Blender · Part 3 of the series

Learning Blender after SketchUp: where did Push/Pull go?

SketchUp's Push/Pull is one tool. Blender splits it up, and the pull half, Extrude, is more powerful than the original. Part three covers extruding, the one thing Blender cannot do, and the loop-cut workaround.

Learning Blender after SketchUp Part 3 Push Pull video thumbnail
▶ Watch the full lesson · 8:02

Editor's note (July 2026): Written for Blender 2.8, and it all still holds in current Blender (4.x and 5.x). E still extrudes, Ctrl+R still makes loop cuts, and X still opens the delete menu. Blender still has no single destructive "push" like SketchUp's, so the Knife tool and the Boolean modifier remain the way to cut through geometry. New here? Start with Part 1 and Part 2 first.

The short version

SketchUp's Push/Pull becomes the Extrude tool in Blender: press E and drag, exactly like the grab tool. Extrude is more flexible, but it always adds new geometry and it will not punch a hole clean through an object the way Push does. To cut openings like doors and windows, you use loop cuts (Ctrl+R), extrude inward, and delete the leftover faces.

Press E to pull. There is no one-key push.
The pull half

Push/Pull in Blender: meet the Extrude tool

SketchUp gives you one tool, Push/Pull, for quickly pushing and pulling geometry. Blender splits those jobs up, and the pull half is the Extrude Region tool, which is actually more versatile than SketchUp's version. This builds on the last two lessons, so if you have not read Part 1 and Part 2, go through those first.

To extrude, select the geometry you want in Edit Mode, then either click the Extrude Region button in the left toolbar and use the on-screen handle, or, as I prefer, press E and carry on just like the grab tool from Part 1. Hold Shift as you drag to slow the movement down for finer accuracy.

Using the Extrude Region tool in Blender by pressing E and pulling a face outward in edit mode
Press E, then drag, just like grab. That is the pull half of Push/Pull.
Better than the original

Three ways Blender's Extrude beats Push/Pull

Extrude is not just a rename of Push/Pull. It does more in three important ways:

  • It works on any geometry. SketchUp only pushes faces. In Blender you can extrude vertices to create edges, or extrude edges to create faces, which gives you a lot more room to build.
  • It handles multiple selections at once. Select several pieces of geometry and extrude them all together. By default they move along their average perpendicular, but you can constrain to any axis or combination of axes, just like moving.
  • It always creates clean new geometry. Every extrude adds new faces. In SketchUp, pulling a face just extends the geometry you started from unless you hold Ctrl to make new faces. Blender does the right thing by default, which matters for clean topology.

That last point is worth a beat. Clean topology is a big topic on its own, but the short version is this: if you keep pulling faces along one side of an object without new geometry, you end up with a single face carrying a ton of edges, which is not good practice. Extrude making new faces every time keeps your mesh tidy.

Extruding several selected faces at once in Blender, moving along their average perpendicular direction
Select many faces and extrude them together, along their average perpendicular or a chosen axis.
The honest catch

The one thing SketchUp does that Blender does not

Here is where I will admit Blender falls short, and it is about the only time in this series I will say that. The push part of Push/Pull is technically missing. Extrude can push a face inward, but it will not destroy the geometry it runs into. It cannot, say, punch a hole through the opposite side of a cube the way SketchUp's Push does automatically.

From what I can tell, the reason is that Blender has many different ways to cut into objects, so it does not build that behavior into Extrude. Instead you reach for a dedicated tool: the Knife tool, or one of the modifiers, most often the Boolean. It is more steps than SketchUp for this one job, but it also gives you far more control over the result.

Other Blender tools for cutting into geometry, including the Knife tool and the Boolean modifier icons
Cutting through geometry is a job for the Knife tool or the Boolean modifier, not Extrude.
The practical fix

The workaround: loop cuts and deleting faces

For the common case, cutting openings like doors and windows, there is a clean workaround using loop cuts. A loop cut adds a ring of edges around your model so you have geometry to work with.

  1. Add a loop cut: click the Loop Cut icon in the left toolbar, or press Ctrl+R. With the shortcut, hover over the area to cut and scroll the mouse wheel to add more or fewer cuts.
  2. Place it: hold the mouse button to slide the cut along the geometry, or right-click to drop it exactly in the middle.
  3. Frame the opening: add horizontal and vertical loop cuts to outline the door or window.
  4. Push it through: extrude the framed face inward, snapping to the opposite side (Part 2's snapping earns its keep here).
  5. Delete the leftovers: press X and choose Faces from the delete menu.

One quirk to expect: there will be two faces to delete, not one. All the extrude did was pull one face across and set it on top of another. In SketchUp, pushing through would have deleted both faces for you. In Blender you clean them up yourself, and then you have your opening. The same steps frame and cut a window: loop cuts for the frame, extrude through, delete the interior faces.

A wall in Blender with loop cuts framing a door and window opening ready to extrude and cut
Loop cuts frame the door and window, then extrude through and delete the interior faces.
Topology matters

Why loop cuts need quads

Loop cuts have one rule worth burning into memory: a cut only runs a complete loop around your model as long as every face along its path has four edges, a quad. Hit a face with three edges, a tri, and the loop stops dead there.

In the example below, the loop completes in one direction but not the other, because a corner along that path is a three-sided face. This is exactly why keeping your geometry clean, and your faces as quads, matters so much in Blender. Good topology is not fussiness, it is what makes tools like loop cut actually work.

A Blender loop cut example showing the loop completing across quad faces but stopping at a triangular face
The loop runs through quads but halts at the tri. Keep faces four-sided and loops flow all the way around.
Common questions

Frequently Asked Questions

What is the equivalent of SketchUp's Push/Pull in Blender?

The Extrude Region tool. Select geometry in edit mode and press E, then drag like the grab tool. It covers the "pull" half of Push/Pull and is more flexible, since it works on vertices, edges, and faces.

How do you extrude in Blender?

In edit mode, select the geometry and press E, then move the mouse and click to place, exactly like the grab tool. Hold Shift while dragging to slow the movement down for finer control.

Why can't I push a hole through an object in Blender like in SketchUp?

Blender's Extrude does not destroy the geometry it runs into, so it will not punch straight through. To cut through an object, use the Knife tool or a Boolean modifier instead, which give more control than SketchUp's Push.

How do you make a door or window opening in Blender?

Frame the opening with loop cuts (Ctrl + R), extrude the face inward and snap it to the opposite side, then press X and delete the two leftover faces. That leaves a clean opening through the wall.

Why does my loop cut stop halfway around the model?

A loop cut only continues while every face on its path is a quad, a four-sided face. If it reaches a triangle, the loop stops there. Keep your topology clean and your faces four-sided so loops run all the way around.

Wrapping up

Next: precise measurements

Between the last three lessons you can now grab, move, and extrude geometry, which is most of the day-to-day of modeling. The missing push takes a couple of extra steps, but loop cuts and a face delete get you there, and clean quad topology keeps everything working smoothly.

Next in the series we tackle precise measurements, getting geometry to an exact size. It took me a while to figure out, and once I did it made getting spot-on dimensions for my 3D-printing prototypes so much easier. Until then, practice and practice some more.

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