Modeling Chukudu's Steering Column in Blender
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In this article, we pick up where we've left from the previous article and continue to model our Chukudu. This time, the steering column and the handlebar.
As you can see in Fig. 2, streering column of Chukudu is basically a cylinder, with a fork shape at the end. So let's model it!
Blender Information
This article uses Blender 4.2.8: Download link to latest Blender 4.2.x. Supported until July 2026.
Preparing the Scene
First, let's rename the Cube object that is our Deck to, well, Deck (Fig. 3). Then, let's click the eye button to hide it (Fig. 4). This way, our scene is well organized and we can start modeling our new object: Steering column.
Now let's hit SHIFT + A and add a Mesh -> Cylinder
As soon as the Cylinder is added, open that newly appeared pop up window on your bottom left corner of the screen. There, set the vertex count to 8. We don't need 32 vertices.
Great, this cylinder will be our Steering Column.
Press Numpad 3 to look at the scene from right angle.
Then, move the cylinder to where the streering column is in the reference picture by pressing G and moving it.
Now press R and rotate the cylinder to match the refernce image.
Then, press S and scale it down to match the thickness of the steering column in the reference image.
Now we want to extend it up to match the steering column. For that, we first need to select the top vertices. Press tab to switch
to the Edit Mode and then switch to the X-ray view by pressing alt + z. Now with LMB, you can select the vertices as shown in Fig. 11.
It is important that we switched to the X-ray view by pressing alt + z. Why? Because this way, when we selected the vertices, Blender selected the vertices that were falling behind our view as well. Simply look at the object from above to confirm that all the vertices are selected from the top (Fig. 12).
Now with the top vertices selected, press g and z twice, to extend them along the normal Z axis towards all the way up to where the steering wheel ends in the reference image.
After extending it, you may notice that the top part now does not aling perfectly with the steering column in the reference image. This is because when we first brough our cylinder there and casually rotated it a bit, it may not have aligned perfectly.
This is not a problem at all. Simply switch back to Object Mode by pressing tab and then press R to rotate it a bit to align the object with the reference image.
Now you can also scale the top vertices a bit to match the reference image. Press s to scale it down a bit (Fig. 15).
Now zoom out a bit and select the bottom vertices. We will now model the bottom part.
With the bottom vertices selected, press G and then z twice to extend it down along the normal Z axis down to where that column starts to thicken (Fig. 17).
Now in order to model that thickening part, we need to extrude the vertices but not move them. Simply press e to extrude, then immediately after press RMB to "reset the location", which means not moving the vertices at all.
Basically, you now extruded the vertices but did not move them.
Now with the extruded vertices still selected, press S and scale them up until they match the thickness of the bottom part in the reference image.
In Fig. 20, you can observe how it looks like from another angle.
Now extrude again until the wheel slot begins (Fig. 21).
Then, extude once more until the very bottom of the steering column (Fig. 22).
The basic shape of the steering column is now finished (Fig. 23). We will now detail the bottom part of the column where there is a slot for the wheel to fit into.
Detailing the Wheel Slot
In this section, we will cut a profile at the bottom to create the slot for the wheel to fit in.
To cut a profile, we can use a cube and Boolean Modifier [g] [g] .
First, let's create the cube. To make moving the cube easier, we can first move the cursor to the center of the bottom vertices and then create a cube.
Select the bottom vertices of the column, then hit shift + S and when the pie menu opens, select
Cursor to Selected (Fig. 24).
Now remember to switch to Object mode before adding a new cube. Then, hit shift + A to add a Cube.
The cube is too big as you can see in Fig. 26. Let's make is smaller by pressing S and scaling it down.
We should now resize the cube in the shape of the profile that we want to cut out from the bottom of the column.
First increase it's size in Y axis by pressing S and Y and moving your mouse until you reach the desired size.
We also want to increase it's size height-wise. Let's switch to right view for a better look by pressing numpad 3.
Hit S and then Z to increase it's size height-wise. Then rotate it to align with the steering column.
Let's move the cube up a little bit. At this point, the cube is in the right place and size for a successfuly boolean operation.
To see how the boolean modifier works, it is a good idea to make the cube transparent. Let's head over to the Object tab in Properties Window as shown in Fig. 34.
There, open the Viewport Display panel and select 'Wire' as 'Display As'. The cube is now transparent (Fig. 35).
Now select the Steering Column and add a modifier. As shown in Fig. 36, select the wrench button and add a modifier. Choose
Generate -> Boolean to add a boolean modifier.
Then, select the picker icon in the Object field of the Boolean Modifier and select the transparent cube, as shown in Fig.
37.
Now would you look at that. Thanks to the boolean modifier, we cut out a cube profile shape out of the steering column object. And it looks beautiful (should I give take a break from using Blender?).
If you swicth to Edit mode by pressing tab, you will see that the cut profile disappears. This is because a modifier modifies an object actively. Another word for this is non-destructive editing [g] [g] .
We can now call it a day and our Steering Column is finished. However, in some cases, you want to apply your modifiers. Applying a modifier "confirms" that operation in a way that it cannot be taken back (of course you can Ctrl + Z, you way out of things, but this is not the point here). Most importantly, applying a modifier confirms that change in the Edit mode as well.
For our purposes, it does not really matter whether we apply this modifier now or never. But I just want you to learn what it does, so let's do it.
To apply, click the little arrow button in the modifier's panel and select Apply (Fig. 40).
Now if you switch to Edit mode, you will notice that the vertices are reflecting the shape of the cut profile. How beautiful.
Since the modifier is applied, we also don't need that transparent cube anymore. Let's delete it.
And then, to keep things organized, let's rename the Cylinder to "Steering Column".
Let's unhide the Deck and observe our creation. Great progress! You have successfuly modeled the Deck and the Steering column of the Chukudu.
Modeling the Steering Handlebar
In this section, we will model the handle bar of the Chukudu.
The handlebar is Chukudu's most organic shape. By an organic shape, I mean that it has the least amount of "straight" or "hard edges" compared to other parts of the Chukudu such as the Deck or the Steering Column, which are a rectangular block and a cylindrical object respectively.
The handle bar looks like the horns of a bull, with a hole in the middle for the steering wheel to fit through. The handle bars also resemble a 'wye pipe' shape.
I could not find a very good reference picture for handlebars. By a good reference picture, I mean one that shows the subject exactly from the front, such that we can trace the reference picture in order to model the handlebar as accurately as possible. Remember, for a good modeling outcome, you must always use reference picture(s). Just for this instance we can make an exception. Since Chukudu's themselves are a work of art and craftsmanship, we will be forgiven to model things by following our hearts and rough estimates.
In order to model this shape, we will start simple with a basic shape of the handle bars. Then we will do some edits to make it more organic, just like how it looks in the reference photos.
Along the way, you will get a chance for a finer vertex editing experience that is the corner stone of organic modeling techniques.
Let's begin
Let's start by hiding other objects in the Outliner window, so our scene won't be cluttered (Fig. 46).
Let's also bring the cursor back to the origin of the world, so the new objects we create will spawn at the world center. Hit shift
+ S to open the pie menu and select Cursor to World Origin (Fig. 47).
Add a new cylinder which will become the handlebar by pressing shift + A and choosing
Mesh -> Cylinder. Make sure that it has 8 vertices (Fig. 48).
Then, rotate it 90 degrees along Y axis by pressing r and then Y and then 90.
Now as it stands, the cylinder is "too thick" for a handle bar. We can easily make it thinner.
Go to Edit mode (tab) and with all the vertices selected, hit s and then shift + X and move your mouse. You will see that the cylinder gets thinner. This is because shift + X tells Blender to execute the transform operation in all axises except the X axis. We are scaling, so it now changes its scale only in Z and Y axises. You can do this with other transform operations like move and rotate as well. Pretty neat ha?
Creating the 'wye pipe' shape
The shape of the Chukudu handle bar resembles of a 'wye pipe' shape, as shown in Fig. 52. Topologically speaking, it is not exactly same as with a wye pipe, but as far as technicalities are concerned, this is not as important. I simply wanted to show you an example of what we are trying to achieve.
Let's add a loop cut in the middle of the cylinder with ctrl + R.
Then, bevel the loop cut by pressing ctrl + B.
Now select the top faces from the beveled area. Remember to switch to Face Select mode to easily select the faces (Fig. 56).
In Fig. 57, you can see the selection from top view (press numpad 7 to view from top). Make sure that you select these top faces.
Extrude the top faces up by pressing e.
Then, flatten the extruded faces by pressing s and then z and then 0. What this does is, it makes the Z axis values of all selected vertices 0, which effectively flattens them in respect to each other.
Now with the flattened faces/vertices still selected, search for 'To Sphere' option and select it. To search, hit spacebar.
You can also find 'To Sphere' option in Mesh -> Transform -> To Sphere.
Once you selected the 'To Sphere' option, mouse your mouse until you see that the vertexes are shaped into a circle (Fig. 61).
As you can see, it is not a perfect circle, this is because the flattened surface was not a perfect square with equal amount of vertices around. Let's do that next.
Add a loop cut in the middle by pressing ctrl + R.
Then, reselect the vertices around as shown in Fig. 63.
Now, reapply the 'To Sphere' option. You will see that the shape is more of a circle now.
Topologically speaking, our model is finished. We will now make finer adjustments to make it look like the finished model. This is where you will be practicing some 'organic modeling'. As the name refers, this is the same technique that you use to model things like plants, humans etc.
Adjusting the handlebar
To make adjustments, first we will add a couple of modifiers which will help us in the process.
Subdivision Surface Modifier
Let's add a subdivision surface modifier. Make Viewport and Render values in the modifier 1 (Fig. 66).
Now as you can see, the handlebar is more smoothed out. Subdivision surface modifier adds more detail to a model, while at the same time smoothing out the newly added details, resulting in a smooother looking model.
So after we added the subdivision surface modifier, do you see that the number of surfaces are increased, but the rigid surface cuts are still visible as shown in Fig. 67? We can actually visually smooth out those surfaces. Click RMB and select 'Shade Smooth'.
Shade smooth option is a visual smoothining of the surface without adding actually surfaces. This is distincty from Subdivision Surface because the
modifier actually adds real surfaces. More surfaces means more calculations for the computer and if you add enough surfaces, your computer will slow down.
This is the reason why in the earlier step, we made the levels of subdivision surface 1.
Before we continue to edit our object, let's turn on "on cage" option in the subdivision surface modifier (Fig. 69).
Now you can see that, the subdivision surface modifier's effect on the model is visible even in the Edit Mode.
As we know, modifiers edit the object 'on the fly'. Some modifiers allow you to see the actual effect on the vertices with that button.
While you edit your object, you can always turn this option on and off to keep observing your model and make correct adjutments.
Mirror Modifier
Now we are about to make finer adjustments to the model. And we want these adjustments to happen to both sides of the handlebar. So we are supposed to do them twice on one side and then another? No, this is tedious and error-prone.
We want the edits on one end to be reflected on the other side automatically. For that, we are going to remove half of the model by deleting it , and then add a mirror modifier, where Blender will symmetrically duplicate the model.
So go ahead and select half of the model (Fig. 71). Then remove that half (Fig. 72).
Add a Mirror Modifier. After you add it, you need to tell the modifier which symmetric half you want to complete. Turn on and off X, Y, or Z axises as shown in Fig. 73 and observe when the missing half is completed. Based on the orientation of your model, this can be either one of the axises. If the orientation of your model is somehow off, then neither of the options will complete the correct half of the model. If you followed the article perfectly though, you should be getting the same result as me.
Also turn on 'Clipping' option in the Mirror Modifier. This way, the vertices that are exactly at the half point of the model will stay attached in their position.
Now as shown in Fig. 74, observe how when I move the editable half of the model, the other half follows exactly. Don't actually do the change in the Fig. 74, I was just showing the example.
Great.
Boolean Modifier
Now, let's add a hole in between the handlebar, where the steering column will fit into. For that, we will use the Boolean Modifier. We will create a cylinder and use it to cut the whole through the handlebar.
Add a cylinder. Then, make this Cylinder smaller (Fig. 76).
You can hit S and then shift + Z to make it thinner, then press S and then Z to make it shorter. Basically make it small until it is small enough that it looks like a cylinder passing through the handlebar.
Let's make this cylinder transparent by choosing "Wire" option in Object Window -> Viewport Display Panel -> Display As (Fig. 77).
Then choose the handlebar again, add a Boolean Modifier and select the Cylinder as the target Object (Fig. 78).
Observe that now there is a hole through the handle bar (Fig. 79).
Remember that the modifier stack's order is important. You can drag and drop the modifiers to change their order, and observe their effects. The logical step of the modifiers is to first add more surfaces (subdivision surface), then complete the missing half (mirro modifier) and then to cut a hole (the boolean modifier).
By the way, so far our handle bar is reversed. At least that's because the part in the middle that extends upwards is actually downwards in the reference images.
Let's simply turn the model upside down. Select both the handlebar and its boolean cutter object as shown in Fig. 81.
Then press R and then Y and then 180. This way, the model will turn upside down exactly 180 degrees.
Now go to front view by pressing numpad 1.
Then, select the tip of the handlebar and move it up a little bit, as per seen in the reference images.
Great, the handlebar is coming into life more and more.
Do you see that the tip of the handlebar is so pointy (Fig. 84)? This is because of the subdivision surface smoothing out the tip. To prevent this, we need to add more vertices there.
Add a loop cut at the middle of the handle, and move it waay up to the tip, but not exactly all the way (Fig. 85).
As you can see in Fig. 85, the tip is now more circular.
Let's take a look at the real handlebar image again (Fig. 87). Do you see how the top surface of the handle is a bit flat, where the drivers hands are supposed to grab?
Let's model that flatness.
Select the three vertices from the top surface as shown in Fig. 88. Then move them downwards until their height matches the neighboring vertices (Fig. 89).
While we are at it, also choose all the vertices at the tip and make them narrower by pressing S and then y.
Let's focus to the center a bit. Currently the center parts are so smooth that it is a bit unnaturaly looking. Let's add some vertices there.
Add a loop at that bottom part and move it down, but not all the way down.
Then, add another loop cut at the same location and move it up, but not all the way up.
Now the bottom part is more defined.
Finally, let's make the middle part a little wider, as seen in the reference image (Fig. 87).
Select all the vertices in the middle (Fig. 95).
Then, make the selected vertices wider by pressing S and y as shown in Fig. 96.
Now, as we enlarged the center part, the handle got thick as well proportionally. Let's fix that.
Add a loop cut and bring it down near to the center. Then make is smaller, until its size reaches the tip of the handle bar (Fig. 98).
Wow. This was one model that I modeled without the help of a good reference picture if I've ever modeled one. We could continue to adjust and make it more like how we see it in the reference pictures, eyeball estimate till the end of the day. Actually you can, if you want. But I think we can call it a day here. Let's put our models together.
Let's start positioning the handlebar. Unhide all the other objects so we can see them.
Then, switch to the side view and select both the handlebar and its boolean cutter.
Then, move the handle bar up to the tip of the steering column and rotate it to align it.
Make sure everything looks good from the front as well. I hid the main reference image in the scene as well in this step so that we can see things clearer (Fig. 103).
Finally, select the boolean cutter and resize it to adjust it to the thickness of the steering column.
To correctly scale it while it is in a rotate state like that, hit S and then Shift + Z (hit z twice) to scale it along Normal X and Y and except the Z axis.
Your Chukudu is really coming through, innit?
See the final view of the outliner window. I renamed the objects accordingly (Fig. 106).
Now, let's also set the Handlebar as the parent of the boolean cutter. This means that, when and if we move the handle bar, the boolean cutter will follow it exactly. So if we move the handle bar again, we don't have to select both the Handlebar and its boolean cutter everytime.
To add the Handlebar as a parent, first select the boolean cutter, and then the Handlebar, then press CTLR + P, select Object in the opening menu (Fig. 107).
When we add an object as a parent to other objects, we select all the objects that are considered children, then we select the parent object as last. The last selected object in Blender is the active object, so it acts as the parent when we do the CTLR + P operation.
Notice how the boolean cutter is now under the HandleBar in the hierarchy in the outlinder (Fig. 108).
Conclusion
In this article, you've learnt how to model with circle/cylinder shaped objects, extruding, boolean modifier and practiced a great deal of moving, rotating and scaling objects.
You've also learnt some basics of organic modeling, by modeling something like a handcrafted wooden piece such as the handlebar. Then you practiced some modifier stack operations.
Tap yourself in the back. These are really important fundementals of any 3D creation app.
Personally for me, my blog is really fleshed out now and I am really happy where it is in terms of its internal code. I was able to focus solely on writing this article, and believe it or not, it took me only a day to finish this article, compared to ~ 2 weeks for the previous article. I mean, the previous article was also pretty long, but I really had to work on how my blog engine works in the background in order to create a smooth writing experience for myself.
At the end, like I said, this blog engine is working really nice and I am really satisfied with the writing process. In fact, I am planning to write an article & record a video just to show my writing process.
For you, this means that you will definitely see this tutorial series to come to an end. I feel motivated and encouraged to finish explaining this project.