Beginner Blender 4.0 Tutorial - Part 2: Basic Modelling
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
🍩 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.
🛠️ 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.
⚒️ 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.
🔄 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
💡Torus
💡Modifiers
💡Resolution
💡Smooth Shading
💡Proportional Editing
💡Vertices, Edges, and Faces
💡Edit Mode
💡Subdivision Surface
💡Save (.blend)
💡Discord
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
now we know how blender functions let's
start building that donut so as before
Let's uh well first of all just to
repeat make sure you are working with a
new scene completely new scene don't
want any remaining monkey heads lying
around let's begin fresh slate and let's
delete our default Cube just with the
delete key and let's replace it with a
new object you might remember the hot
key for that is shift a and as I
mentioned before you usually want what
is underneath mesh cuz these are your
Primitives
so we want to start with something that
most resembles what it is we're building
you if it was a house you might start
with a cube if it was a vase you might
start with a cylinder in our case we
want the donut shaped one although
mathematicians call it a Taurus for some
reason so let's add that now if I zoom
in by scrolling up we can see we have
something resembling a dut looks like a
pretty weak looking dut you know very
flimsy looks like the the doughnut
before it's cooked when they just drop
it into the vat and it's just this
little wispy thing um so immediately
after you do some actions in blender you
have options to change it and the
options are hidden down here in the
bottom left hand corner you see a little
box and if you click that box you see
options and look we can change the
dimensions of our Taurus now something
to note is that these options in blender
only appear immediately after you have
done that action if you do another
action like say deselect your Taurus by
mistake it's gone right because blender
has assumed you have moved on you've
accepted the state of your donut and
this is the one you want right now if
you haven't done anything drastic or
changed this object in some severe way
you can temporarily bring it back by
hitting F9 I never actually remember
that hotkey I just remember that
immediately after I have uh added an
object if I want to tweak it now's my
chance before I move on to something
else okay so we could change you know
the size of it here we can also change
the resolution I'll use the term
resolution Loosely um to uh to make it
higher or lower Fidelity and a mistake
that a lot of beginners make and I say
this because this was the exact mistake
I made way back in 2003 when I started
learning blender is they go well I need
a a realistic looking donut so I guess I
need to go really high resolution I
remember my first project one of my
first projects was for a high school
film project and I wanted to have a
closeup of a face didn't realize faces
were going to be difficult but I went
really high poly and then it was just an
absolute nightmare to work with so the
problem the reason you don't want this
is that for starters things that are
high poly are very slow to render and
they're very hard to work with if you
want to tweak the shape of it but also
as you learn and you grow with 3D you'll
discover that it is a lot easier to add
resolution to something later on but is
very difficult to take it away if you've
already built it into it and you don't
need it so long way to say what we
actually want is to have as few Poes
these are called poy uh as you can get
away with so I'm going to go with 32
major and 12 minor and don't worry that
it looks all Jagged because we will fix
that in a moment now the major and minor
this is really up to you but I find that
something that looks uh looks kind of
chunky like a fat donut just looks
really delicious so I'm going with
something
around about this size okay and once I'm
happy with this once I'm ready to click
off I click off the options are gone and
this is it this is the donut that I am
now working with so how do we make this
look higher resolution less Jagged well
one way is to use smooth shading so if
you rightclick with your object selected
go to shade
smooth and look at that this is
immediately better without getting too
technical this is kind of a fakery it's
sort of like the Shader is telling the
renderer that this is a really high poly
dense mesh when it really isn't it's
just basically kind of like averaging
out uh V uh faces and anyway it's very
technical but basically means it's not
going to add anything to your render
time but it's going to look smoother and
so this is generally what you want for
something that is smooth and and organic
looking like we want if you were
rendering like architectural or like
hard surfaces like later on we're going
to put this on a counter then the object
would obviously want to be flat but in
our case we're just going to use shade
smooth but you might notice that looking
at this especially if you go side on
that you've got this sort of uh Jagged
shape around here right so the
silhouette is really breaking that
illusion that this is a high poly or a
smooth looking donut but thankfully
rather than adding all of that complex
density into the mesh itself and then
making it hard to remove later on there
is another way through modifiers so if
we go over here to our properties right
this very confusing lots of option
looking properties click on the wrench
and this is the section called modifiers
and this is one of those uh object
dependent uh things so if you've got
your camera selected you won't see it so
it's only when you've got actual meshes
that you might see uh this uh this
modifier here so it's much easier to
explain if we just add one so up here
add modify and you got a range of
options here that can do a whole number
of things the one that we're looking for
is underneath generate and it is called
subdivision surface and it is a really
common modifier that you use all the
time in fact it's so common it's
actually you can just immediately add it
to any object just by hitting control
one but don't do that cuz we've already
got it so there now some of you might
have just discovered that your donut has
disappeared if that is the case you need
to go to edit preferences and then
underneath viewport where it's got
subdivision at the very bottom disable
GPU subdivision that will then make the
subdivision perform on your CPU instead
instead of your GPU which is maybe
nonexistent or not performing whatever
um but disable that and it should appear
but if it's already working for you
don't disable it keep it going cuz GPU
will be faster so what exactly is this
doing well it's a lot easier to explain
if we look at the shade flat mode
because we're not being uh tricked by
the the smooth shading there um if I set
this levels viewport to zero this is our
original mesh this is before we add the
subsurface essentially when we increase
this you can see that it is adding
resolution to our mesh and the more I
increase this viewport levels here uh
the finer and finer that detail becomes
so to explain it because this is such a
very very common uh modifier it's kind
of important to understand how it's
working you can see that uh this is uh
these squares here these are called
Faces by the way and and for each one of
these faces here as I add a level you
can see it's becoming four faces right
and then now if I zoomed in on this one
one face here if I do another level
that's now become four faces and then if
I zoom in again it's now become four
faces so it's exponentially adding
detail and you might also know that it
is smoothing it out as well like this
Jagged Edge that we've got here you can
see now becomes smoother so to quickly
visualize that if I just draw like
imagine you've got like a 90 Dee uh
corner right like this if you add a Subs
surf modifier what it's going to do is
it's going to add uh a point here right
because this is uh the extra detail it's
also going to take that point there and
it's going to average it out it's going
to average it out between these points
and it's going to create another one
there and another one there so you go
then from having that really hard corner
there to having something that looks a
lot smoother so it's going to take a
point and it's also going to uh change
it to make it look smoother gener
speaking so there we go um so now as I
increase this you can see it's getting
uh smoother and smoother now the reason
there are two options here you've got
levels viewport and levels render so
reminder this gray area that we operate
in is called our viewport the render is
the pretty version so as an example um
you could see if I just turned it off
for the viewboard it looks very Jagged
but then for my render if I increase
that to three if I do my render which
you could go up there F uh and render
image or remember the hotkey F12 you can
see that that donut is now smooth but I
go back and you can see it's Jagged so
the viewport you want to generally keep
it lightweight and then the render time
that's where you want to get uh a really
nice looking pretty image so you want to
often have two different levels um in
our case though I don't really think we
need to go beyond one even for our final
pretty image um because this with uh
shade smoothing turned on is good enough
and we're going to be adding more to the
scene later on so we don't want to make
it too complex so this is actually
pretty good okay so we have a perfect
dut and that's the problem it's too
perfect you could spend decades trying
to develop a machine in the real world
that make it that made a donut this
perfect and you never would this is so
mathematically precise that the eye will
always see this as looking fake so
that's actually a problem you learn
pretty quickly in 3D that things that
are too perfect just look fake so you
have to spend time making things look
misshapen and adding variation there
like you see in the real world because
your eye expects to see it so how do we
do that how do we make this doughnut
look a little more lumpy and interesting
I do that by changing the mesh itself so
this mode that we are in right now where
we can uh you know click on different
objects is called object mode and I know
that because in the top leftand corner
you can see we are in object mode but if
I click the drop down you can see I get
a number of other options options here
and these options again will change
depending on the object you've got
selected if I've got a lamp my little
light there selected you can see I've
only got object mode my camera I've only
got object mode but a mesh will give you
extra options here so let's enter into
edit mode
ooh right now you can see our mesh our
sorry our object has become something
that looks weird it's got a bunch of uh
little points on it with lines and very
technical well that's because this is
actually what the mesh is made up of
these little points here which you can
click on just by selecting are called
your vertices the singular term is
called vertex I never say that I like to
just call all of them vertices
regardless of whether it's one or two
just because you always get some
comments that go um actually it's called
vertex if it is singular anyway so these
are called your vertices and if you have
two of them joined by a line that is
called an edge and if you have four of
them forming uh a face then it's called
a face so with these I can quickly
change the shape of my object by using
the same hot Keys as before and if I
want to move this then I would simply
tap G right and you can see it's now
attached to my cursor and then if I want
to confirm its movement I just do a
single left click and there it is now if
I go back into object
mode like that you can see that my mesh
has changed okay and by the way the hot
key for jumping in and out of object and
edit mode is Just Tab okay so you can
see it's just toggling between those two
modes because it's so common that you
want to just quickly change things that
it's just uh easily accessible by that
now this is okay right but you can see
it's like it's got like some artifacting
it's like it's not the greatest lump
right so how do we make it look a little
more uh natural well I mean you could
you know you move one drag it out Okay
click and then I move oh the next one
next to it right I'll move that out and
then I'll move this one out a little bit
and then and then I move this one it's
like okay well now I've got the thing
but it took me like five action
ridiculous right no one wants to do that
no one's got time for that thankfully
there is a tool in blunder uh just for
this and it's called proportional
editing and you can enable it up there
in your toolbar so if you enable that
now if I hit G and I move it out you
will see I get a little ring around my
cursor there and that is now changing uh
the mesh around it now a lot of people
in my previous tutorials were like I
don't see what's what's going on you
have to have something selected first
and then when you hit G you will see uh
that uh that little circle of influence
okay now this circle of influence if I
scroll down sorry if I scroll up you can
see it's shrinking its circle of
influence and if I scroll down it is
expanding its influence so it's only
going to affect what is in that uh that
ring there okay if you are on uh yeah if
you don't have a mouse with a scroll
wheel you can also change the influence
by using page up and page down and if
you don't have page up or page down
because you're on a Mac keyboard then
what you would have to do is go to
keymap and then change your page up and
page down to something else just so that
you could get around that but guys you
got to get a mouse get a mouse with a
scroll wheel I think they're I don't
know 50 cents or just in the nearest
landfill somewhere get a mouse cuz it's
going to make uh your life in 3D a lot
easier okay so with this I can now uh
make quick work of uh of lumpy shapes
okay so I just drag that out okay I've
got a little lumpy shape there maybe I
go down here and I pull this up just by
hitting G moving it up okay so already
this is looking a little more natural
right cuz even if we were making a
stylized world for a Pixar movie or
something like that you can't have just
a a spherical looking donut sorry
spherical round looking circular
doughnut cuz it just your eye will see
it as fake so very quickly I'm able to
add a little bit of variation to the dut
um just all around it just a little bit
over here and you can see that I am uh
just changing my circle of influence
depending on what size of a a lump I
want to make so if I just want to make
like a little bit that sticks out I can
make a small Circle just by scrolling up
like that um and you just want to do
that until you get something that
looks a little more natural I might want
to make the the inner part as well maybe
just drag that in with a smaller
Circle and that's pretty good let's just
have a look from the top I might
actually just drag that out make it a
little bit more like
that but there you go that's pretty good
for a donut it's still kind of simple
it's not too detailed um but it's got
just enough variation in it that uh it's
more interesting to look at oh one more
thing forgot to mention go back into
edit mode with tab um Donuts when
they're sitting in the uh little vat
thing right uh they're only like half
submerged then they have to be flipped
uh but it means that the bit that's
nearest to the surface is getting less
heat so essentially what I'm saying is
the bit that's around the the dut the
the circumference of it is usually a
little bit flatter so Donuts aren't like
perfectly round all the way around they
usually a little bit flatter so what I
want to do is I want to select these
vertices along here and then I want to
shrink them now I could go around one by
one like this which is actually what I
used to do when I was uh learning
blender pre YouTube days and there was
uh no tutorials what I would I would do
this if I wanted to select this silly
because there's a a a function a tool
for that and it is Edge select so if you
hold down alt on your keyboard board and
then do a single left click on not the
points but on the edge right this little
line here you can see it's selected all
the way around so it's anything that's
connected along that line is now
selected so if I want to shrink this
right what would I do well I mean yeah
you could like move it around right we
want to shrink it we want to change the
scale of it so we would change we would
use the hotkey S for scale so s and I'm
going to scale that in and I actually
don't want proportional editor so I'm
going to turn that off and now scale in
and just make it a little bit flatter
and there you go see just feels a little
bit more natural doesn't it looks a
little bit closer to what a donut looks
like and by the way don't worry if yours
doesn't look exactly like this like your
lump is a little bit off like some
people get a little bit too precious
with the G I got to match exactly
everything I do like I'm just working on
the fly as well so just make what you
think looks good maybe you think this is
not misshapen enough and you want to add
more go for it because it might actually
turn turn out better than what mine is
now before we move to the next part um
how to save how to save blender very
very easy you just go save as and you
just get one file it's called dot blend
um very literal file extension really
pushing the limits of what a file
extension can be that's almost a word
blender anyway um dot blend and that's
it and then next time you open it up
it's exactly like it it's not like
zbrush where you got like four or five
different ways to save a project or an
object or a tool
hate zbrush okay um that's how you save
now also finally I will say uh if you
need help because I know if you if
you're stuck and then you leave a a
YouTube comment you might not get a
reply uh if you want immediate help I've
got a Discord so I'll put the link uh
below so there's like a little channel
in there where you can just ask for
specific uh donut help so if you're
having issues uh feel free to jump into
that and also guys don't beat yourself
up like 3D is definitely a uh has like a
steepish learning curve so you're in
that that steep slope right now and it's
it's really common like a lot of this
stuff is very foreign 3D is very unique
it's very different to a lot of 2D tools
um but don't give up like it's it's
definitely achievable to learn and
self-learn at home you don't have to go
to school you don't have to pay for a
tutor um it's really easy to uh to get
help online nowadays so do make use of
that Discord um post uh comments as well
in the YouTube comment if you want to um
but I hope hope you stay with it so if
you're ready to jump to the next part
after you've saved your blend file go
ahead click here and I will see you
there
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