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Blender Basic Materials Tutorial (Donut Part 4) — Transcript

by Blender Guru · 6,938 words · 924 segments · language en · Watch on YouTube

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  1. 0:00Welcome back. How did you go making your
  2. 0:03plate? Hope you all attempted it. If you
  3. 0:06didn't or you got stuck, don't worry
  4. 0:08because I'm going to show you how to
  5. 0:09make it right now. So, if you had no
  6. 0:11problems with it, you might want to skip
  7. 0:13forward. This might be a little boring,
  8. 0:14but otherwise, I'm going to show
  9. 0:15everyone how I would go about creating
  10. 0:17the plate. So, uh, we need to add a new
  11. 0:20object to the scene. We can go to the
  12. 0:21add menu up there, or we can hit shift
  13. 0:23A. Um, and then from this list, we want
  14. 0:26to choose the object which most
  15. 0:27resembles what we want to create. If you
  16. 0:29ask me, that would be a circle. Okay, so
  17. 0:33just like before, the bottom lefthand
  18. 0:35corner, we can change some options here.
  19. 0:37The biggest one being radius. It's too
  20. 0:39big. So, drop that into about there. Um,
  21. 0:42and you will notice that you can see
  22. 0:44through it. Okay. And that is because
  23. 0:46there is no face there. This is just a
  24. 0:48string of vertices. And as I touched on
  25. 0:51briefly earlier, vertices don't show up
  26. 0:53in your render. Faces do. So we need to
  27. 0:56add a type of face underneath fill. So
  28. 0:59there's two options. Either of them will
  29. 1:01do. Engon is just one single face shared
  30. 1:04amongst the 32 or the triangle fan will
  31. 1:07mean uh there's one point in the middle.
  32. 1:09Um you can actually see it in this mode.
  33. 1:11One point in the middle and then it just
  34. 1:13creates um triangles to that point. I'm
  35. 1:15going to go with engon because you know
  36. 1:18it's never failed me [snorts] for this
  37. 1:20option. So I'll just use that. Okay.
  38. 1:23Now, we need to uh add more geometry to
  39. 1:26this because we need to create some sort
  40. 1:27of a lip for the plate. You can't just
  41. 1:29have a plate. It's always got to have a
  42. 1:31rim on or else that stuff slides off it,
  43. 1:33right? So, into edit mode by hitting
  44. 1:35tab. Um I'm to add some geometry. I'm
  45. 1:38going to extrude. So, I'm going to hit
  46. 1:40E. Okay. And in this state, it's now
  47. 1:43saying, yeah, where do you want to place
  48. 1:44it? And it's extruding it along the
  49. 1:45normal, which is that invisible line
  50. 1:47that faces out from the face in there.
  51. 1:49Um and I'm just going to do a single
  52. 1:51click right here. Um, now before we
  53. 1:54start scaling and pulling this out,
  54. 1:56you'll notice that obviously that's
  55. 1:58intersecting our mesh, we need to delete
  56. 2:00that face because we don't need it. So,
  57. 2:02I'm going to hit X to delete. And then
  58. 2:05what type of deletion? Not edges, not
  59. 2:07vertices, obviously, cuz that would be,
  60. 2:09you know, the entire line. Um, I want to
  61. 2:11delete just the single face on top. And
  62. 2:14there we go. So, now I can reselect that
  63. 2:16line by holding down alt and then left
  64. 2:18clicking on it. And now if I want to
  65. 2:20create like a lip, which is not just
  66. 2:22straight up, but a little bit out, I
  67. 2:24would just scale. So S to scale. And
  68. 2:27then just pulling my mouse out until it
  69. 2:29looks something like that. Do a click to
  70. 2:31confirm. Okay. And then I'm going to do
  71. 2:34another extrusion cuz I'm going to
  72. 2:35create like another bit like a little
  73. 2:36bit of a flat area. Okay. So E. And then
  74. 2:40I don't actually want to pull it
  75. 2:41upwards. Obviously, I want to pull it
  76. 2:43outwards. So what I do is I cancel the
  77. 2:45movement. And now that I'm in that
  78. 2:47state, I'm going to hit S to pull
  79. 2:49outwards like so. Um, by the way, I
  80. 2:52should show you as well. If after you
  81. 2:55have like extruded something, like let's
  82. 2:57say you do this, right? Oops. You if you
  83. 3:00did this, if you extruded and then you
  84. 3:03uh like cleared its position, but then
  85. 3:06accidentally clicked off it, you've now
  86. 3:09got double vertices all along this this
  87. 3:12line here. And that's horrible because
  88. 3:14it will it will create jagged artifacts
  89. 3:16in it. So this is a really super common
  90. 3:19problem that you will experience all the
  91. 3:20time. And the way to fix it is to select
  92. 3:23your entire mesh, then hit M to merge,
  93. 3:26and then you're going to go by distance.
  94. 3:29And you'll see in the bottom there that
  95. 3:31little thing that says removed 32
  96. 3:33vertices. And that has cleared up that
  97. 3:35problem. So I have to show you that cuz
  98. 3:37people will do it. It'll happen. And um
  99. 3:39that's how you fix that issue. But
  100. 3:41again, if you run into issues like this,
  101. 3:42use my unstuck yourself guide. Link is
  102. 3:44in the description because I did set it
  103. 3:46up so you guys can um hopefully get
  104. 3:49through this tutorial. All right, so as
  105. 3:51I said, extrude, clear its like
  106. 3:54movement, so its placement is exactly
  107. 3:56where it started from, but then I'm
  108. 3:58going to hit S to scale outwards. So now
  109. 4:00I've got a little flat rim to my plate.
  110. 4:04And then now that it's here, I'm going
  111. 4:06to do one further extrusion upwards. And
  112. 4:08this is just obviously the design of the
  113. 4:09plate that I'm choosing. So upwards. Now
  114. 4:11you can see it's like freehand like
  115. 4:13that. I don't like it. So I'm just going
  116. 4:14to lock it on the Z axis. So just hit Z.
  117. 4:17So it's going straight up like so. Okay,
  118. 4:21great. We've got a very jaggedy looking
  119. 4:24plate that you sometimes see in video
  120. 4:26games. You're playing Call of Duty or
  121. 4:27something. You get up close and you go
  122. 4:28like, "Look at that jagged old plate
  123. 4:30there." Um, which by the way is cuz in
  124. 4:33games the plate is like one of a million
  125. 4:36objects and they can only put so many
  126. 4:38polies into the scene. So little things,
  127. 4:41little details on um tables and things
  128. 4:44often end up a little low res. Anyways,
  129. 4:47go to your modifier stack. Um, and the
  130. 4:50first one we want to add to kind of
  131. 4:52smooth this out is our very favorite
  132. 4:55subdivision surface right where my head
  133. 4:58is. Um, or you can access it from the
  134. 5:00search subdivision. There we go. Okay,
  135. 5:04cool. And I'm going to go level two. And
  136. 5:06we've got that crimping effect happening
  137. 5:08to the middle of our plate there. So,
  138. 5:10just like before. And actually, let's
  139. 5:13hide my doughut and my icing just so
  140. 5:15that I can focus on the plate. And I'm
  141. 5:17also going to turn off the subdiv just
  142. 5:19so that I can select this single face
  143. 5:22here because just like before, the
  144. 5:24reason that's happening is it's like
  145. 5:25right on the edge there. It has to like
  146. 5:27convert all that into like a single
  147. 5:29point in the middle and it's just too
  148. 5:30ugly when it starts there. So, we just
  149. 5:32may have to make it start way further in
  150. 5:34the middle like that. And then when we
  151. 5:36do that, it's clear. It's practically
  152. 5:38invisible. You can only see it if you
  153. 5:40get really close, but you won't see it
  154. 5:42cuz it'll be under the donut and it'll
  155. 5:43be smooth. Anyway, um cool. Now, um I
  156. 5:47can tighten up the edges here cuz this
  157. 5:49is looking very very um smooth. So, I
  158. 5:51showed you before how you can add a loop
  159. 5:54cut. You can do CtrlR. Okay. And that'll
  160. 5:56add a loop cut in the middle. And then I
  161. 5:58just pull it out towards the edge like
  162. 6:00that to make a smoothed uh sorry a um
  163. 6:03sharpened
  164. 6:05uh point. Yeah. Anyway, um the other way
  165. 6:10to do it, which I didn't talk about, but
  166. 6:12you can do a crease. So, if we just hold
  167. 6:14down alt and then we select that line
  168. 6:16there, um you can do a crease. If you uh
  169. 6:18right click, you'll see you've got there
  170. 6:20edge crease or the hotkey shift E. So in
  171. 6:24this when you do shift E, you'll see at
  172. 6:26the top there you've you're pulling out
  173. 6:27basically a value from one to zero. Um
  174. 6:31and essentially what it's doing is it's
  175. 6:33like doing a fake kind of tighten on
  176. 6:35that edge there. So it's kind of like
  177. 6:36pulling it out and just making it a
  178. 6:38sharper point. It doesn't look as nice.
  179. 6:41You don't get as much of a bevel because
  180. 6:43there's no geometry being added there
  181. 6:45like you would if you were to actually
  182. 6:47do a loop cut. You get all this extra
  183. 6:48geometry. So, it's not it's not as good,
  184. 6:52but for like small things, it's, you
  185. 6:54know, it's generally fine to do
  186. 6:56something like that. All right, I'm
  187. 6:57going to do a shade smooth now cuz I
  188. 6:59want to see how that looks. And that's
  189. 7:01pretty good. Now, the only other thing,
  190. 7:04the exact same thing. It's weird that
  191. 7:05like three things in this small little
  192. 7:08scene have the exact same two modifiers,
  193. 7:11subserve and uh solidify. Um, anyways,
  194. 7:15generate, solidify. And just like
  195. 7:18before, we want this solidify to go
  196. 7:19first because otherwise it's doing it
  197. 7:21after the fact and then we get this like
  198. 7:23really annoying like hard line there. So
  199. 7:26just pull that up to the top. And now
  200. 7:28it's rounded. And look at that. Um but
  201. 7:31yeah, I might actually want to make this
  202. 7:34line a little bit harder. So I'll pull
  203. 7:37that in. It's still Yeah, there's just
  204. 7:39not enough geometry there. I This is one
  205. 7:41of the cases where you just need more
  206. 7:42geometry. So I'm going to add a loop cut
  207. 7:44here. And I'll add another loop cut
  208. 7:46underneath it. Like that. And now
  209. 7:51I'm going to just select this. And I'm
  210. 7:53just going to revert that edge crease.
  211. 7:54So shift E. And then I just go like
  212. 7:56minus one. Like so. And now it's just
  213. 7:59Yeah, the way it was before. But there
  214. 8:00you go. So now I've got a sharper edge
  215. 8:02on it. The only other thing I might just
  216. 8:04pull up this lip here. So alt select on
  217. 8:07that lip. G Z. And I'll just pull it up
  218. 8:10a little bit. Um, and there you go. And
  219. 8:13we would model from reference, but I
  220. 8:14actually had like a photo scan plate
  221. 8:16from Polygon, which we'll get to later.
  222. 8:19Um, but yeah, this is just modeling from
  223. 8:21that reference that I already had, but
  224. 8:23this is the design of it. So, there you
  225. 8:25go. Great. Now, let's bring back our
  226. 8:27donut and our icing. Now, I saw a
  227. 8:30comment on the last video that said, uh,
  228. 8:32you didn't make the donut lumpy like
  229. 8:34last time. It's so over. Why? Oh, ye
  230. 8:38have little faith. You think I would
  231. 8:40forget something like that?
  232. 8:43Maybe I did forget, [laughter]
  233. 8:45but I'm actually glad I did because this
  234. 8:47is a great opportunity to talk about a
  235. 8:49new tool. So, for those that haven't
  236. 8:51watched a previous version, before we
  237. 8:53did the icing, um, we made the donut
  238. 8:56lumpy, which I did by going into edit
  239. 8:58mode and then I just selected vertices
  240. 9:00using proportional editing and like, you
  241. 9:02know, like pul pulled it out, right? And
  242. 9:04just kind of like maybe I shrink some
  243. 9:05parts in this kind of thing. And the
  244. 9:08reason this is important is that this
  245. 9:09adds natural variation because you know
  246. 9:13you could have scientists working for a
  247. 9:16thousand years in a lab and they would
  248. 9:19never be able to create a donor as
  249. 9:21perfectly mathematically accurate as our
  250. 9:253D software has done. This is too
  251. 9:27perfect. there is natural variation and
  252. 9:30we need to see that for the eye to go
  253. 9:31this is you know a real you know uh
  254. 9:34something realistic right and it's hard
  255. 9:36to do this kind of thing after you've
  256. 9:38already added the donut sorry the icing
  257. 9:40because you can see it just has no
  258. 9:42bearing on the icing over the top right
  259. 9:44so some things in 3D are easier to do
  260. 9:47earlier than they are to do later and
  261. 9:49this is something you just learn as you
  262. 9:50do 3D like you'll you'll do so many
  263. 9:52projects where you just like you get to
  264. 9:54the end and you go like oh man why
  265. 9:55didn't I do that before I did this now
  266. 9:56this is
  267. 9:57I've like 3xed the amount of work and
  268. 10:00you just learn these things over time.
  269. 10:02However, there are certain tools um and
  270. 10:05there is one I'm going to introduce you
  271. 10:06to in a second that enable you to make
  272. 10:08these sort of changes after. Um by the
  273. 10:11way, there is a way like you can select
  274. 10:12both objects like this um which you you
  275. 10:16that is something that you can do in
  276. 10:17Blender now. You didn't used to always
  277. 10:18be able to, but you can now edit both
  278. 10:20objects together. So, I could do this.
  279. 10:22It does have like a clipping issue when
  280. 10:24you try to do like shrink fatten, but
  281. 10:26you can get some like natural lumpy
  282. 10:28variations going this way. Um, and you
  283. 10:31can do that. That's actually fine. But I
  284. 10:32do want to introduce you to a new tool
  285. 10:34that is in 5.0. Um, and it is if you
  286. 10:38select both of your icing and your
  287. 10:40doughut together, then you hit shift A
  288. 10:42and then you go lattice. There's a new
  289. 10:44option for lattice deform selected. We
  290. 10:47always had lattice, but it was very
  291. 10:48finicky to set up. But now you've got
  292. 10:50lattice deform selected. And that adds
  293. 10:52this what looks like a cube, like a
  294. 10:54bounding box over your object. Um, but
  295. 10:57it's not actually going to appear in
  296. 10:59your render. All it is is a defamation
  297. 11:02guide. So if you just select these
  298. 11:04points, you can see we are twisting the
  299. 11:07donut. But importantly, the actual donut
  300. 11:10is underneath. Like this is a modifier,
  301. 11:12right? So we're not actually changing
  302. 11:14the mesh at all. It's just doing this
  303. 11:17after the fact. And then if I just
  304. 11:18deleted my lattice, like it's it's gone.
  305. 11:20It's back to where it was. So this is a
  306. 11:22non-destructive workflow. These these
  307. 11:25little points here, they enable me to at
  308. 11:27any point in the future change and
  309. 11:28deform a mesh, which is actually really
  310. 11:30useful. And it's because you're not
  311. 11:32often in this the uh the exact
  312. 11:35circumstance where you know exactly what
  313. 11:37you're going to do and then at the end
  314. 11:38of it like you know the order in which
  315. 11:40to do things. Sometimes you're working
  316. 11:41with a client and they've got an idea
  317. 11:42for something and then far later on
  318. 11:44they're like, you know what, let's
  319. 11:45change the proportions of the car or
  320. 11:47whatever it is and you have to be able
  321. 11:49to like fix it without redoing all your
  322. 11:51mesh. So that's what a lattis can do.
  323. 11:55Now it comes by default with just this
  324. 11:56low res cube over it. But if down here
  325. 12:00you click this little uh data property
  326. 12:03uh for the lattice, you've got
  327. 12:05resolution here. So I can increase this.
  328. 12:07I can add in some more resolution here.
  329. 12:09And importantly, I want to add one in
  330. 12:11the middle here. Um, because the first
  331. 12:13thing you notice when you look at
  332. 12:14reference of donuts, um, is that besides
  333. 12:17the the lumpy shape, the bit around the
  334. 12:19middle of the doughut is often whiter
  335. 12:22and it's not as puffy. And when you look
  336. 12:24at how donuts are cooked, it's actually
  337. 12:26easy to see why. It's it's half
  338. 12:28submerged in the oil and then it is
  339. 12:31flipped over onto the other side and
  340. 12:33then the other side cooks. So, it cooks
  341. 12:34one side and then it cooks the other.
  342. 12:35and the bits uh sorry near the surface
  343. 12:39of the oil that's the the uh the oil is
  344. 12:42less hot, right? Because it's near the
  345. 12:45surface, so it's escaping. So that oil
  346. 12:46is less hot. The oil that's underneath
  347. 12:48it is much hotter and then it flips it
  348. 12:50over. And so again, you always have this
  349. 12:52bit around the middle that just isn't
  350. 12:54quite cooked as well as the other stuff.
  351. 12:57So it ends up being a little bit
  352. 12:58lighter. It's also less puffy. So no
  353. 13:00doughut actually comes out at that
  354. 13:02perfectly round shape. It's usually
  355. 13:04always kind of almost concave actually
  356. 13:06around the middle. So with this, I can
  357. 13:08select all of these points here like so.
  358. 13:13I have to shift select them. I can't do
  359. 13:14the alt click around it cuz it's not
  360. 13:16technically a mesh. Um, and then I can
  361. 13:18just scale it in like uh turn off
  362. 13:20proportional editing if you've got it
  363. 13:22on. And then just shrink it in like
  364. 13:25that. And that by itself will add just a
  365. 13:29little bit of realism to this cuz that
  366. 13:30is a detail that your eye won't notice.
  367. 13:32Everyone thinks donuts are just, you
  368. 13:34know, they're perfectly round, but
  369. 13:36they're actually not, right? They're
  370. 13:37always got this like concave kind of
  371. 13:38shape around it. So, that will add uh
  372. 13:41some realism, but then I can add in some
  373. 13:44little areas here where one part it got
  374. 13:48a little bit more puffy on that side, so
  375. 13:51that part's a little bit raised up. Um,
  376. 13:53and obviously this isn't as detailed as
  377. 13:55if you had, you know, if you were
  378. 13:57manipulating the the Taurus underneath,
  379. 14:00right? I can't do like, you know, small
  380. 14:02details. I can't, you know, sculpt in an
  381. 14:04area or do or do some crazy changes, but
  382. 14:07it's enough in in a pinch to do
  383. 14:09something like this. I'm just going to
  384. 14:11hide my plate. Um, which by the way, you
  385. 14:13can do it by hitting the eyropper, which
  386. 14:15is what I've been doing up there. So,
  387. 14:16not the eyropper, the eye icon. Um, you
  388. 14:19can also, um, do it by hitting H. So,
  389. 14:22you select an object in the viewport,
  390. 14:23you hit H, and then you hit Alt H to
  391. 14:26bring it back. So H or alt H um is a
  392. 14:29good hotkey to remember. [snorts] Um and
  393. 14:32then here, so at the bottom here, cuz
  394. 14:34yeah, the same thing will happen at the
  395. 14:35bottom. There'll be parts where like the
  396. 14:37donut looks a little bit like raised on
  397. 14:40the plate a little bit like this. Just
  398. 14:43around the middle here.
  399. 14:46Um
  400. 14:48like that.
  401. 14:51There you go. Something like that. But
  402. 14:53this is just just a small amount of
  403. 14:56defamation, right? It might seem
  404. 14:58unnecessary, but it does help. It really
  405. 15:00does help things to feel more realistic
  406. 15:03when you go to the trouble of doing some
  407. 15:05of this. Um, and it's super super
  408. 15:08important. Um, but we can also now apply
  409. 15:10it once I know that I like everything. I
  410. 15:12don't want to have this like lattice
  411. 15:14sitting over it forever. So, I can just
  412. 15:16apply that by going to uh apply and then
  413. 15:18selecting the donut. And I can also say
  414. 15:20apply there. Um, and now I can just
  415. 15:21delete this lattice. And now it's like I
  416. 15:24modeled that, right? All those shapes
  417. 15:26are now like baked into it. Um, and it
  418. 15:29looks good. As I said before, if you did
  419. 15:31want to do any more detail, you could,
  420. 15:33you know, shift select multiple objects,
  421. 15:35go into edit mode. Um, and then using
  422. 15:37proportional editing, you could also do
  423. 15:39some like more targeted tweaks. If you
  424. 15:43really wanted to, uh, you know,
  425. 15:44manipulate the donut, you could do that.
  426. 15:46So, there are things that you can do.
  427. 15:48Um, it does make a difference. it is
  428. 15:50important. Um, but you know, it is also
  429. 15:53optional, but it's it's an excuse to
  430. 15:54kind of introduce you to some more tools
  431. 15:56and things in Blender. So, I'm kind of
  432. 15:58glad that I uh didn't do it at the start
  433. 16:00because um we can introduce you to that
  434. 16:02that kind of thing. So, all right, we
  435. 16:04got a lumpy looking donut. Good for us.
  436. 16:06Now, now is the exciting bit. We can
  437. 16:09talk about rendering.
  438. 16:12Making this actually look good because
  439. 16:15this is gray. This is boring. This is
  440. 16:19called the 3D viewport view. Okay. The
  441. 16:23the reason this looks looks boring and
  442. 16:25flat is that this is cheaper for your
  443. 16:27computer to actually process just the
  444. 16:29shapes in like a gray. There's no
  445. 16:31shadows. There's no lighting. There's no
  446. 16:33surface interaction or anything like
  447. 16:34that. This is fast for your computer to
  448. 16:36see to create that pretty image that
  449. 16:38looks realistic with light calculations
  450. 16:40and everything. That is called a render.
  451. 16:43And you can do a render by either
  452. 16:45hitting F12 on your keyboard or by going
  453. 16:47to render and then saying render image.
  454. 16:51Huh. And now that has taken a snapshot.
  455. 16:53The problem is is it looks like not the
  456. 16:56view that we were looking at. So we're
  457. 16:57looking at this view. Why did we get a
  458. 16:58view up here? The reason is is that
  459. 17:00Blender will always take the render from
  460. 17:03the camera view. So remember that thing
  461. 17:06that's like way out in the middle of
  462. 17:07nowhere we haven't touched. It's taking
  463. 17:08the view from that that camera. And you
  464. 17:10can look through the camera by hitting
  465. 17:12the camera view icon over there.
  466. 17:15[snorts] So now that I'm here in this
  467. 17:17view, um, how do we move it in close?
  468. 17:19How do we get it close to our thing? So
  469. 17:20there's there's a number of like
  470. 17:23traditional ways to bring a camera into
  471. 17:25like in Blender. I'll actually show you
  472. 17:27the way I first learned to do this cuz
  473. 17:30it's actually just like natural to me.
  474. 17:32Um, but then I'll show you the method
  475. 17:33that actually most people prefer. So you
  476. 17:35can just with the camera selected, you
  477. 17:37can hit G. You can move things around
  478. 17:38like that. If you want to bring it in
  479. 17:41like just zoom to the like
  480. 17:43straightforward if you hit G and then
  481. 17:45middle mouse button that will like kind
  482. 17:47of what's it called? Dolly dolly in and
  483. 17:49out which can be uh very useful. Um and
  484. 17:52then if I want to like tilt it um I can
  485. 17:55like just hit rotate like that or I can
  486. 17:57rotate along the Z axis, right? Cuz I
  487. 17:59know how to like turn the camera. So,
  488. 18:01that was how I learned to use uh the
  489. 18:03camera and how a lot of people still
  490. 18:05like to do it. But a lot of new people
  491. 18:06prefer this because now in 5.0, it's
  492. 18:09actually just a button right here. If
  493. 18:12you click this button now, I can use the
  494. 18:15same controls that I used before um to
  495. 18:18to move the camera. Because if you don't
  496. 18:20have that checked, the moment you just
  497. 18:21like hit your middle mouse to like orbit
  498. 18:23somewhere else, it leaves the camera
  499. 18:25behind. Okay. But when you have when
  500. 18:27you're looking through the camera and
  501. 18:28you have this checked now, when I orbit
  502. 18:31around and I zoom and I do all the same
  503. 18:33controls as before, shift middle mouse,
  504. 18:35I can position the camera exactly where
  505. 18:38I want it. Get it right there um without
  506. 18:41having to worry. You just have to
  507. 18:42remember, don't then immediately orbit
  508. 18:45like you're going to go do something cuz
  509. 18:46the camera is still locked to your view.
  510. 18:48So, you have to make sure you uncheck it
  511. 18:50when you're done and then the camera is
  512. 18:52locked to that position there. Um, and
  513. 18:55by the way, this is like a small thing,
  514. 18:57but when you're working with like small
  515. 18:59objects, you often have to like change
  516. 19:01because Blender is like designed for
  517. 19:03like environment like like like big
  518. 19:04types of scenes. This this camera is
  519. 19:07just too big. So, if you go to the
  520. 19:09camera settings, click the camera thing,
  521. 19:11then go to viewport display. I just
  522. 19:14changed the display of this. This has no
  523. 19:16bearing on the actual like final render.
  524. 19:18This is just how it displays in your
  525. 19:20viewport so that it's not so gigantic
  526. 19:22it's taking over everything. All right,
  527. 19:24the other way you can quickly look
  528. 19:25through the camera is numpad zero. So
  529. 19:27numpad zero will take you in and out.
  530. 19:29All right, but now that I'm there, I can
  531. 19:31hit F12 and look at that. That is a
  532. 19:34different look. It It's still gray
  533. 19:35because the default materials are gray.
  534. 19:38Um, but you can see there is shadow
  535. 19:40there. But check this out. We can do
  536. 19:42even more. So besides just shadow, like
  537. 19:45you might notice looking, by the way,
  538. 19:46you can bring back a render by hitting
  539. 19:48F11. Uh, I should also mention, by the
  540. 19:51way, the first time you do a render, um,
  541. 19:53I think the first time, like, if you've
  542. 19:55just opened Blender for the first time
  543. 19:56and you hit render, it'll have to do a
  544. 19:58bunch of like shader compilations and
  545. 20:00stuff like that, it should only need to
  546. 20:02do that once. It shouldn't have to do it
  547. 20:04every time you open Blender. We're using
  548. 20:06EV, which is a rendering engine we'll
  549. 20:08talk about soon. Um, but this there is
  550. 20:11some of that. Every time you you render,
  551. 20:12like to when you create a new shader, it
  552. 20:14has to like develop those things. But
  553. 20:16anyways, it should it the first time it
  554. 20:18should be slow, but it should be quicker
  555. 20:20for every render after that. Okay, so
  556. 20:22there's shadow here, but you'll notice
  557. 20:23like in here there's no there's no
  558. 20:26detail whereas in the real world you
  559. 20:27would see like bounce lighting from the
  560. 20:29the end of the plate there. You would
  561. 20:30see like some crevice information. Um
  562. 20:32there would be it' be darker and things
  563. 20:34and that is because by default there's
  564. 20:36an option that is turned off. So if you
  565. 20:38go to your render properties at the top
  566. 20:40there, this has all the information just
  567. 20:43pertaining to how something is going to
  568. 20:44be rendered. And by default, ray tracing
  569. 20:48is turned off, which I think is a
  570. 20:50mistake. I think they should change it
  571. 20:51to default on because so many people
  572. 20:54don't like EV, this rendering engine,
  573. 20:57because they they think it just produces
  574. 20:58fake looking images. But when you turn
  575. 21:00on ray tracing, look at how much better
  576. 21:02that looks. Um, by the way, if you want
  577. 21:04to compare renders, you can change to a
  578. 21:06new slot and then uh you can do a
  579. 21:09render, another render, and then you've
  580. 21:11got the previous render and then uh the
  581. 21:13new render in slot two. And then you can
  582. 21:15flip back by hitting J on your keyboard.
  583. 21:18And that's a way you can like quickly
  584. 21:20compare settings, which is very useful.
  585. 21:22Um, but you can see with ray tracing
  586. 21:24turned on, this is off. Turned on, we
  587. 21:26get bounce lighting. So there's some
  588. 21:28light that's hitting the plate there and
  589. 21:29it's bouncing up. We've got like more
  590. 21:31information in the crevices. Um, and it
  591. 21:33just looks a lot more realistic than it
  592. 21:35did before. Um, you'll also have
  593. 21:37reflections when I show you some uh
  594. 21:39material properties. So, that is
  595. 21:40something you should have on all the
  596. 21:43time when you're using um EV. By the
  597. 21:45way, there is another rendering engine
  598. 21:47called Cycles, and it is much more
  599. 21:49realistic. However, it is a lot more
  600. 21:51slower. Um, it's honestly I I'm going to
  601. 21:55show you at the end a comparison between
  602. 21:57Cycles and EV, but it's actually
  603. 21:59negligible if you know the right
  604. 22:00settings for EV. So, I'm going to keep
  605. 22:02it on Eevee for the rest, which is
  606. 22:03actually good because Eevee is actually
  607. 22:06pretty powerful at doing most things.
  608. 22:08It's just it's it's a game engine style,
  609. 22:11so it's it's a rasterized rendering
  610. 22:13engine, whereas uh Cycles is a path
  611. 22:16trace rendering engine. Much more
  612. 22:18computationally heavy. Um whereas uh EV
  613. 22:21is much more faster. So, we're going to
  614. 22:22keep it on EV and I'm going to show you
  615. 22:23how to get really great results with it.
  616. 22:25And then at the end, we're going to flip
  617. 22:26it to cycles. So, if you want to see
  618. 22:28that final result, you can get it. But
  619. 22:30we're not going to start there because
  620. 22:31it's just not necessary and I don't
  621. 22:33think most people will actually need it.
  622. 22:34Okay. So, I'm going to talk about some
  623. 22:36materials. But first, um you'll notice
  624. 22:38like it's kind of annoying to have to
  625. 22:39like render something like go to render
  626. 22:41it every time you want to see um an
  627. 22:43image like that. And thankfully, you
  628. 22:44don't have to because in the top view
  629. 22:46here, these little icons, there is a
  630. 22:48mode here called render view mode. And
  631. 22:51this puts the render in real time. Look
  632. 22:55at that. I don't have to hit the render
  633. 22:58to wait to see my result. I can see it
  634. 23:00in my viewport. So, it used to be that
  635. 23:03like rendering engines were so slow that
  636. 23:06really to do a render was like a big
  637. 23:08task. You hit render and it would take
  638. 23:10hours to process something and it didn't
  639. 23:11look anything as good as this, right?
  640. 23:13But now rendering is like and computers
  641. 23:16are so fast that we can just have
  642. 23:17rendering running constantly whilst we
  643. 23:20are working and it's usually not
  644. 23:22computationally heavy. Um so this is
  645. 23:24yeah this is Eevee which is the the much
  646. 23:26faster one. um cycles would be a little
  647. 23:28slower, but still. Anyways, now that
  648. 23:31we're in render view mode, let's talk
  649. 23:32about materials. So, let's start with
  650. 23:35the like most different material. Let's
  651. 23:37go with the icing. So, looking at our
  652. 23:38icing here, if I want to make this look
  653. 23:40pink and change its overall appearance,
  654. 23:42if I go down to my material panel down
  655. 23:46here or material properties, um and then
  656. 23:49I can just click on new material. And
  657. 23:52now I've got a bunch of different
  658. 23:53options here. Okay. And these all do
  659. 23:55different things for um for for the the
  660. 23:59surface appearance. Like metallic will
  661. 24:01make it look like metal, right? Uh
  662. 24:03roughness will change like how sharp the
  663. 24:05reflection looks. Uh the base color,
  664. 24:07this is like the main one you want to
  665. 24:09change for almost every object. This is
  666. 24:11just the base color of the object. So
  667. 24:13obviously I can make that look pink like
  668. 24:16that. Let's pull in here a little bit
  669. 24:18closer. Focus on that. Um so I can make
  670. 24:20it look nice and pink. Uh, the other
  671. 24:23thing is is it's looking like way too
  672. 24:25diffused. It's almost like a chalk
  673. 24:26looking icing. But if I bring this back,
  674. 24:29I can make this look more shiny. I don't
  675. 24:31want to go like too far cuz then it's
  676. 24:32like mirror reflection. I want to go
  677. 24:35like, you know, somewhere around 2. The
  678. 24:38great thing is is we can really change
  679. 24:40these values at any point in the future.
  680. 24:42So when we add in other objects and
  681. 24:44there's different lighting setups, some
  682. 24:45of the settings can look a little off at
  683. 24:48that point. Um, so it's very very common
  684. 24:50to like once you've set up all your
  685. 24:52lighting and everything to like
  686. 24:53re-evaluate your materials, but this
  687. 24:55completely non-destructive. I can change
  688. 24:56these at any time. And now I could
  689. 24:59create some very simple materials. Like
  690. 25:01I could say, let's make this look black.
  691. 25:02Make it like a black shiny glossy
  692. 25:06ceramic mug. So, um, by the way, you'll
  693. 25:08notice I'm not going all the way to
  694. 25:10black. There's a kind of a unspoken
  695. 25:12Well, it's not unspoken. People speak
  696. 25:14it. um you shouldn't um uh go fully
  697. 25:17black or fully white or like same with
  698. 25:20like uh colors. You shouldn't go like
  699. 25:22100% saturation on a color because
  700. 25:24things start to clip. It's maybe a
  701. 25:27little outdated as like now color
  702. 25:28management is getting so good it's it
  703. 25:30knows actually how to handle saturated
  704. 25:32stuff and like dark things, but it's
  705. 25:35still like a general rule. Um, you never
  706. 25:38want to go like fully black because
  707. 25:40things are never truly like the real
  708. 25:42black is vant black, right? Which
  709. 25:44[snorts] is like just this material
  710. 25:46which is like scientifically created to
  711. 25:47like emit no uh reflection simplifying
  712. 25:51it. But yeah, so like things will even a
  713. 25:54black mug that looks really black to you
  714. 25:55is probably not entirely black. So it's
  715. 25:57still there's going to be a little bit
  716. 25:58of lightness to it. So I'm just adding
  717. 26:00that in there. Uh the roughness. This is
  718. 26:02where I can make this. If I wanted this
  719. 26:04to look like a, you know, shiny ceramic
  720. 26:06mug, I could do something like that.
  721. 26:07These are just placeholders, by the way.
  722. 26:09I'm just using this as an example of how
  723. 26:10to create very simple um materials. Uh
  724. 26:13the plate here, uh let's go. Yeah, make
  725. 26:16it just look a little bit shinier than
  726. 26:18by itself. And then the donut, let's go
  727. 26:21give it a, you know, brownish lightish
  728. 26:25color like that. Make it a little bit
  729. 26:27darker like so. Um, another value which
  730. 26:31is super important for something like
  731. 26:33icing and and uh the donut and it's it's
  732. 26:36really important for just two things
  733. 26:37which is food and characters and it is
  734. 26:41that um when light hits objects like
  735. 26:44this they are mushy right they're made
  736. 26:46of like organic matter and so light
  737. 26:49actually enters the object and it kind
  738. 26:51of scatters around inside it and then it
  739. 26:53re-exits it. Um, it's the reason why
  740. 26:55when you like look at your hand in front
  741. 26:57of a light or the sun or something, you
  742. 26:58can see the light shining through. You
  743. 26:59can even see your bones through your
  744. 27:01hand if it's a bright enough light. Um,
  745. 27:03so it's called subsurface scattering.
  746. 27:05And that value is underneath here where
  747. 27:07it says subsurface. If you go down here,
  748. 27:10um, you want to turn the weight all the
  749. 27:12way up to one cuz this is not the
  750. 27:14intensity of it. This is just like
  751. 27:15apparently this value is supposed to be
  752. 27:17zero or one. It shouldn't be somewhere
  753. 27:18in between. to control how much of it is
  754. 27:21the scale which is how much how far into
  755. 27:23the surface will the light penetrate. Um
  756. 27:26and then you can see here you can
  757. 27:27increase this or decrease this and you
  758. 27:29can see the light kind of get into it.
  759. 27:30Now by default it looks red which I also
  760. 27:34think is a mistake. Um it's very
  761. 27:35suitable for characters because
  762. 27:37characters need red cuz inside a
  763. 27:39character is blood right but for every
  764. 27:42other thing like food it shouldn't be
  765. 27:44red. Um, and confusingly and and I know
  766. 27:47there's a mathematical reason for this
  767. 27:49because of like how light in the physics
  768. 27:51of things, but like different
  769. 27:52wavelengths travel at different speeds
  770. 27:55right inside the surf. That's how I
  771. 27:58understand it. So they've they've made
  772. 28:00the color of the subsurface
  773. 28:02um
  774. 28:04RG and B separated here. So you can see
  775. 28:07we've got red as one, then we've got
  776. 28:11green as 2, and then blue as 0.1. So
  777. 28:14essentially, I need to clear all those
  778. 28:16out and make them one, which here's a
  779. 28:18tip. You can drag over multiple values
  780. 28:20in Blender. So if you just click and
  781. 28:22drag down across something, and then you
  782. 28:24can just type in one and then hit enter
  783. 28:26and it makes all of those one. Um, and
  784. 28:28then now I can, you know, tweak this. I
  785. 28:30can make this look a little bit more
  786. 28:32milky like that. But we can, you know,
  787. 28:34we can adjust those. I'll do the same
  788. 28:36thing for my donut here. Um, give it
  789. 28:38some subsurface. Turn that up. And then
  790. 28:40I'll set this to one. And then, yeah,
  791. 28:42let's just leave it at the default
  792. 28:43value. But you can see that that's with
  793. 28:46subsurface on. Actually, let me bring
  794. 28:47the camera in. All right. I'm going to
  795. 28:50go lock it. Bring this in. And I'm going
  796. 28:52to do a before and after render. So,
  797. 28:53this is how you can use these these
  798. 28:55slots. So, this is with subsurface on.
  799. 28:57Then I'll go to slot two. And now I'm
  800. 28:59going to select this. And I'll turn it
  801. 29:01off. And then I'll do another render.
  802. 29:03And now hit J back and forth. So, that's
  803. 29:05the difference that subsurface can make
  804. 29:08to something. You can see here where
  805. 29:09it's like fully dark. It's actually now
  806. 29:12the light is passing through it and
  807. 29:14that's what gives something a milky kind
  808. 29:16of look. Um, and it's, as I said, it's
  809. 29:18it's mostly true for things like food.
  810. 29:20You can see it. I take photos of it
  811. 29:21myself all the time when I'm out and
  812. 29:23about cuz I'm like, "Look at that
  813. 29:24subsurface." And my family think I'm
  814. 29:26weird. Um, but I I think it's cool. So,
  815. 29:29anyways, there you go. So, that's that
  816. 29:31subsurface. All right. Um, I'm gonna
  817. 29:33pull the camera out to here and then um
  818. 29:36let's add a table because this has to be
  819. 29:38a table. Uh we're going to do the
  820. 29:39texturing in the next part. Um but let's
  821. 29:41add a table. Now, normally if it was a
  822. 29:44table that you were um Make sure I turn
  823. 29:46that off while I while I orbit around.
  824. 29:48You know, if this was a large scene,
  825. 29:50right, uh whatever, you would have to do
  826. 29:52like model an actual table. If you know
  827. 29:54the camera is only going to be here,
  828. 29:57doesn't matter about anything except the
  829. 29:59top surface. So, all we need to model is
  830. 30:02shift a plane. That's it. That's our
  831. 30:05table. I I just have to scale it up a
  832. 30:08little bit. But this is our table. It's
  833. 30:11actually really common in 3D if you look
  834. 30:13at like breakdowns of 3D scenes in
  835. 30:15movies and stuff. Everything is fakery.
  836. 30:17They just like buildings are cards. They
  837. 30:20just like a a plane with a texture
  838. 30:22slapped on it. Nothing is real. Um you
  839. 30:25know, when the camera moves, they might
  840. 30:27have to like model things properly and
  841. 30:29people go like, "Oh, I have to model it
  842. 30:30now." Um but like if the camera's here,
  843. 30:32it doesn't matter. Just make it a plane.
  844. 30:34Um there you go. So, that's that's a a
  845. 30:38donut on a plate with a mug. And that
  846. 30:41for somebody who has never used 3D
  847. 30:42before, that's an achievement. Um, this
  848. 30:45is the kind of thing that like back in
  849. 30:46the '90s, you probably would have won
  850. 30:48like scholarships for and stuff if you
  851. 30:50could pull this off. This used to be
  852. 30:52insanely difficult. It is still pretty
  853. 30:55difficult cuz 3D is hard. Um, but yeah,
  854. 30:58if you have uh uh if you're new at it,
  855. 31:01this should make you proud. You you've
  856. 31:02pulled this off. If you want to save
  857. 31:04this, by the way, you can go image and
  858. 31:05then go save. Um, and then you can just
  859. 31:08save an image, PNG. You got all the
  860. 31:10options, JPEG, etc. Um, however, if you
  861. 31:13want to make this look good, in the next
  862. 31:15parts, we're going to be making this
  863. 31:17look much, much better by doing some
  864. 31:20texturing and making our table look good
  865. 31:22and adding some ceramic textures and
  866. 31:25things to different objects. But this is
  867. 31:27kind of the end of the modeling section
  868. 31:30of the doughut tutorial. Um so we we
  869. 31:34touched on you know basic primitives. We
  870. 31:36add slight defamations. Um we extruded
  871. 31:39some things to uh create like an organic
  872. 31:42looking shape. Did a little bit of
  873. 31:44sculpting. Um and then we created a mug
  874. 31:47right and then did some uh modifiers and
  875. 31:50subsurf to kind of uh create the general
  876. 31:52shape there. So those are kind of some
  877. 31:55of the techniques that you will need to
  878. 31:57learn to create lots of different
  879. 31:59objects in the future. Just some though.
  880. 32:01But there are so many other techniques
  881. 32:03and tools. Uh precision modeling,
  882. 32:06modeling mostly with hard objects, how
  883. 32:08to keep straight lines and then modeling
  884. 32:11something that is really custom and
  885. 32:12deformed. Getting those like largeish
  886. 32:15shapes there and just kind of like
  887. 32:16almost using the mesh like a guide mesh
  888. 32:18to kind of uh create shapes. And then
  889. 32:21actual characters like sculpting a
  890. 32:23character from nothing and then actually
  891. 32:25converting that character into something
  892. 32:27that looks and has like like subdivision
  893. 32:30so that the arm can move and then
  894. 32:31rigging that character so that you can
  895. 32:33actually move the arms like a puppet. So
  896. 32:35these are the kinds of techniques that
  897. 32:37we don't have time to go into in the
  898. 32:39donut but I do have time to go into in
  899. 32:41my course called the beginners academy.
  900. 32:44So all of these things you can see on
  901. 32:46the screen here are taught in that
  902. 32:47academy. If you only want to learn
  903. 32:49Blender for free and you just want to do
  904. 32:51this donut, that is fine. But if you
  905. 32:53want to go further and you want to learn
  906. 32:54how to actually think like a 3D artist
  907. 32:58and take an idea from your head and
  908. 33:00actually convert that into something
  909. 33:02that you can use, whether that be for 3D
  910. 33:04printing or for rendering or for
  911. 33:06whatever visualization purpose you have.
  912. 33:08Um, that's what this course is about.
  913. 33:10It's teaching you those foundational
  914. 33:12skills um to actually um create
  915. 33:15something that you want to create. So,
  916. 33:16if you're interested in that, uh the
  917. 33:18link for that is uh beneath this video
  918. 33:20and um it is designed for complete
  919. 33:22beginners who have finished the donut.
  920. 33:24But you've learned enough now that if
  921. 33:25you want to jump straight to that, you
  922. 33:27could. But if you want to continue on,
  923. 33:28we will jump into texturing next. I will
  924. 33:30see you in the next

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