Blender looks intimidating on day one, but the core moves map cleanly onto what you already know from SketchUp. Part one covers getting in, moving around 3D space, and adding your first objects.
Editor's note (July 2026): This series was written for Blender 2.8, and the good news is that the fundamentals below have not changed. In current Blender (4.x and the newer 5.x) the same navigation, the G move with X / Y / Z constraints, Shift+A to add, and the numpad views all work exactly as described. Two small updates since 2.8: installing Blender is now a normal installer or a one-click Steam install (no manual file extraction), and deselect-all is Alt+A (early 2.8 briefly used a double-tap of A, which was removed).
Blender's navigation is all middle mouse button: hold it to orbit, add Shift to pan, scroll to zoom. Move objects by pressing G then an axis key. Add objects with Shift+A, and they land at the 3D cursor, not your mouse. Learn those few moves and Blender stops feeling foreign fast.
Orbit, pan, zoom, move, add. Start here.I used SketchUp for over fifteen years, so this was not a decision I made lightly. A round of changes to the program finally pushed me to look elsewhere, and Blender won. The interface can look intimidating at first, but once you push past the initial learning curve you start to appreciate just how powerful it is. Here is what sold me:
This guide assumes you already know the basic CAD vocabulary: orbiting, panning, zooming, and the idea of the three 3D axes. If you are coming from SketchUp, you have all of that.
When I first wrote this, Blender 2.8 was still in beta, so you had to download the archive, extract the files, and launch it from the Blender icon, ideally making a shortcut so you could find it again.
These days it is much simpler. Grab the normal installer from blender.org, or install it through Steam so it updates itself automatically. No manual extraction required.
The default scene has the familiar furniture: the three axes running off to infinity, a default cube most people delete first, a grid floor, the 3D cursor, a camera, and a light. Getting around it comes down to three moves, and they all live on the middle mouse button.
Handy trick. Select an object, or several with Shift+click, then press the . (period) on your number pad to zoom and center the view on the selection and set the orbit point at its center. Click empty space or press Alt+A to deselect.
You can move an object with the Move button in the left toolbar, which pops a 3D gizmo on the object, but the fast way is the keyboard. Select your object, or several with Shift+click, then press G for grab. The object outline turns pale blue and it follows your mouse. Now constrain it to an axis:
With no axis chosen, movement runs parallel to the viewport plane, which can be disorienting, so constrain when precision matters. If you forget the sequence mid-move, the options row along the bottom of the window spells out what to press.
Standard views help you stay oriented, and they are on the number pad: 7 for top, Ctrl+7 for bottom, 1 for front, Ctrl+1 for back, 3 for right, and Ctrl+3 for left. They are also under the View menu.
First, clear the default cube: select it and press Del, or X then Enter, or use Object then Delete. Anything you regret undoes with Ctrl+Z.
One thing that catches SketchUp users out: new objects appear at the 3D cursor, not wherever your mouse is. Wherever the cursor sits is where the next object lands. It feels odd at first and genuinely useful once you get used to it. To add something, click Add in the top left, or press Shift+A, and dig into the Mesh submenu for 2D and 3D shapes. Pick, say, a UV Sphere and it drops in at the cursor.
Grab the options window right away. The moment you add an object, an options panel (Segments, Rings, Radius, Location, Rotation) appears in the bottom left. It is only available immediately after adding: deselect the object and it is gone for good.
Those input fields are more capable than they look. You can type a value, use the little left and right arrows to nudge it, or hover and hold the left mouse button to slide it. Best of all, most inputs of this kind do math: type 2 + 2 and hit enter and Blender outputs 4. Need a radius from a diameter? Type 7 / 2 and it fills in 3.5. It saves a surprising amount of mental arithmetic.
For many users, yes. Blender is free with no feature limits, handles millions of polygons, adds real materials, lighting, sculpting, physics, and animation, and exports STL for 3D printing. The tradeoff is a steeper initial learning curve, which this series is meant to smooth out.
It is all on the middle mouse button. Hold it to orbit, add Shift to pan, and scroll to zoom. Unlike SketchUp, Blender orbits and zooms around the center of the view rather than your mouse cursor.
Select the object, press G to grab, then press X, Y, or Z to lock to that axis. Left-click to place it or right-click to cancel. To move on two axes, press G then Shift plus the axis you want to exclude.
New objects appear at the 3D cursor, not at your mouse like in SketchUp. Move the 3D cursor to where you want objects to land, then add them with Shift + A. It feels strange at first but becomes a precise placement tool.
Yes. Most numeric inputs accept expressions. Type 2 + 2 and it becomes 4, or 7 / 2 for 3.5. It is handy for things like converting a diameter to a radius without leaving the field.
None of this is advanced, and that is the point. Spend a little time navigating, adding primitives, tweaking their options, zooming between objects, selecting one and many, moving them around, and deleting them. These moves become automatic quickly, and once they do, the rest of Blender opens up.
That is Part 1. Next in the series we get into snapping, then push and pull, measurements, the dimension tool, materials, custom images, and viewport transparency. Work through them in order and the SketchUp-to-Blender jump gets a lot smaller.
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