Product Visualization in Blender (Smartwatch) — 3D Modeling. Part 1

In this tutorial, we are creating a stylish product visualization scene step by step! In the first part of this mini-series, we focus entirely on modeling the smartwatch case and straps, setting things up to dive into materials, textures, and the final render in Part 2. Resources and links used in this tutorial: https://drive.google.com/file/d/1kf0o... We start by setting up references in orthographic views, correctly positioning the top and side images, and adjusting their opacity and visibility. Then, we step-by-step create a base plane, set up bevels, add segments, and clean up the topology. Along the way, you'll see how to use the inset, extrude, and Loop Cut tools, as well as the Subdivision Surface, Mirror, Bevel, and Array modifiers to achieve clean geometry for a polished product visualization. A dedicated section of the tutorial covers modeling the smartwatch case: we break the object down into several components, separate parts into distinct objects, work with normals, monitor stretching using MCP checks, and fix problem areas with extra loop cuts and insets. You'll learn how to achieve smooth transitions, sharp edges where needed, and a clean silhouette free of artifacts — a fundamental yet crucial skill in 3D modeling. After the case, we move on to the straps. We model the strap shape starting from a ring mesh, add holes using the Array modifier, use Mirror to speed up the workflow, and build a clean, quad-based mesh. I'll show you how to properly use the Simple Deform modifier and Empties to bend the strap in the right direction while keeping it fully adjustable and easy to edit. We also model the extra elements separately: the connectors, the strap keeper, and decorative accents. At every step, I explain the reasoning behind my actions: where to add support loops, where Subdivision Surface is enough, and how to control the thickness, shape, and volume of your objects. #3d #blender #3dmodeling