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How to Extrude Geometry in Blender (E)

Windows: E
Mac: E
Linux: E
Pressing E while in Edit Mode with vertices, edges, or faces selected activates Extrude, pushing that selection outward and creating new connected geometry in the process — one of the single most fundamental mesh-building operations in 3D modeling. **What actually gets created**: extruding a selected face creates a new face at the extruded position along with connecting side faces linking it back to the original boundary, effectively adding volume or length to the mesh in the direction of the extrusion. Extruding just an edge or a vertex similarly creates new connected geometry, though the specific resulting shape differs based on your current selection mode. **Directional behavior**: by default, Extrude constrains movement along the selection's average normal direction (roughly, 'outward' relative to the surface being extruded), which is usually the intended direction for typical modeling work like adding thickness or length to a shape, though this default constraint can be overridden by pressing an axis key (X, Y, or Z) after initiating the extrude, similar to Grab's axis-constraint behavior. **Typed precision, same pattern as Grab**: immediately typing a number after pressing E applies that exact distance as the extrusion length, letting you extrude a face outward by precisely a known measurement rather than relying on freehand visual estimation. **A common beginner mistake**: pressing E and then immediately right-clicking or pressing Escape to cancel the extrude's movement still leaves the newly created geometry in place at zero distance from the original — canceling the transform portion of Extrude doesn't undo the extrude operation itself, which can leave unwanted zero-length duplicate geometry behind; a full Ctrl+Z undo is needed to completely reverse an accidentally triggered Extrude. **Related shortcuts**: Ctrl+R (Cmd+R) for Loop Cut, often used alongside Extrude to add supporting geometry near newly extruded areas, and the 1/2/3 selection mode keys for choosing exactly what granularity of geometry (vertices, edges, or faces) you're extruding from. **Extruding along a face's normal by default**: when extruding a selected face, Blender defaults to constraining movement along that face's average normal direction, which is almost always the intended direction for adding thickness or length — overriding this with an explicit axis key only becomes necessary for unusual cases where you specifically want movement along a global or local axis instead of the face's own outward direction. **Extrude Individual Faces variant**: when multiple disconnected faces are selected, the regular Extrude command treats them as one connected region, but the separate Extrude Individual Faces command (accessible from the same menu) extrudes each selected face independently along its own normal, useful for creating several separate protrusions from a set of faces that don't share connected edges. **A related but distinct operation — Inset**: rather than pushing geometry outward, Inset (I) creates a smaller face inset within the boundaries of the selected face without adding depth, often used as a preparatory step immediately before an Extrude to create a raised or recessed panel effect with a defined border around it. **Mistake to avoid**: extruding a face and then immediately scaling it to zero (attempting to create a pinched point) can create degenerate zero-area geometry that causes shading artifacts later — merging the resulting vertices at a point (Alt+M, 'At Center') after scaling to zero produces cleaner topology than leaving a zero-area face in the mesh. **Extrude along a custom rotated axis**: after pressing E, switching the transform orientation to Normal (rather than Global) before constraining lets you extrude precisely along a face's true normal even in edge cases where Blender's automatic normal-direction default doesn't behave as expected, such as extruding from a selection spanning faces with significantly different normal directions. **Repeated extrude for chain-like geometry**: pressing E, confirming, then immediately pressing E again repeats the operation from the new geometry's current position, letting you build a chain of connected segments (useful for pipes, cables, or articulated chains of geometry) with each press extending one more link, all without leaving Edit Mode or reselecting anything between presses.

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