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TitleBanana modeling tutorial

Hello everybody! This is my first tutorial on showing how to model and texture a banana.
Its intended for beginners but you should have basic knowledge in blender.
If you have additional questions, or if I have missed something go to (blender documentation)
Lets start…
What we need:
● an Image Manipulation Software (I use Gimp)
○ you can get it here:
● Blender (I use version 2.42 in this tutorial)
○ if you dont already have blender get it here:
● a digital camera
● a banana 😉
Okay first we need to take a picture of the banana with our digital camera. Position the banana like in the image below. And take a picture from the top of the banana. Its better for later processing to put a white piece of paper under it. Next copy the image to your box and open it in Gimp (or any
other image manipulation software) All we have to do now is to get rid of the surrounding pixels which doesnt belong to the banana. In Gimp you can use the Select contiguous regions tool shortcut key Z. Fill all parts in the image with a plain white color like in the image below.

If you want or if you dont have a digital camera you can cut this image and use it for the next steps.
But the resolution is not as good as if you had taken a 5 mega pixel image 😉

So now we have our texture image and a good reference for modelling.
Fire up blender and delete the default cube or anything else exept the camera and some lights.To delete something select it with the right mouse
button and press the X key.Next go in the View Menu and select Background image. The background image dialogue appears. Click on Use Background Image and click on the small folder. Locate the image on your harddrive and press ok. Now you should have a nice banana in blenders 3D View window.
This is our reference for the modelling step If we look at the real banana next to us on our table, we can see that we can reduce the shape to a 6 sided cylinder. This is a very important thing for modelling!! First think
of how would be the easiest way to get a simplyfied shape on the screen. This saves us a lot of work afterwards 🙂

Press 3 on your numpad then space (If nothing happens your mousecursor is not in the edit window) and select Add > Mesh > Cylinder turn Vertices to 6 and press OK.

There it is ! Now press 1 on the numpad and scale the cylinder (S key) that it fits the length of the banana (you have to scale along the X­Axis so if you are in scaling mode press the X key). Look at the image.

All we have to do now is to use the Loop subdivide (CTRL­R) feature to align the cuts of the cylinder to our reference image. I will describe the steps one time and you have to do the rest, but its very easy and takes only about 15 minutes 🙂
First make sure that you are in Vertex edit mode. The small dots have to be highlighted!!

We’ll start in the middle and slowly walk with each cut to the edges of the cylinder. Every cut must be scaled (S key) and grabbed (G key) that it fits nicely in our reference image. With everything selected press CTRL­R. You will notice that a pink line will appear. This is our loop cut. If we
move the mouse left and right we are able to move the cut. But for now we want it in the middle.
Click the left mouse button.

It should now look like the image above. Cause we can’t see our reference image through the cylinder we can go into wireframe display mode simply press Z key. The next steps are loop subdivide, grab, scale until every part fits nicely in our banana image in the background To go on press G key and move the vertices upwars (while in grab mode you can press Z key to only
move the vertices along the Z­ Axis) and scale them a little with S key. You can use the mouse wheel to zoom in and by holding shift+ pressing mousewheel you can pan. This is very helpful yeah!!
Next press CTRL­R again a new cut will appear and we will do the
same again (grab, scale… cut, grab, scale…)
With every step our banana gets closer to the real shape. You
notice that we have to rotate every loop cut to fit better in the shape.
you can do this with the R key.

At the end it should look like in the image to the right. Does it looks like this? Then you can take a quick break and eat the banana :)Okay, now its time for some texturing, press Tab to exit edit mode and press F6 to change to the Texture Buttons. Click on Add New in the Texture Tab and choose image in the drop down list. Next Click on Load Image in the Image Tab. Load our sweet banana image in blender. It should look like this:

If you are ready with this switch to the Materials Button (F5 key) again press on Add New. In this menu we have to adjust many things. Ive put some screenshots below what options I have chosen. But don’t think these values are best !!!! NO !!! they are surely not !! I’ve simply played with the values so that it looks good to me. I will describe some of them here. These values are only a good starting point. I recommend to adjust them a little bit. Just play with them 🙂

A important thing which you should do first are the options in the Map Input panel. These options control how the image is projected on our banana. Choose flat and make sure that the X,Y,Z buttons are activated according my screenshot. Otherwise the imagemap will be projected anywhere else but not how we want it. In the Map To panel activate Nor and set the value to 1.40 this makes sure that we have a little bumpy effect.
The Shaders Panel allows us to control the highlights, specularity and much more. I would suggest you play a little bit with these options… Do some test renders :

This was enough for texturing. Now we should add some more living to our scene:
If your scene is too dark in your test renders check that you have one or two
lightsources near the model. You can add some by pressing space > Add > Lamp > Area. The Area lights wont point directly on our model. We can fix that by selecting our banana with the right mouse button holding shift and select the Area Light. Both should now be selected. Now hit CTRL­T and choose TrackTo Constraint. The same you can do with the camera.
As you can see I’ve added two Area Lights and a plane to have something
where our banana can lay on. You can add a plane as well by pressing 7 on the numpad to get to the Top View then hit spacebar in the edit window and choose Add > Mesh > Plane. Remember to scale it by pressing the S key
and grab with the G key.

You have to experiment a little to get the   lightsources to a nice position. Simply do some quick test renders 🙂
And don’t forget to tweak some options in the Lamp buttons panel

In my image both Area lights have the same options/values. One has a yellow­grey lightcolor and one is only grey like in the image below. If you turn on 16 Samples, the render time will increase!!  I will put the light options I have used here for you as reference

Now we can make our model a little bit more smoother. Go into the edit mode Tab with the banana selected and press F9 to switch to Editing. In the Link and Materials tab activate Set smooth. You can also add the
Subsurf modifier under the Modifiers Tab. See the screenshot.

If you are satisfied with your results its time to do a test render, and to add some beauty finish. I’ve added Ambient Occulsion located in the World Button option

Here are my values:
If you turn on 16 Samples, the render time will increase a lot!! (this is only for the final rendering:) for test renders you can take 9­10 or even less

So this is the final image. Looks quite nice…And here is another image to show what you can do with bananas =)

Some final words:
Thank you for reading my first tutorial. I hope you could learn something and it had made fun…
If you have comments about anything here, or have found typing errors or grammar (I think there are a lot 🙂 feel free to send an email to:
If you like you can visit from time to time. to check out some more tutorials…
thanks for reading!

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3 Responses to “Banana Modelling Tutorial”
  1. youssef designs says:


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  2. John Kisakye says:

    Thanks alot dear. Your Banana tutorial has Been a solution to my coursework

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  3. Sunil says:

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