# Blender 3D: Noob to Pro/Model a Silver Goblet cylinder

|previous=Model a Silver Goblet
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```
## Preliminaries

This is a version of \"Model a Silver Goblet\" but starting from a
cylinder rather than a cube.

Start Blender or start a new scene ( +
) and delete the default cube.

Change to Top view (), make sure
you\'re in Object mode and add a cylinder
( + 
Mesh \> Cylinder): in the popup menu, change the number of vertices from
32 to 16, the Radius from 1.000 to 1.800, the Depth from 2.000 to 0.100
and leave \"Cap Ends\" as it is.

Change to Front view ().

## Description of the modeling steps

The steps in this tutorial are almost all made up of \"extrude\" and
\"scale\": so, to avoid repeating key sequences every time,

extrude : means

1.  make sure \"Limit selection to visible\" is off !Shows \"Limit
    selection to visible\"
    icon
2.  box select the top vertices of the cylinder: press
    , click and drag
     to make a rectangle around the top
    vertices
3.  press , press
     and type in the amount of the
    extrusion and press ; you can move
    the mouse instead but it is quicker and easier to type it in.

For example, the following keystroke sequence extrudes by 1.5:\
, click and drag
 to make a rectangle around the top
vertices;
.

scale : scaling is by default restricted to the X-Y plane; although the numbers in the bottom left corner of the 3Dview show Z changing, in fact only X and Y change, and by equal amounts.

1.  press , type in the value and press
     --- you can use the mouse instead
    but it is quicker and easier to type in the number.

## Creating the Goblet

!E-numbers and construction
steps
This diagram shows the connection between the E-numbers and the goblet
construction.

-   **E1:** Deselect all vertices (),
    Box-select the top vertices (B-key), and extrude by 0.2: you may
    need to zoom in () to do this as
    it\'s quite thin. Scale to 0.1.
-   **E2:** Extrude by 0.2, scale by 2.
-   **E3:** Extrude by 0.2, scale by 0.5 to make the lower knob.
-   **E4:** Extrude by 4 to make the stem.
-   **E5:** Extrude by 0.2, scale by 2.
-   **E6:** Extrude by 0.2, scale by 0.5 to make the upper knob.
-   **E7:** Extrude by 0.2, scale by 8 to make the base of the cup.
-   **E8:** Extrude by 4, if you wish to make a flared cup, you can
    scale by 1.5.
-   **E9:** Extrude by 0.0, scale by 0.9 to make the rim of the cup.
    (This will create a new ring of vertices and then move them in
    towards the centre.)

    :   Now go into Wireframe mode () so
        you can see inside to guide the next few steps.
-   **E10:** Extrude by -3.9, that is, downwards. and scale by 0.69: you
    can do this last scaling with the mouse, if you like, to get the
    edges of the inside of the cup and the outside parallel.
-   **E11:** Extrude by 0.0, scale by 0.0 to make the inside of the cup.
    Press  Remove Doubles to merge the
    centre vertexes.

You now have a goblet, the base of the inside of the cup is the face of
the last extrusion, is circular and flat as it derives from a cylinder.

If you haven\'t already saved your work-in-progress, now would be a good
time.

## Subsurfing and smoothing the goblet

The last step is to subsurf and smooth: go into Object mode and enable
Solid mode again ().

Select the Editing panel from the Buttons window
() and, in the \"Modifiers\" panel, click
on \"Add Modifier\", select \"Subdivision Surface\" from the popup menu
and, in the Subsurf display, increase \"View subdivisions\" from 1 to 2.

!Shows the Editing panel icon and the Modifier
panel

At the bottom right of the \"Links and Materials\" panel, click on the
\"Shading: Smooth\" button. At the bottom of the cup you will see
fluting --- this is an artifact caused by smoothing and subsurfing
triangles on a curved surface. Here it adds to the appearance, don\'t
you think?

*In Blender v2.78, the \"Smooth\" button is located in the \"Tools\"
menu under the \"Edit\" tab.* !Tools
shading

## Flattening the base of the goblet

The base of the goblet is curved due to the subsurfing, so needs to be
flattened.

Go into Edit mode, deselect all, box-select the lowest set of vertices,
then crease (remove the subsurfing) by pressing
 +  then
 .

The final result should look something like this:

![](goblet-smoothed-sharpened-front.png "goblet-smoothed-sharpened-front.png"){width="200"}
![](goblet-smoothed-sharpened-top.png "goblet-smoothed-sharpened-top.png"){width="200"}

Save the scene for use in the lighting tutorial. To jump to the relevant
lighting section, go to Blender 3D: Noob to Pro/Light a Silver
Goblet

