Blender Tutorial: How to model a Glazed Cruller Doughnut

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  • Опубликовано: 19 июл 2024
  • In this tutorial, you'll learn how to model and create a glazed cruller doughnut (donut) in Blender. We'll first go over how to use curves to create the shape of the doughnut, then we'll go over how to use modifiers to create the model of the doughnut, finally, we'll go over a hack on how I created the perfect material for the doughnut.
    This tutorial was made due to the amount of support on the doughnut render in the beginner of the video. The render can be found in my portfolio via the website, and my Instagram page.
    Texture: www.poliigon.com/search/recen...
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    Where can you find me?
    ● Website - www.tooeazycg.com ✰
    ● Twitter - / tooeazycg
    ● Instagram - / joshuaautumn
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    About me:
    I am a 17-year-old Graphic Designer and 3D art intermediate named Joshua Autumn. I like Blender :D
    Personal Channel - / @qualitytrashofficial
    ────────────────────────────────
    Secret Message: This video was 2.2 GB, took 8 total hours to edit, and created multiple headaches
    ────────────────────────────────
    No Copyright Infringement intended
    I DO NOT OWN ANY SOUND OR MUSIC IN THIS VIDEO, ALL RIGHTS GO TO THE SONG OWNERS
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    Thanks For Watching!

Комментарии • 25

  • @FengXingFengXing
    @FengXingFengXing 6 лет назад +3

    Replace image texture node, use noise texture node (scale = 15, detail = 2) with black to white color ramp, then connect color from ramp to gloss shader normal. Use geometry node pointiness, connect to new color ramp with 2 color (1.000; 0.500; 0.010 @ 0.434 and 1.000; 1.000; 1.000 @ 0.639), connect color ramp color to subsurface color node. Use 0.5 for mix shader.

    • @TooEazyCG
      @TooEazyCG  6 лет назад

      an amazing bump set up for the doughnut :)
      Thank you for sharing

  • @RemingtonCreative
    @RemingtonCreative 6 лет назад +6

    Nice tutorial! One thing I'd recommend for the material is first mixing a glossy shader with a diffuse shader with a fresnel node as the factor (diffuse on top), before mixing it with the SSS shader. Makes things a bit more... PBR-ey. Cheers!

    • @TooEazyCG
      @TooEazyCG  6 лет назад +2

      Means a lot that you watched this tutorial Grant :)
      Thanks for the advice too, ha ha I totally forgot about the Fresnel node, I'll be sure to keep what you said in mind

    • @RemingtonCreative
      @RemingtonCreative 6 лет назад +1

      Also, congrats on 2k!

  • @cool1songs
    @cool1songs 5 лет назад

    Great tutorial, thanks!

  • @pauljs75
    @pauljs75 6 лет назад +1

    The shape can also be done with just a curve-circle and curve bevel object, by using the twist value settings on the points on a bezier-curve based circle. Slightly different workflow, but you can have it line up every time without worrying about the screw modifier value.

  • @TheCozyHub45
    @TheCozyHub45 6 лет назад

    Early gratz on 2k subs :)

  • @WillianPadovaniGermano
    @WillianPadovaniGermano 6 лет назад

    Good tutorial, thanks! May I add a suggestion / hint for new users? When you rotate the handles around 1:21 you can rotate them all at once: select all of them first, change the pivot center for rotation / scaling to "Individual Origins" (it's a dropdown button on the 3d view header), then rotate. Just remember to change the pivot center back to "Median Point" or whatever you need after that. Also, the blueish shade of the donut generated by the screw modifier indicates its normals are inverted (pointing inward in this case). You can fix that toggling the "Flip" button on in the screw modifier. Here: 3:35 you can see both the blueish color and the Flip button (right column of the screw modifier).

    • @TooEazyCG
      @TooEazyCG  6 лет назад

      I knew I was forgetting something in the tutorial. I have a clip of me flipping the normals (but through edit mode and with Ctrl + N after converting the curve to a mesh), but forgot to insert it in. Ha ha your suggestion reminded me, thank you!

  • @bflaz8620
    @bflaz8620 6 лет назад +1

    Definitely an interesting tutorial. Just wondering though, if we sign up for polligon, would we have to pay by the end of the trial period to continue using it for free?

    • @TooEazyCG
      @TooEazyCG  6 лет назад +1

      Thanks for watching Edwin! When you make a free trial, you have 30 days and you start with 50 or 60 credits. You use these credits to download texture packs, or texture maps separately. Once the trial on Poliigon ends, your credits will go to zero and you may not download any more textures (that require credits to download) unless you pay. There ARE textures that you can download without credits, but it's very limited and comes at 1k resolution only

  • @cookie_884
    @cookie_884 Год назад

    i finally found a video on it, but the texture link doesn't work nooooooooooooo

  • @smpmetal77
    @smpmetal77 6 лет назад

    DOUGHNUT!!!!

  • @ZipfelmannKD
    @ZipfelmannKD 6 лет назад +1

    i don't have a subsurface scattering node
    what can i do? :((

    • @TooEazyCG
      @TooEazyCG  6 лет назад

      Are you using the Blender Render engine or the Cycles Render engine? (look at the top middle of the Blender window)

  • @lukez5745
    @lukez5745 6 лет назад

    lol read the description, it took you 8 HOURS to edit this? What did you do? Geez

    • @TooEazyCG
      @TooEazyCG  6 лет назад +1

      I guess because this tutorial was longer, the editing time was too. Normally my videos are 2-3 minutes long, and they normally take 2-3 hours to edit

  • @lyndonmacaraig6108
    @lyndonmacaraig6108 6 лет назад

    Bruh you sound older like 19