![donut blender modeling tutorial donut blender modeling tutorial](https://i.pinimg.com/originals/d2/bb/f8/d2bbf84671c23fb246ea9235f1a14c09.jpg)
Tip: You can also hide with “H” and un-hide with “Alt + H” Now it will be much easier to see what we’re doing. Select the icing and click on the little “eye” in the “Outliner”, at the top right-hand corner of the Blender window, as shown here:
![donut blender modeling tutorial donut blender modeling tutorial](https://i.redd.it/w69y6f8znh911.png)
We need to replicate this look with texturing.įirst, let’s hide the icing. Most donuts have a light ring around the center and will typically also have dark “speckles” throughout (probably because bits protruding from the surface of the donut tend to get cooked more, since they have more surface area in contact with the cooking oil). If you take a look at some photographs of donuts, you’ll notice that they aren’t a consistent color “all the way through”.
![donut blender modeling tutorial donut blender modeling tutorial](https://i.pinimg.com/originals/ec/ea/8f/ecea8fa19567b2b3f4b5c4c3951f2210.png)
This file is the result of my work after following along with the steps in the YouTube video.
![donut blender modeling tutorial donut blender modeling tutorial](https://blenderartists.org/uploads/default/optimized/4X/0/b/c/0bcc220ee50f40e44b0d80546239ccce73b6cbb9_2_690x372.jpg)
Notes below correspond to this YouTube video.I’ll be making additional notes for each of the videos in the series! And since Blender develops fairly quickly, and tutorials never keep up, that’s a pretty common problem.Just some notes I made while following along with this now-famous blender donut tutorial. Last but not least – if you are not using the same Blender version as an instructor, you might run into issues where things simply don’t work the same. So don’t hold it too much against him that he didn’t know this particular weirdness – there is unimaginably much to know about Blender, and no one person could even know it all. The last tutorial by him I did was even kinda relaxing, which is funny if one knows how much I struggled with the donut. Lots of people have learned from him, and now that I am no longer a newb I sometimes like his rambly style because he does know a lot of little tidbits, and the rambling no longer distracts me. I really like his enthusiasm for Blender, which is infectious, and he’s shared a lot of his knowledge freely, which I appreciate, even if he isn’t my favourite teacher. I think most beginners would do better with something smaller and simpler, that explains basic operations more slowly and deeply (I, too, really like Grant Abbitt).īut just because Andrew doesn’t know some things doesn’t mean he’s a clown. I agree that the donut isn’t the best tutorial for beginners, not because Andrew doesn’t know his stuff (for the most part he does), but because it covers way too much of Blender for anything to really stick, and he doesn’t take much time to explain to people why things might go wrong (which they inevitably do for beginners). The modifier evenly increases the density of the mesh across the whole model and can easily be turned on and off for performance reasons. (The shortcut is ctrl+any number between 1 and 6) Subsurface modifier is a method of adding more vertices, faces and edges (simultaneously) to a model to achieve a smooth surface transition between the existing points on the mesh of the model. With experience you will know which technique to use. This can be achieved by adding loops or by applying the subsurface modifier. In the early stage of your model you will want a low polygon count as it easier to work with when blocking out the shapes.Īs you begin to add more detail you will want to add more polygons to the mesh. The number of polygons you will need will depend on what stage you are at in your model. However the more polygons you have the easier it is to insert fine detail into the model. Having less polygons also increase the performance of the viewport. This is because there are less polygons to push around and you use the subsurface modifier to smooth it out. The less vertices you have the easier it is to form the main shape of what ever you are modelling. The triangulated mesh might be good to games and low poly items but I’m not exactly sure. I think the good topology is dependent on use case.