Assign
button - Press
Tab
to switch back to Object Mode preview:
Saving
If you haven’t already done this, now would be a very good time to save your Blender file.
- Press
Ctrl+S
to save
If this is the first save, Blender will ask for a name and location
Variety
- Make sure you’re in Object Mode
- Press
Shift+D
to create a copy of the mushroom - Press
Shift+Z
to restrict movement to the floor (XY
plane) - Move the mouse to move the copy a bit away from the original
Left-Click
to place the copy- Press
Tab
with your copy selected to edit it
Use the following tools to make your copy slightly different.
Select things:
- Use keys
1
,2
and3
to make changes to vertices, edges and faces respectively - Make individual selections by
Left-clicking
,Holding Shift
to select multiple vertices/edges/faces Left-Click and Drag
to make a box selection- Use
Shift+G
to select similar vertices/edges/faces
With something selected, make some changes:
- Use key
G
to move the selection - Use key
S
to scale the selection - Use key
R
to rotate the selection
Assign different colors to different types of mushrooms.
Export each muchroom in it’s own file, or export clusters of mushrooms together.
Export Rendering
If you want to save a nice image of your mushroom scene, you can Render it.
- Press
F12
to open the Render window - Wait for the render to finish
- Press
Ctrl+S
to save your image as a.png
file
If you don’t have an F12 key on your keyboard, you can:
- Press the
Rendering
tab at the top of the menu - From the
Render
menu chooseRender Image
Exporting for Game Engines
To use your Mushroom in another application like Unity or Godot, you’ll need to export it.
- From the
File
menu, chooseExport
- For Unity, pick
FBX (.fbx)
- For Godot, pick
glTF 2.0 (.glb/.gltf)
- Navigate to a suitable location for your exported file
- Expand
Include
- Enable
Selected Objects
(assuming you’ve still got your Mushroom selected) - Expand
Data
(for glTF) orGeometry
(for FBX) - Expand
Mesh
- Enable
Apply Modifiers
- Type a name of your liking in the name field
- Press
Export glTF 2.0
orExport FBX