Beginner Blender 4.0 Tutorial - Part 2: Basic Modelling

Blender Guru
16 Nov 202318:39

Summary

TLDRThis tutorial walks viewers through creating a realistic 3D donut in Blender, starting from a new scene to avoid any unwanted elements. It covers selecting the appropriate mesh primitive, adjusting dimensions and resolution, and using modifiers like subdivision surface for higher detail. The script emphasizes the importance of avoiding overly high poly models for ease of rendering and editing. It also introduces tools like smooth shading and proportional editing to refine the donut's shape and make it appear more natural, with tips on making imperfections for a more realistic look. The tutorial concludes with saving the Blender file and offers additional support through a Discord channel.

Takeaways

  • 😀 Start with a new Blender scene to ensure no leftover objects from previous projects interfere.
  • 📦 Delete the default cube and use Shift+A to add a new object, starting with primitives under the 'Mesh' category.
  • 🍩 For creating a donut shape, select the torus primitive, which mathematicians may refer to as a 'Torus'.
  • 🔧 After creating an object, immediately access the modification options from the bottom left corner to adjust its dimensions and resolution.
  • ⚠️ Be cautious with high-resolution meshes as they are difficult to work with and slow to render, especially for beginners.
  • 🔄 Use the 'F9' shortcut to bring back the object options if accidentally deselected, allowing for further adjustments.
  • 🛠️ Apply 'Smooth Shading' from the shading menu to give the torus a smoother appearance without increasing render time.
  • 🔧 Utilize the 'Subdivision Surface' modifier for adding detail and smoothing out the torus, adjusting levels for both viewport and render as needed.
  • 🎨 Edit the mesh in 'Edit Mode' to manually adjust vertices, edges, and faces to introduce imperfections and make the donut look more natural.
  • 🔄 Use 'Proportional Editing' to efficiently create lumps and variations in the mesh, adjusting the 'Circle of Influence' for different effects.
  • 💾 Save your Blender project as a .blend file for easy access and editing in the future.
  • 👍 Encourage persistence in learning Blender, as 3D modeling has a steep learning curve but is achievable with practice and online resources.

Q & A

  • What is the first step in creating a new Blender scene for a donut?

    -The first step is to start with a completely new scene, delete the default cube, and ensure no remnants of previous objects are present.

  • What is the hotkey for adding a new object in Blender?

    -The hotkey for adding a new object in Blender is Shift + A.

  • Why is it recommended to start with a Torus for a donut shape in Blender?

    -A Torus most closely resembles the shape of a donut, which is why it's the preferred starting point for modeling a donut in Blender.

  • What is the term used by mathematicians for the shape of a donut?

    -Mathematicians refer to the shape of a donut as a 'Torus'.

  • How can you change the dimensions of a Torus immediately after creation in Blender?

    -You can change the dimensions of a Torus by clicking the box in the bottom left-hand corner that appears immediately after the object is created.

  • What is the purpose of the 'F9' hotkey in Blender?

    -The 'F9' hotkey in Blender is used to temporarily bring back the object options to tweak it after it has been deselected.

  • Why should beginners avoid starting with a high-poly model when learning Blender?

    -High-poly models are slow to render and difficult to work with, especially for beginners. It's easier to add resolution later on than to remove it if it's not needed.

  • What is the recommended resolution for a donut in the script?

    -The recommended resolution for a donut in the script is 32 major and 12 minor.

  • What is the purpose of 'Smooth Shading' in Blender?

    -Smooth Shading in Blender is used to make an object look smoother and more realistic without actually increasing its polygon count.

  • What is the role of the 'Subdivision Surface' modifier in Blender?

    -The 'Subdivision Surface' modifier increases the mesh resolution, making it appear smoother and more detailed, which is useful for creating organic shapes like a donut.

  • How can you make a donut look more natural and less perfect in Blender?

    -To make a donut look more natural, you can manually adjust the vertices in Edit Mode to add lumps and variations, or use the Proportional Editing tool to quickly create uneven shapes.

  • What is the hotkey for toggling between Object Mode and Edit Mode in Blender?

    -The hotkey for toggling between Object Mode and Edit Mode in Blender is 'Tab'.

  • How can you select multiple vertices along an edge in Blender?

    -You can select multiple vertices along an edge in Blender by holding down 'Alt' and clicking on the edge.

  • What file extension is used for saving Blender projects?

    -The file extension used for saving Blender projects is '.blend'.

  • How can you get immediate help if you're stuck while following the script?

    -If you need immediate help, you can join the creator's Discord server where there is a specific channel for asking for help.

Outlines

00:00

🍩 Starting a New Blender Project for a Donut

The video tutorial begins with instructions on setting up a new Blender scene to create a donut. The presenter emphasizes the importance of starting with a clean slate, deleting the default cube, and adding a new mesh object. The choice of the torus shape, also known as a 'doughnut' shape in mathematics, is explained as the best primitive to start with for this particular project. The tutorial then covers how to adjust the dimensions and resolution of the torus using the options that appear immediately after its creation, with a cautionary note about the common beginner's mistake of over-polygoning a model, which can lead to difficulties in rendering and editing later on. The presenter opts for a moderate resolution to balance between performance and appearance, and introduces the concept of smooth shading to improve the visual appearance of the torus without increasing its polygon count.

05:01

🛠️ Using Modifiers to Enhance the Donut Mesh

This paragraph delves into the use of modifiers in Blender to refine the donut mesh. The presenter introduces the 'Subdivision Surface' modifier, which increases the mesh's resolution and smoothness. The explanation includes how to add the modifier and the difference between 'Viewport' and 'Render' levels, which affect the mesh's appearance in the 3D workspace and the final render, respectively. The tutorial also addresses the issue of making the donut look less perfect and more realistic by adding imperfections to its shape, which is a common practice in 3D modeling to avoid an overly artificial appearance. The importance of not relying on high levels of subdivision for achieving realism is reiterated, as it can complicate the modeling process and slow down rendering times.

10:02

⚒️ Editing the Donut Mesh in Edit Mode

The script continues with a detailed explanation of how to manipulate the donut mesh in Edit Mode. The presenter describes the fundamental components of a mesh, including vertices, edges, and faces, and how to select and move them using hotkeys. The focus then shifts to the use of the 'Proportional Editing' tool, which allows for the simultaneous adjustment of surrounding vertices when one is moved, creating a more natural and lumpy shape for the donut. The tutorial provides practical tips on adjusting the 'Circle of Influence' for proportional editing to achieve different sizes of deformation, emphasizing the importance of achieving a balance between realism and simplicity in the model's appearance.

15:04

🔄 Adjusting the Donut's Shape for Realism

In this section, the presenter discusses further adjustments to the donut's shape to enhance its realism. The tutorial explains how to select and scale the vertices along the circumference of the donut to mimic the effect of uneven heating during the cooking process, which results in a flatter top surface. The use of the 'Edge Select' tool to quickly select and modify multiple vertices simultaneously is introduced, along with a reminder to save the Blender file using the '.blend' extension. The presenter encourages viewers to experiment with the shape and not to worry if their donut does not exactly match the one in the tutorial, as personal variation can lead to better results. The paragraph concludes with an invitation to join a Discord community for immediate help and support, and words of encouragement for those new to 3D modeling.

Mindmap

Keywords

💡Blender

Blender is an open-source 3D computer graphics software toolset used for creating animated films, visual effects, art, 3D printed models, motion graphics, interactive 3D applications, and computer games. In the video, it is the primary software being used to demonstrate the creation of a 3D donut model, highlighting its various features and functions.

💡Torus

A torus is a surface of revolution generated by revolving a circle in three-dimensional space about an axis coplanar with the circle. In the context of the video, the torus is the mathematical shape that most closely resembles a donut, and the script describes how to create and modify a torus in Blender to achieve a realistic donut shape.

💡Modifiers

In Blender, modifiers are a way to change an object without directly altering the mesh. They are non-destructive and can be easily adjusted or removed. The script discusses the use of a 'Subdivision Surface' modifier to increase the mesh's resolution and smoothness, which is crucial for making the donut look more realistic.

💡Resolution

Resolution in 3D modeling refers to the level of detail or the number of polygons that make up a model. The script warns against setting the resolution too high initially, as it can lead to a difficult and slow modeling process. Instead, it suggests starting with a lower resolution and adding detail as needed.

💡Smooth Shading

Smooth shading is a technique used in 3D modeling to give the appearance of a higher polygon count by averaging the angles between faces. In the video, smooth shading is applied to the donut model to make it look smoother without actually increasing its polygon count.

💡Proportional Editing

Proportional editing is a feature in Blender that allows for the influence of transformations to affect surrounding vertices, edges, or faces based on a customizable falloff. The script describes using this tool to easily create natural-looking imperfections in the donut's shape.

💡Vertices, Edges, and Faces

These are fundamental components of a 3D mesh. Vertices are points, edges are lines formed by two vertices, and faces are shapes formed by four or more vertices. The script explains how to manipulate these elements in 'Edit Mode' to change the shape of the donut.

💡Edit Mode

Edit Mode in Blender is a mode that allows users to manipulate the geometry of a mesh directly by selecting and modifying vertices, edges, and faces. The script demonstrates entering Edit Mode to adjust the donut's shape and create a more natural, uneven appearance.

💡Subdivision Surface

The Subdivision Surface modifier is used in Blender to increase the apparent resolution of a mesh by subdividing its faces. The script explains how this modifier can be used to smooth out the donut's edges and create a more refined appearance, with different levels for the viewport and render.

💡Save (.blend)

In Blender, saving a project is done by using the .blend file format, which contains all the data for the current session. The script mentions the simplicity of saving in Blender and how it preserves the state of the project for future editing.

💡Discord

Discord is a communication platform that the script mentions as a place for immediate help and community support for those learning Blender. It is suggested as a resource for getting specific help with modeling tasks, such as creating the donut, beyond the information provided in the video.

Highlights

Starting a new Blender scene for a fresh project without any leftover objects.

Using the Shift + A shortcut to add new objects and selecting the appropriate primitive shape for the project, such as a torus for a donut.

Adjusting the dimensions and resolution of the torus to balance between detail and performance.

The importance of not over-resolving a model to avoid rendering and editing difficulties.

Using smooth shading to improve the appearance of the torus without increasing render time.

Introduction to the subdivision surface modifier for adding detail and smoothing the mesh.

The difference between viewport and render levels in the subdivision surface modifier.

Making the donut look more realistic by adding imperfections and avoiding a 'too perfect' appearance.

Entering edit mode to manipulate vertices, edges, and faces of the mesh for detailed shaping.

Using proportional editing to create natural-looking variations in the mesh efficiently.

Adjusting the influence of the proportional editing tool to create different sizes of deformations.

Creating a more natural donut shape by selecting and scaling edges to represent the cooking process.

The simplicity of saving a Blender project with a .blend file extension.

Offering immediate help through a Discord channel for those learning Blender.

Encouraging persistence in learning Blender despite its steep learning curve and availability of online resources.

Invitation to continue to the next part of the tutorial after saving the blend file.

Transcripts

play00:00

now we know how blender functions let's

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start building that donut so as before

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Let's uh well first of all just to

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repeat make sure you are working with a

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new scene completely new scene don't

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want any remaining monkey heads lying

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around let's begin fresh slate and let's

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delete our default Cube just with the

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delete key and let's replace it with a

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new object you might remember the hot

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key for that is shift a and as I

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mentioned before you usually want what

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is underneath mesh cuz these are your

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Primitives

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so we want to start with something that

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most resembles what it is we're building

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you if it was a house you might start

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with a cube if it was a vase you might

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start with a cylinder in our case we

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want the donut shaped one although

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mathematicians call it a Taurus for some

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reason so let's add that now if I zoom

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in by scrolling up we can see we have

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something resembling a dut looks like a

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pretty weak looking dut you know very

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flimsy looks like the the doughnut

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before it's cooked when they just drop

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it into the vat and it's just this

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little wispy thing um so immediately

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after you do some actions in blender you

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have options to change it and the

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options are hidden down here in the

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bottom left hand corner you see a little

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box and if you click that box you see

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options and look we can change the

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dimensions of our Taurus now something

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to note is that these options in blender

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only appear immediately after you have

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done that action if you do another

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action like say deselect your Taurus by

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mistake it's gone right because blender

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has assumed you have moved on you've

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accepted the state of your donut and

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this is the one you want right now if

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you haven't done anything drastic or

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changed this object in some severe way

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you can temporarily bring it back by

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hitting F9 I never actually remember

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that hotkey I just remember that

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immediately after I have uh added an

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object if I want to tweak it now's my

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chance before I move on to something

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else okay so we could change you know

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the size of it here we can also change

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the resolution I'll use the term

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resolution Loosely um to uh to make it

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higher or lower Fidelity and a mistake

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that a lot of beginners make and I say

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this because this was the exact mistake

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I made way back in 2003 when I started

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learning blender is they go well I need

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a a realistic looking donut so I guess I

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need to go really high resolution I

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remember my first project one of my

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first projects was for a high school

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film project and I wanted to have a

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closeup of a face didn't realize faces

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were going to be difficult but I went

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really high poly and then it was just an

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absolute nightmare to work with so the

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problem the reason you don't want this

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is that for starters things that are

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high poly are very slow to render and

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they're very hard to work with if you

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want to tweak the shape of it but also

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as you learn and you grow with 3D you'll

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discover that it is a lot easier to add

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resolution to something later on but is

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very difficult to take it away if you've

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already built it into it and you don't

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need it so long way to say what we

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actually want is to have as few Poes

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these are called poy uh as you can get

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away with so I'm going to go with 32

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major and 12 minor and don't worry that

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it looks all Jagged because we will fix

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that in a moment now the major and minor

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this is really up to you but I find that

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something that looks uh looks kind of

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chunky like a fat donut just looks

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really delicious so I'm going with

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something

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around about this size okay and once I'm

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happy with this once I'm ready to click

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off I click off the options are gone and

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this is it this is the donut that I am

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now working with so how do we make this

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look higher resolution less Jagged well

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one way is to use smooth shading so if

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you rightclick with your object selected

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go to shade

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smooth and look at that this is

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immediately better without getting too

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technical this is kind of a fakery it's

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sort of like the Shader is telling the

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renderer that this is a really high poly

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dense mesh when it really isn't it's

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just basically kind of like averaging

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out uh V uh faces and anyway it's very

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technical but basically means it's not

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going to add anything to your render

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time but it's going to look smoother and

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so this is generally what you want for

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something that is smooth and and organic

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looking like we want if you were

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rendering like architectural or like

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hard surfaces like later on we're going

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to put this on a counter then the object

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would obviously want to be flat but in

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our case we're just going to use shade

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smooth but you might notice that looking

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at this especially if you go side on

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that you've got this sort of uh Jagged

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shape around here right so the

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silhouette is really breaking that

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illusion that this is a high poly or a

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smooth looking donut but thankfully

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rather than adding all of that complex

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density into the mesh itself and then

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making it hard to remove later on there

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is another way through modifiers so if

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we go over here to our properties right

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this very confusing lots of option

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looking properties click on the wrench

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and this is the section called modifiers

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and this is one of those uh object

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dependent uh things so if you've got

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your camera selected you won't see it so

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it's only when you've got actual meshes

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that you might see uh this uh this

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modifier here so it's much easier to

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explain if we just add one so up here

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add modify and you got a range of

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options here that can do a whole number

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of things the one that we're looking for

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is underneath generate and it is called

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subdivision surface and it is a really

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common modifier that you use all the

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time in fact it's so common it's

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actually you can just immediately add it

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to any object just by hitting control

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one but don't do that cuz we've already

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got it so there now some of you might

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have just discovered that your donut has

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disappeared if that is the case you need

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to go to edit preferences and then

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underneath viewport where it's got

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subdivision at the very bottom disable

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GPU subdivision that will then make the

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subdivision perform on your CPU instead

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instead of your GPU which is maybe

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nonexistent or not performing whatever

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um but disable that and it should appear

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but if it's already working for you

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don't disable it keep it going cuz GPU

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will be faster so what exactly is this

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doing well it's a lot easier to explain

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if we look at the shade flat mode

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because we're not being uh tricked by

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the the smooth shading there um if I set

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this levels viewport to zero this is our

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original mesh this is before we add the

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subsurface essentially when we increase

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this you can see that it is adding

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resolution to our mesh and the more I

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increase this viewport levels here uh

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the finer and finer that detail becomes

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so to explain it because this is such a

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very very common uh modifier it's kind

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of important to understand how it's

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working you can see that uh this is uh

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these squares here these are called

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Faces by the way and and for each one of

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these faces here as I add a level you

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can see it's becoming four faces right

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and then now if I zoomed in on this one

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one face here if I do another level

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that's now become four faces and then if

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I zoom in again it's now become four

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faces so it's exponentially adding

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detail and you might also know that it

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is smoothing it out as well like this

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Jagged Edge that we've got here you can

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see now becomes smoother so to quickly

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visualize that if I just draw like

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imagine you've got like a 90 Dee uh

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corner right like this if you add a Subs

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surf modifier what it's going to do is

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it's going to add uh a point here right

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because this is uh the extra detail it's

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also going to take that point there and

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it's going to average it out it's going

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to average it out between these points

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and it's going to create another one

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there and another one there so you go

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then from having that really hard corner

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there to having something that looks a

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lot smoother so it's going to take a

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point and it's also going to uh change

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it to make it look smoother gener

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speaking so there we go um so now as I

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increase this you can see it's getting

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uh smoother and smoother now the reason

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there are two options here you've got

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levels viewport and levels render so

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reminder this gray area that we operate

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in is called our viewport the render is

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the pretty version so as an example um

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you could see if I just turned it off

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for the viewboard it looks very Jagged

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but then for my render if I increase

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that to three if I do my render which

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you could go up there F uh and render

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image or remember the hotkey F12 you can

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see that that donut is now smooth but I

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go back and you can see it's Jagged so

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the viewport you want to generally keep

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it lightweight and then the render time

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that's where you want to get uh a really

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nice looking pretty image so you want to

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often have two different levels um in

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our case though I don't really think we

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need to go beyond one even for our final

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pretty image um because this with uh

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shade smoothing turned on is good enough

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and we're going to be adding more to the

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scene later on so we don't want to make

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it too complex so this is actually

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pretty good okay so we have a perfect

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dut and that's the problem it's too

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perfect you could spend decades trying

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to develop a machine in the real world

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that make it that made a donut this

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perfect and you never would this is so

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mathematically precise that the eye will

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always see this as looking fake so

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that's actually a problem you learn

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pretty quickly in 3D that things that

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are too perfect just look fake so you

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have to spend time making things look

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misshapen and adding variation there

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like you see in the real world because

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your eye expects to see it so how do we

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do that how do we make this doughnut

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look a little more lumpy and interesting

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I do that by changing the mesh itself so

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this mode that we are in right now where

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we can uh you know click on different

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objects is called object mode and I know

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that because in the top leftand corner

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you can see we are in object mode but if

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I click the drop down you can see I get

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a number of other options options here

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and these options again will change

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depending on the object you've got

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selected if I've got a lamp my little

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light there selected you can see I've

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only got object mode my camera I've only

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got object mode but a mesh will give you

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extra options here so let's enter into

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edit mode

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ooh right now you can see our mesh our

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sorry our object has become something

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that looks weird it's got a bunch of uh

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little points on it with lines and very

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technical well that's because this is

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actually what the mesh is made up of

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these little points here which you can

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click on just by selecting are called

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your vertices the singular term is

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called vertex I never say that I like to

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just call all of them vertices

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regardless of whether it's one or two

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just because you always get some

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comments that go um actually it's called

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vertex if it is singular anyway so these

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are called your vertices and if you have

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two of them joined by a line that is

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called an edge and if you have four of

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them forming uh a face then it's called

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a face so with these I can quickly

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change the shape of my object by using

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the same hot Keys as before and if I

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want to move this then I would simply

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tap G right and you can see it's now

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attached to my cursor and then if I want

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to confirm its movement I just do a

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single left click and there it is now if

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I go back into object

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mode like that you can see that my mesh

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has changed okay and by the way the hot

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key for jumping in and out of object and

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edit mode is Just Tab okay so you can

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see it's just toggling between those two

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modes because it's so common that you

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want to just quickly change things that

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it's just uh easily accessible by that

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now this is okay right but you can see

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it's like it's got like some artifacting

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it's like it's not the greatest lump

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right so how do we make it look a little

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more uh natural well I mean you could

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you know you move one drag it out Okay

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click and then I move oh the next one

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next to it right I'll move that out and

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then I'll move this one out a little bit

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and then and then I move this one it's

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like okay well now I've got the thing

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but it took me like five action

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ridiculous right no one wants to do that

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no one's got time for that thankfully

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there is a tool in blunder uh just for

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this and it's called proportional

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editing and you can enable it up there

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in your toolbar so if you enable that

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now if I hit G and I move it out you

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will see I get a little ring around my

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cursor there and that is now changing uh

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the mesh around it now a lot of people

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in my previous tutorials were like I

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don't see what's what's going on you

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have to have something selected first

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and then when you hit G you will see uh

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that uh that little circle of influence

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okay now this circle of influence if I

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scroll down sorry if I scroll up you can

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see it's shrinking its circle of

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influence and if I scroll down it is

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expanding its influence so it's only

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going to affect what is in that uh that

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ring there okay if you are on uh yeah if

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you don't have a mouse with a scroll

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wheel you can also change the influence

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by using page up and page down and if

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you don't have page up or page down

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because you're on a Mac keyboard then

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what you would have to do is go to

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keymap and then change your page up and

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page down to something else just so that

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you could get around that but guys you

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got to get a mouse get a mouse with a

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scroll wheel I think they're I don't

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know 50 cents or just in the nearest

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landfill somewhere get a mouse cuz it's

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going to make uh your life in 3D a lot

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easier okay so with this I can now uh

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make quick work of uh of lumpy shapes

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okay so I just drag that out okay I've

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got a little lumpy shape there maybe I

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go down here and I pull this up just by

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hitting G moving it up okay so already

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this is looking a little more natural

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right cuz even if we were making a

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stylized world for a Pixar movie or

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something like that you can't have just

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a a spherical looking donut sorry

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spherical round looking circular

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doughnut cuz it just your eye will see

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it as fake so very quickly I'm able to

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add a little bit of variation to the dut

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um just all around it just a little bit

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over here and you can see that I am uh

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just changing my circle of influence

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depending on what size of a a lump I

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want to make so if I just want to make

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like a little bit that sticks out I can

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make a small Circle just by scrolling up

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like that um and you just want to do

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that until you get something that

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looks a little more natural I might want

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to make the the inner part as well maybe

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just drag that in with a smaller

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Circle and that's pretty good let's just

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have a look from the top I might

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actually just drag that out make it a

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little bit more like

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that but there you go that's pretty good

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for a donut it's still kind of simple

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it's not too detailed um but it's got

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just enough variation in it that uh it's

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more interesting to look at oh one more

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thing forgot to mention go back into

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edit mode with tab um Donuts when

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they're sitting in the uh little vat

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thing right uh they're only like half

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submerged then they have to be flipped

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uh but it means that the bit that's

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nearest to the surface is getting less

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heat so essentially what I'm saying is

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the bit that's around the the dut the

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the circumference of it is usually a

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little bit flatter so Donuts aren't like

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perfectly round all the way around they

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usually a little bit flatter so what I

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want to do is I want to select these

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vertices along here and then I want to

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shrink them now I could go around one by

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one like this which is actually what I

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used to do when I was uh learning

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blender pre YouTube days and there was

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uh no tutorials what I would I would do

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this if I wanted to select this silly

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because there's a a a function a tool

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for that and it is Edge select so if you

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hold down alt on your keyboard board and

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then do a single left click on not the

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points but on the edge right this little

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line here you can see it's selected all

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the way around so it's anything that's

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connected along that line is now

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selected so if I want to shrink this

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right what would I do well I mean yeah

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you could like move it around right we

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want to shrink it we want to change the

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scale of it so we would change we would

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use the hotkey S for scale so s and I'm

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going to scale that in and I actually

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don't want proportional editor so I'm

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going to turn that off and now scale in

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and just make it a little bit flatter

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and there you go see just feels a little

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bit more natural doesn't it looks a

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little bit closer to what a donut looks

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like and by the way don't worry if yours

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doesn't look exactly like this like your

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lump is a little bit off like some

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people get a little bit too precious

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with the G I got to match exactly

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everything I do like I'm just working on

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the fly as well so just make what you

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think looks good maybe you think this is

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not misshapen enough and you want to add

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more go for it because it might actually

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turn turn out better than what mine is

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now before we move to the next part um

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how to save how to save blender very

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very easy you just go save as and you

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just get one file it's called dot blend

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um very literal file extension really

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pushing the limits of what a file

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extension can be that's almost a word

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blender anyway um dot blend and that's

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it and then next time you open it up

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it's exactly like it it's not like

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zbrush where you got like four or five

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different ways to save a project or an

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object or a tool

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hate zbrush okay um that's how you save

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now also finally I will say uh if you

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need help because I know if you if

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you're stuck and then you leave a a

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YouTube comment you might not get a

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reply uh if you want immediate help I've

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got a Discord so I'll put the link uh

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below so there's like a little channel

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in there where you can just ask for

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specific uh donut help so if you're

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having issues uh feel free to jump into

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that and also guys don't beat yourself

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up like 3D is definitely a uh has like a

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steepish learning curve so you're in

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that that steep slope right now and it's

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it's really common like a lot of this

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stuff is very foreign 3D is very unique

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it's very different to a lot of 2D tools

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um but don't give up like it's it's

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definitely achievable to learn and

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self-learn at home you don't have to go

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to school you don't have to pay for a

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tutor um it's really easy to uh to get

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help online nowadays so do make use of

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that Discord um post uh comments as well

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in the YouTube comment if you want to um

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but I hope hope you stay with it so if

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you're ready to jump to the next part

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after you've saved your blend file go

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ahead click here and I will see you

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there

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Related Tags
Blender Tutorial3D ModelingDonut CreationMesh EditingSmooth ShadingSubdivision SurfaceProportional Editing3D DesignRendering TipsDIY 3D