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How To Center Blender Camera

3D View Blender2693DViewIcon.png windows are used to visualize 3D scenes. Yous'll do a lot of work in these windows, and then y'all will need to learn your way around.

Note:

The 3D view only shows an approximation of the final appearance of the scene. The overall geometry should be correct, but don't wait accurate rendition of materials, textures, lighting etc, since that can be very time consuming. The 3D view is designed to answer to your deportment at interactive speeds. There are additional view options (wireframe, hiding etc) that arrive easier to see which parts of the model you're working on, take no effect on the final render. You lot tin alter your viewpoint at any fourth dimension (which volition exist essential while working on your model/scene), while the viewpoint of the render is controlled by the camera position.

In this module, you lot'll learn:

  • to recognize 10 things commonly seen in viewports
  • to tell which mode Blender is in
  • how to change viewport options and viewpoints
  • how to position the 3D cursor

You'll likewise learn the fundamentals of:

  • visibility layers

The Viewport and its Contents [edit | edit source]

Aside from its header, the remainder of a 3D View window is its viewport. You lot use viewports whatsoever time you need an up-to-appointment view of the scene you're working on.

Viewports are busy places. Go on a scavenger hunt and see what you can find in a simple viewport.

  1. Launch Blender.
  2. Just so we're all looking at the aforementioned scene, load the factory settings using File → Defaults -> Load Manufacturing plant Settings.
  3. Confirm the "Load Manufacturing plant Settings" popup with  LMB (or  Enter).
  4. If the NumLock indicator on your keyboard is unlit, press  NumLock then that numpad hotkeys will work properly.

(If yous're unsure what  LMB ways, please review the Keystroke, Button, and Menu Notation module.)

You should see something like this:

Blender-2.57 viewport outline.png

Hither the viewport has been outlined in red to focus your attention on it.

A Virtual Scavenger Hunt [edit | edit source]

Wait at the default scene and find the following eight items:

In the Centre

i. Blender-2.5 cube object mode.PNG a solid gray cube with orangish edges.

  • This is the default cube, your kickoff Blender object!

2. Blender 3D Manipulator screenshot.png Three arrows, ane cherry, one green and one blue, their tails joined to a white circle

  • This is non an object (part of your model/scene), but office of Blender'due south user interface for manipulating objects. It is the manipulator, as well known every bit the 3D transform widget.
  • The arrows represent the directions of the X, Y and Z axes of the currently chosen transform orientation coordinate system. Initially this is the global coordinate system.
  • The circle represents the heart of the selected object (the cube).
  • If you don't know what the "global coordinate system" is, please review the module on Coordinate Spaces in Blender.

If you don't see the manipulator...

  • It's possible that a tool is active. Press  Esc to cancel any tool action.
  • Another possibility is that the manipulator has been disabled:
    • Toggle information technology on or off with  Ctrl+ Space.

three. Blender 2.49b cursor.png A red-and-white striped circle with blackness cross-hairs

  • This is not an object. Information technology is the 3D Cursor, which indicates where newly-created objects will appear in the scene.
  • The cursor is similar to the insertion point in a text editor, which indicates where new text will be inserted in a document.
In the Lower Left Corner

four. Blender 3D mini axis screenshot.png

  • This is non an object. Information technology is the mini axis, and its orientation matches that of the global coordinate system, with the usual conventions: red for Ten, green for Y and blueish for Z. Call up of it equally a niggling compass, reminding you lot which way is left/right, front/back and upwards/down.

five. The notation "(1) Cube"

This is not an object. It is object info, indicating that:
  • You're viewing the first frame of an animation.
and
  • The current or virtually recently selected object is named "Cube".
In the Upper Left Corner

6. The note "User Persp"

This is non an object. This tells you which mode the viewport is in. The start word volition alter if y'all select one of the perfect views or the camera view (see below), otherwise it just says "User", and the second word is "Persp" or "Ortho" to indicate whether this is a perspective or orthographic view.
To the Right of Center

seven. Blender 2.49b lamp icon.png A blackness round thing that resembles a dominicus symbol

This represents a lamp, a light source for the scene. (It is an object.)

8. Blender 2.49b camera icon.png A pyramidal wireframe item

This represents a photographic camera, a viewpoint that can be used for rendering. (It too, is an object.) The camera is looking at the base of the pyramid. The solid triangle attached to one side of the base is to remind you which way is up in the image that the photographic camera takes.
On a small brandish, the camera might initially lie outside of the viewport and thus be invisible. In that example,  SCROLL to zoom out until it becomes visible.
Throughout

9. A dark grey background, divided into squares past lighter lines. This is the filigree floor, which y'all tin (just don't have to) utilize as a ground plane for positioning your models.

Each grid square is one blender unit of measurement (or BU) on a side. A BU can be whatever y'all wish, e.g. an inch, a centimeter, a mile, or a cubit. Blender lets you choose your scene scale in the Scene tab of the Properties Panel.

10. Iii mutually perpendicular coloured lines associated with the grid flooring: the red and green ones lying horizontally in the flooring and the blue one running vertically. These are the global coordinate axes for orienting your scene. Red is the X-axis, green the Y-axis, and blue the Z-axis.

  • In Blender 2.67a, y'all can't run into the bluish line for Z-centrality here, but you lot tin can see it in Front or Side view.

Modes [edit | edit source]

Blender has many modes, i.east. settings that touch its behavior, and this is particularly true of the 3D View window.

Sometimes it's not obvious which mode is active. This leads to way errors where Blender will practise something you didn't expect because you idea it was in 1 style and it was actually in some other.

The function performed by a hotkey or mouse button tin can depend on:

  • what manner the user interface is in,
  • whether the keyboard is in NumLock fashion,
  • which window is agile,
  • the mode the active window is in,
  • which item or items are selected,
  • whether you've initiated a hotkey sequence.

It helps to recognize the common modes and how to get out of them.

Object Way vs. Edit Style [edit | edit source]

The 3D View windows are usually in Object Mode. In this mode:

    • The mouse pointer is the default pointer normally used on other programs.
    •  RMB is used to select objects in the scene.
    • In versions 2.eight and to a higher place Utilise  LMB to select objects in the scene

If at that place are objects in the scene, you tin get into five other modes:

  • Edit Fashion: used to edit the shapes of objects
    • The mouse pointer is a thin inverse-video cross.
    •  RMB is used to select vertices, faces or edges of the current object.
    • Printing  Tab to enter/exit this mode.
  • Sculpt Mode/Vertex Paint/Texture Paint/Weight Paint
    • The mouse pointer is now a thin, orange (white in Texture Paint) circle.

These modes are as well indicated by a card in the 3D View header. You can utilise this menu to change modes.

Blender-2.5 mode menu.png

These modes are a setting shared past all 3D View windows. In other words, when y'all change the mode in ane window, any other 3D View windows change mode also.

Viewport Options [edit | edit source]

Note:

The options in this section only bear on 3D View viewports. They do not affect renders.

Solid vs. Wireframe [edit | edit source]

Past default, the 3D View window draws objects using the Solid drawtype, in which surfaces are opaque. To toggle between Solid and Wireframe drawtype (edges just, no faces) for a detail viewport:

  1. Activate the 3D View window
  1. Press  Z.

Alternatively, you lot can choose these and other drawtypes from the "Viewport shading" carte du jour in the 3D View window header.

Orthographic vs. Perspective [edit | edit source]

Past default, viewports describe orthographic views. To toggle a viewport between orthographic and perspective views:

  1. Activate the 3D View window.
  2. Press  Num5.

(If you're unsure what the difference is, please review the "Orthographic Views" module and the "Perspective Views" module.)

Notation this perspective versus orthographic setting for the 3D viewport is completely separate from the similar setting in the camera backdrop. The onetime takes effect while y'all're working on the model, the latter when you return.

So why have a separate setting for the 3D view? Considering certain aspects of modelling are easier in one view than another. If the last render volition be using perspective, so showing perspective in the 3D view naturally gives yous a amend idea of how the last render volition look. But perspective foreshortening tin sometimes make it hard to ensure the model has the proper shape, which is why there is the choice to switch to orthographic view.

If you have trouble distinguishing between orthographic view and perspective view

... you lot should activate the View Name selection. This is enabled past default and causes the name of the current view ("User Persp", for example) to appear in the upper left corner of every viewport. If there is no text, then y'all can enable information technology by:

  1. Accessing the User Preferences window.
  2. Click on the Interface tab.
  3. Enable View Name.

Changing Your Viewpoint, Part One [edit | edit source]

Each viewport has a viewpoint, which takes into account:

  • the location of the viewer in the 3D scene (There doesn't need to exist an object at that location.)
  • the direction the viewer is looking
  • the magnification (or zoom cistron) used

Irresolute your viewpoint allows you to navigate your mode through a 3D scene.

Nosotros'll start with iii very basic techniques:

  • Zooming
  • Orbiting/View Rotation
  • Perfect Views.

Additional techniques will be covered subsequently in this module.

Zooming [edit | edit source]

Blender offers several means to zoom in and out:

  • Utilize  Whorl
  • Click and drag vertically with  Ctrl+ MMB.
  • Utilise  Num+ and  NUM− to zoom in and out in small increments.

Note the following limitations of Blender'south zoom feature:

  • If the viewport is in orthographic mode, Blender zooms as if looking through a telescope. You can increase the magnification, just the viewpoint's location doesn't alter. For this reason, you cannot zoom into or through objects in orthographic fashion.
  • If the viewport is in perspective mode, Blender zooms to the eye of the viewport. The viewpoint tin can laissez passer through objects, merely can't pass across this betoken, no matter what you practise. Zooming just gets slower and slower and slower. If the center of the viewport is somewhere you don't expect, zooming may appear to exist broken.

Orbiting and View Rotation [edit | edit source]

Let's fly around the default cube, viewing it from different angles. In this manner you lot'll see that it really is a cube, centered on the origin, half above the X-Y plane and half below it.

  1. Actuate the 3D View window by placing the mouse pointer inside it.
  2. Now you can:
    • Click and drag with  MMB to orbit freely around the center of the view.
    • Utilize  Shift+ Alt+ SCROLL to rotate the viewpoint vertically around the centre of the view.
    • Utilize  Num2 and  Num8 to rotate the viewpoint vertically around the eye of the view in 15-caste increments.
    • Use  Ctrl+ Alt+ Scroll to rotate the viewpoint effectually the Z axis.
    • Employ  Num4 and  Num6 to rotate the viewpoint around the Z centrality in 15-caste increments.

If this is all very confusing for you, don't worry! You lot'll learn equally you lot get more than feel.

When you are finished flying effectually the cube, you can restore the original view by reloading the factory settings with File → Load Mill Settings.

If the hotkeys don't work...

Y'all may take pressed number keys in a higher place the letters instead of the ones on the numpad. If you do, the default cube will vanish. This is because the scene consists of multiple layers. The default cube is in layer 1, and you've told Blender to switch to the layer of the number you but pressed. The selected object (the cube in this case) remains in layer i, which is no longer visible. For instance,  2Key tells Blender to switch to layer 2. To switch to layer i again, printing  1Key. You tin can view the different layers past clicking on the footling squares on the layer map: Blender-2.5 layers.png

User comments

The Shift + Alt + Gyre and Ctrl + Alt + Ringlet do not work for me with mill settings in Blender ii.92.0

Note:
The center of the viewport is not marked, i.e. it'south difficult to tell where it is.  This can cause unexpected beliefs during rotation.                

Perfect Views [edit | edit source]

Information technology'southward often useful to go a perfect view of a scene, i.e. to view it along i of the master axes, with the other two main axes oriented upward-down and left-right.

Perfect View Hotkeys
Hotkey View Axis Pointing Correct Axis Pointing Upwards
 Num7 "top" +X +Y
 Ctrl+ Num7 "lesser" +Ten -Y
 Num1 "front" +X +Z
 Ctrl+ Num1 "rear" -X +Z
 Num3 "correct side" +Y +Z
 Ctrl+ Num3 "left side" -Y +Z

The following screenshot shows all 3 perfect views plus camera perspective for the Suzanne archaic:

Blender-2.5 perfect view quad.png

This layout is used and then oftentimes, information technology has a keyboard shortcut: ( CTRL+ ALT+ Q).

Positioning the 3D Cursor [edit | edit source]

Positioning the 3D cursor is a very basic operation, yet i that many beginners find challenging. Information technology touches on an issue mutual to all 3D graphics software: "How practice you specify points in a 3D scene when we can only see two dimensions at a fourth dimension?"

Basic Technique [edit | edit source]

  1. Go into either Object Mode or Edit Manner.
  2. Move the mouse pointer to the desired position (in whatsoever viewport).
  3. Click  LMB.

2 Challenges [edit | edit source]

Challenge #i. Using just tools presented thus far, try positioning the 3D cursor on the virtual camera.

Try it!

When you're done, check your work by orbiting the photographic camera.

Maybe you thought you were done when you lot clicked on the camera. But the moment yous changed your viewpoint, you probably found that the 3D cursor was actually behind (or in front of) the camera.

Hints:

  • Try positioning the cursor in two dissimilar perfect views.
  • Utilise orthographic, non perspective, view.

Challenge #2. Using just tools presented thus far, try repositioning the 3D cursor at the origin (that is, at the middle of the cube).

As before, bank check your work past orbiting the cube. Don't spend as well much time on this.

User Comments

"I found that I would select the cube when left clicking on it in object mode, if the "Use 3d transform manipulator" push button was enabled. To toggle this off, you click on the grey pointing hand in the 3d console header, or (Ctrl Space)."

"When you want the cursor dorsum into the cube, merely select the camera with RMB, put the cursor into the cube following the steps above, and re-select the cube with RMB."

"I've discovered it helps a lot if you are in Object Way and not in Edit Mode. I wrote the following before discovering this: The trouble with this exercise, for me, is that left clicking on the cube selects the cube instead of moving the 3d cursor. If I click on the cube exterior of its central white circle I tin can get the cursor to move in that location, merely only to outside of this white circle, and even then this just works sometimes."

"I failed at this until I had zoomed in close enough to the cube. When I was too far zoomed out I kept selecting the cube rather than creating an edit point."

"I had the same problem and found it was considering the cube was selected. I fabricated sure I was in object mode, right clicked on the camera to select the camera instead of the cube, and I could then position the edit betoken in the cube. Nonetheless, doing this messed up the adjacent office of the tutorial because you cannot switch into edit mode with the camera selected! Perhaps the suggestion of trying to put the 3D cursor in the cube should exist dropped as information technology raises as well many questions at this stage."

"Yous can deselect all past pressing the AKEY or the select button in the 3D View."

"Use wireframe fashion works better to become the cursor in."

"To get it back in the cube: 1) Make certain you're in object mode. 2) Select the cube. 3) Object > Snap > Cursor to option (cursor refers to the 3D cursor here) then it puts it right in the middle of the cube."

"I recall information technology's an essential point to note that in guild to identify the cursor within the cube, the cube must Non exist selected. AKEY was probably the best style to deselect the object."

"If I remember correctly, undo history gets cleared when you lot switch betwixt object and edit mode."

"I wasted a lot of time here. Cheers to the reader who suggested (on the 3D view header) Object > Snap > Cursor to selection. It was the just matter that worked to get the cursor visible once again and placed where clicked."

"I missed the point of the exercise first time effectually. You can't set a 3D point on a second screen without technique. Orthographic views are crucial. I am just learning, but take that, at least, away from it."

"Positioning the 3D cursor in othographic views always fabricated information technology snap to the cube surface, making it incommunicable to centre precisely. Fix this by disabling "Cursor Depth" on the "interface" tab under "User Preferences".

"The phrase check your piece of work by orbiting the camera needs additional clarification, such as a referenced department or the precise commands to use."

More Ways to Position the Cursor [edit | edit source]

Blender-2.5 snap menu.png

Here's an like shooting fish in a barrel manner to position the cursor at the centre of an object:

  1. Brand certain Blender is in Object Mode, with the object selected.
  2. Move the mouse pointer to any 3D View window.
  3. Snap the cursor to the selected object using either:
    •  Shift+ SouthwardCursor to Selected
    or
    • Object → Snap → Cursor to Selected

Here's 2 easy ways to relocate the cursor to the scene'south origin (0, 0, 0):

  1. Move the mouse arrow to any 3D View window.
  2. Press  Shift+ C to reset the cursor to the origin.
    • Notation that this besides changes the view location, pregnant that when y'all zoom in, you won't zoom in to the scene origin.
  3. A meliorate way is to click Object → Snap → Cursor to Center
    • Yous can also do this by  Shift+ Due southCursor to Eye.

Irresolute Your Viewpoint, Part Two [edit | edit source]

Now you'll acquire some additional techniques for obtaining the view you want:

  • Panning
  • Centering
  • Jumping to the photographic camera's viewpoint
  • Zooming in on a selected area

Panning [edit | edit source]

When yous orbited the cube, the viewpoint's position and direction both inverse at the aforementioned time. Y'all also tin can shift the viewpoint upward-down or left-right without changing its management. (This is similar to the side-scrolling effect in the classic Mario and Sonic video games.)

This is called panning, and it'due south an important skill to main. Try information technology now:

  1. Activate a 3D View window by placing the mouse pointer inside it.
  2. At present y'all can:
    • Utilise  Shift+ Scroll to pan up and downwardly.
    • Apply  Ctrl+ Num2 and  Ctrl+ Num8 to pan up and down in small increments.
    • Use  Ctrl+ SCROLL to pan left and right.
    • Use  Ctrl+ Num4 and  Ctrl+ Num6 to pan left and right in pocket-sized increments.
    • Click and drag with  Shift+ MMB or  Shift+ Alt+ LMB to pan freely in the viewplane.

You will likely detect this to be a distraction in some cases. To movement the viewpoint position back to the centre, snap the cursor to the heart, so click View → Marshal View → Heart View to Cursor. You could also snap the cursor to the heart then press  Ctrl+ Num..

In versions ≥2.74 yous tin likewise utilise  Alt+ Home to eye the view to the cursor.

Centering [edit | edit source]

When yous zoom or rotate the view, you always zoom or rotate around the center of the view.

To make sure everything in your scene is visible:

  1. Printing  Home.

To center the view on an arbitrary point:

  1. Move the 3D cursor to the point of interest.
  2. Verify the cursor position from a second viewpoint.
  3. Press  Alt+ Dwelling house to middle the view.

To center the view on an object in the scene:

  1. Make sure Blender is in Object Mode.
  2. Zoom out until the object is in the viewport.
  3. If any objects are selected, use  A (or Select → Select/Deselect All) to deselect them.
  4. Select the object of interest by clicking  RMB on it.
  5. Press  Num. to eye the view.

Jumping to the Camera'southward Viewpoint [edit | edit source]

To see the scene equally the virtual photographic camera sees it, press  Num0. Afterwards, you can rotate, pan, and zoom commonly, but the virtual camera will non follow. To get back to your previous view, press  Num0 once again. (In the latest versions of Blender, the virtual photographic camera can be made to follow all the changes made in viewpoint while in photographic camera view by checking the option "Lock Camera to View" on the Transform panel. Hit  N on your keyboard to bring upwardly the transform panel. To disable this pick uncheck "Lock Camera to View.")

Zooming into a Selected Area [edit | edit source]

Suppose you desire to get an farthermost closeup of a detail area. Because there'southward no center mark on the viewport, you might have to pan and zoom several times to get the desired view.

The shortcut for zooming to an surface area is:

  1. Activate a 3D view window that contains the area of interest.
  2. Press  Shift+ B. A crosshair appears in the viewport.
  3. Click and drag with  LMB to depict a rectangle around the area of interest.
  4. When y'all release  LMB, the viewport will zoom in on the area you selected.

View Navigation [edit | edit source]

Y'all can too change your viewpoint in the 3D view by "walking" or "flying" through it. To activate this, press  SHIFT+ F. By default in Blender two.70, this puts you lot in "walk" mode. Earlier versions only offered "fly" mode. (In Blender 2.70 and later, you lot can choose which one you prefer in User Preferences, under the Input tab.)

In both modes, helpful prompts appear in the header of the 3D view window to remind you of the key functions while the mode is in event. When you lot accept reached the position and orientation you want, press  LMB or  ENTER or  Space to stop the navigation mode and stay at that place, or  RMB or  ESC to abandon the navigation fashion and be teleported immediately back to your original position and orientation. (In 2.77+, pressing  Infinite will teleport y'all to where the cross hairs point towards.)

Walk Way [edit | edit source]

In this mode, you motility the mouse to plough your view up/downwardly/left/right, and  Due west,  A,  Southward and  D or the corresponding pointer keys to motility forward, left, back or correct, and  E and  Q to move upwardly or downwardly respectively. Concord a motility key down to keep moving. Movement stops as before long every bit you release information technology. Pressing  MMB will "teleport" you close to any objects prevarication within the crosshairs at the centre of the view.

You can also use  TAB to turn on gravity. Make sure there is a floor or other object nether you to land on! With gravity on, you can no longer apply the vertical movement keys, simply you tin can utilize  V to make jumps. Press  TAB over again to turn gravity off.

Wing Mode [edit | edit source]

In this older way, moving the mouse to change the view works the same as in Walk mode, but the above direction keys ( W,  A,  S,  D,  E,  Q and the arrows) use "thrust" in the respective directions, so you keep moving after releasing the key. Printing the key repeatedly to increase your speed in that management, or press the central for the opposite thrust direction to reduce your speed. You can roll the mouse wheel up to utilize forrad thrust, or roll information technology downward to apply backward thrust.

Your current velocity vector automatically changes management with you when you lot turn. Thus, y'all can apply a unmarried burst of sideways thrust while facing an object, then, without applying whatever boosted thrust, go on turning to confront the object, and y'all will get right effectually information technology.

Visibility Layers [edit | edit source]

Every object in the scene is assigned to one or more of 20 visibility layers.

Visibility layers accept many uses:

  • Y'all tin put scenery, characters, particles, and lamps in different layers, to help organize your scene.
  • By changing which layers are visible, y'all tin can simplify your view of the scene and piece of work with just ane or ii layers at a time.
  • When rendering, merely visible layers are included. You can use this to render your scene layer past layer, checking each layer separately.
  • You can configure lamps to illuminate only objects in the same layer.

Left: Viewing layer 1 only.
Correct: Viewing all 20 layers.

In Object Mode, you lot can tell which layers are visible by looking at the xx small boxes located in the 3D View header between the Transform Orientation menu and the "Lock" button. The top row of boxes represents layers 1 through 10, with 1 existence the leftmost and 10 existence the rightmost. Similarly, the bottom row of boxes represents layers 11 through 20.

Hotkeys [edit | edit source]

  • To view just 1 of layers 1 - 9, press  1KEY ..  9KEY.
  • To view just layer 10, press  0Key.
  • To view merely one of layers xi - 19, press  ALT+ 1KEY ..  ALT+ 9KEY
  • To view just layer twenty, printing  ALT+ 0KEY.
  • To toggle the visibility of one of layers ane - ix without affecting the visibility of the other layers, press  SHIFT+ 1KEY ..  SHIFT+ 9KEY.
  • To toggle the visibility of layer ten without affecting the visibility of the other layers, printing  SHIFT+ 0KEY.
  • To toggle the visibility of one of layers 11 .. xix without affecting the visibility of the other layers, press  ALT+ SHIFT+ 1KEY ..  ALT+ SHIFT+ 9KEY.
  • To toggle the visibility of layer 20 without affecting the visibility of the other layers, press  ALT+ SHIFT+ 0KEY.
  • To make all layers visible at once, press  ~. Printing  ~ once more to return to your previous layer visibility setting.

Note to AZERTY users:

On the AZERTY keyboard layout, the standard number keys are the &é"'(-è_çà keys. Practise not use  Shift unless you desire to toggle visibility as explained below.


Holding down  Shift while selecting a layer (past keyboard or mouse) will, instead of making only that layer visible, toggle the visibility. In this way, y'all tin select combinations or to hide particular layers.

The key to press to select all layers at one time differs by keyboard layout. It is:

  •  ¬' (the cardinal under Esc) on UK keyboards,
  •  `~ US,
  •  ö German language, Swedish, Finnish and Hungarian,
  •  ¨ Swiss German,
  •  æ Danish,
  •  ù AZERTY,
  •  ø Norwegian,
  •  Ñ Castilian,
  •  ç Portuguese,
  •  " Brazilian Portuguese,
  •  ò Italian, and
  •  ё Russian.

After pressing the aforementioned key, property downwardly  Shift while pressing information technology once again will restore the visibility settings y'all had before you made all layers visible.

When only one layer is selected, new objects are automatically assigned to that layer. When two or more layers are visible, new objects are assigned to the most recently visible layer.

Count Your Polys [edit | edit source]

If you lot want to count the polygons in your scene, the data is available in the Info Header.

Blender-2.5 polycount.png

Equally you lot can see in the in a higher place epitome, this scene has 507 vertices and 500 faces (polygons).

Source: https://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/3D_View_Windows

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