Transcript for:
Guru3e

did you guys know that blender 4.0 had a change that makes it more realistic by default or that there's a new technology that is going to expand the uses for 3D exponentially well you would if you were on my free newsletter called this week in 3D it's an email from me once a week with three to five things that I found interesting that week from the world of 3D so sometimes I share a new tool that I found a remarkable tutorial a new blender feature a new news story that affects the industry so click the link in the description enter your email address and then you will stay up to date on the world of 3D it's always free and it's always written by me now on to the tutorial welcome back to the donut show where we make sad little Donuts that we cannot eat this is where we finished up at the end of part one we've got our nice looking dut and now we're going to make that icing which looks complex but is actually fairly simple now as I mentioned before if you want to add an object you go shift a right and then you start with something that resembles what you're trying to create but we already have something that resembles the exact shape we want to create it's the donut because we want the icing around the donut so let's just reuse this information so we can do that by duplicating the object um and if you don't know the hotkey for it you could just go object and then you'd find it uh here where it says shift d so shift d now when you hit that you are in a placement State essentially like it's duplicated and it's now saying whereit you want to place it now in our case and actually often you don't actually want to change its placement you want to duplicate it exactly where it was so you can cancel the movement by hitting Escape or right clicking now when you do that it looks like it's canceled the duplication but you can see in your outliner it has duplicated it you've got two objects but um it's just in the exact same place which is what we want so first things first um we need to name them or else we could get very confused very easily so you can name an object by just double clicking it in the outliner and then just typing in the object the other way you can name something I'll just show you the second way if you select the taurus1 that's your icing object if you're in the 3D view where your cursor sorry is over the 3D view Port if you hit F2 that's another very quick way that you can uh name something without having to go out up to the outliner to find your object so with our icing object selected let's go into edit mode by hitting tab so we want the icing on the top which means this bottom half of our mesh here is redundant don't need it so we want to delete it so if we just dragged over the bottom here you can see it looks like we've selected the bottom half of our donut but if you were to move around you would see oh we haven't actually it's only selected annoyingly uh what is facing the camera where there's a mesh it's not gone through the mesh a lot of users find this uh annoying I agree sometimes it's seems like that would be the more default one that would make more sense but anyway don't want to argue um so if you want to select through a mesh you can go up to here in your your top navigation toggle x-ray if you turn that on it's going to enable you to see through the mesh and now when I drag over it you can see that I have uh selected all through the mesh as I move around it by the way you might find it like when you're in this state it's kind of hard to select like it's easy to kind of accidentally select what is above it and depending on what you've got at your end that might have happened um already so another way to easily just look directly on the side on of your uh donut is to just click one of these um like in your Gizmo here instead of just dragging around just do a single click on either the green one or the red one the x or the Y and now we're in that state you can see it's it's flattened it so it's put you in orthographic mode which actually you can toggle to at any time just over there which just makes it easier to just do a single all the way through the mesh um select all right okay all right so we want to delete that so just hit the delete key you get an extra option here of what do you want to delete edges faces you want the vertices that's everything and now we have if we go back to uh object mode and then let's turn off toggle x-ray as well and you can see it's uh it's working we got half the the doughnut on top of itself but as you move around you can see you got some flickering now this flickering happens and it's actually a very common it's actually a good warning sign to you as an artist cuz it means you've got uh faces on top of faces and the 3D software doesn't know which face it wants to render right so it's like sometimes saying it's the the front face no the back face the front face and there's no understanding sometimes you can actually spot it in TV shows and like VFX or like lowbudget stuff you can see something flickering in the background and I'm like ooh there it is Z fighting um that's what it's called Z Z fighting or Zed fighting if you're not American so what we want to do is we want to give uh thickness to our icing so we can do that with a solidifier modifier so adding another modifier make sure you've got your icing selected not your donut and then here where you've got add modifier we're going to go generate solidify okay now it's made it worse it's uh it's actually added a thickness to our uh mesh there but it's actually done it the wrong way so it's with the normals yeah what is it it's trying to put the uh the extra bit inside the dut so we can change that by just changing the offset here in the solidifier settings just drag that all the way to one some of you might have actually found that it was correct before just depending on which way your normals were if that's the case keep it at minus one but everyone else keep it at one we just want to make sure it's actually outside okay um I also let's just increase the thickness a little bit too let's go here 0.25 that looks pretty good and uh great we've got got what looks like a yarma on our donut a perfectly straightedge little hat for our donut so let's make this look more like icing so the edge is wavy all the way around so to do this this is where we get into the fancy ooh finger magic um cuz you're typing lots of keys anyway um go into edit mode and we can see straight away that we can't see uh the man and that's because the solidify modify is obstructing our view so these little boxes here as I mentioned before like this is to hide it from viewport um but if you want to just hide it from your edit mode which is the state that we are in right now the box next to it is the one that you uh uncheck which means in object mode when you're tabbed in object mode you can still see it but edit mode it's uh whoops it's temporarily hidden for you so if I was to select one of these points here and move it down you can see that uh it's it's working but but it would be again a lot of effort to go round and round and do these one by one so we want to use that uh old familiar proportional fall-off tool again so proportional editing on and now as I move it down let's just uh let's just lower the slide way down here and then let's pull this down okay now we'll find issues if we move to the side here we can see the first issue we've discovered is that this is separating from our mesh here and that's not what icing does when it dribbles down it follows the shape of the D all the way down so what we want to do is snap oops undo it a number of times snap the uh snap the vertices to our dut underneath it right so for that we need to turn on snapping up here okay now there are a number of ways to snap in blender the default way is increment which just means the uh like the grid floor there like if you were to just like move it around you can see it's just snapping to the grid floor not helpful but we want to snap it to the face and now with face snapping enabled if we move this down we can see let's just look here that the bottom bit is snapping to the face but as you might have seen the top bits the rest of uh essentially what is inside of our circle of influence with this proportional editing that's not being a affected only the little point that we had selected was affected so that's not what we want either normally that would be enough but in this particular case we want to also snap individual elements to and let's go face project now when we pull this down you should see that these are also no longer clipping through the dut but still we have issues why is that well it is actually working correctly we can see these are not going through the mesh so why does it look like it is the reason for that is that there's actually just not enough information here so if we go side on you can see right like we've got this Point uh here and then we've got another Point down here and then we've got this long stretch uh in between right so that means that this part of the Donut oh gosh that goes that goes around like that is just not there's nothing to snap it to essentially so what we need to do to fix this is just add more geometry so these little vertices here we need more of those vertices so we can do that by actually using the subdivision surface modifier cuzz although it is a modifier you can apply the modifier and the modifier currently is adding geometry so let's just apply it so to apply it we just click this little drop down here next to the modifier and then go apply now if we I mean nothing should have changed from this view because the same information is being displayed but in edit mode you should now see exponentially more faces cuz here where there was uh you know one face before you can see there's now a lot more right d uh four 4X okay 4X um okay so now if we pull down we should see it is snapping and if we go into this mode you can see that it's now conforming to the mesh in a much more uh snug way cuz there's information there for it to use now this shading artifact here that we can see this this don't worry about that we'll fix that in just a moment but uh I need to show cuz I've shown you like four things that we need to enable for this work I got to show you one more uh because if I pull down and if I scroll up you'll see something okay if I was to click we get this horrible uh problem here and I've done this tutorial and enough and enough people have hit this issue that I need to call it out specifically because it seems to be a big point that a lot of people just don't know where to go from um what's happened is if we use a uh this uh what's it called the the the the circle of influence for our proportional editing if that is so high it's actually high enough to reach the mesh on the other side of the donut and then because we've got snapping it's now projecting that snapping it to the front which is creating this like something that's a nightmare to fix I me in fact it's easier just to start from scratch than to try to fix that so if we want sorry there's a lot of noise uh to fix this we need to hide the part of the mesh that we don't want to be uh influenced by our uh proportional tool right so to do that there is an easy way to do it uh we can actually do it very precisely so if with this middle bit of our donut here if I just hold down alt and then do a left click as I mentioned before that selects the ring okay and we could you know we could do that all the way up but actually there's a little uh I don't know if it's an Easter egg it's kind of a cool tool that not people know not many people know about Control Plus H that will enable these select more tool and if you use control+ contrl minus goes the other way you can see that it's expanding out so Control Plus will just like select the next verticy along a chain roughly speaking um and you can see we can very quickly select all the parts of the mesh that we don't need right very cool by the way if Control Plus doesn't work for you cuz you're on a laptop or something else select more less you can also do it here anyways to hide this part of the mesh it's h h for hide so when you're in this state it looks as though it's been deleted it's very sometimes you don't know where part of your mesh and then you forgot that you've got hide turned on um if parts of your mesh are hidden and you want to bring it back it's alt H so H to hide and then alt H to bring it back or if you can't remember it for whatever reason you can also find it okay it's underneath mesh there we go mesh uh reveal hidden or hide selected okay so that's the other way but you can get my keyboard shortcut that it's in the link it's free just use that and then you won't forget a lot of these handy shortcuts all right so now finally after all that after four different ways of and problems to explain we can now take part of this mesh and drag it down and it will work correctly haha so now we just make we get to now finally be an artist and go like what sort of uh you know Edge or you know what sort of icing do I want to make this look like so what I'm doing here by the way is I'm I'm h G to pull it down and then I'm just middle click single middle click and then because my cursor is closest to the Zed axis it's now snapping it to the Zed axis so that's why I mentioned before that it's uh it's really handy you don't have to think of the letter and type it in you just go in the general direction you want to go and then just tap the middle click of the uh which is your your scroll wheel right middle middle click it's such a weird uh button that you have to call it out it's the scroll wheel button cuz like no other application seems to use it besides scrolling but blender is like no we're going to use it for like 90% of the operations is going to be middle click um but anyways I as you can see I'm not paying particularly too much attention to it but I'm just making a wavy looking shape around it um you might also want to make some bits that go the opposite direction right and then maybe pull so you've got like big shapes as well as medium shapes and some small shapes big medium small it's the uh it's the recipe for appealing design big medium and small details but uh I digress by the way I should mention if you're stuck don't feel bad cuz there was certainly a lot of uh a lot of finickiness going on with this donut here and uh it's yeah it's a we're definitely in the Steep part of that curve at the moment uh do make use of my Discord if you are stuck I created it literally so that people could get instantaneous help I don't have any other benefit for it so it's there so that you can can find help link is in the description and there's a donut help chat room where you can post screenshots of your problem and then people can help each other out so do make use of that now our shading issue here this darkened Edge is actually going to fix itself by fixing another issue so it's a two birds one solution kind of problem uh this 90° edge here for this icing not ideal uh everybody knows that a real icing would create like a rounded Edge there right so we can fix that just by adding another subsurf modifier cuz you might remember I mentioned like yes if you've got three vertices it'll create like another verticy here and another verticy here but it'll also like round it out it'll pull this one back so you end up with a rounded corner so right here in your modifier stack we're going to go add modify generate subdivision surface now the order of these does matter okay you want your your solidifier at the top and the subdivision after it so blender Works top to bottom and it's important it's in this way because you want the Extrusion to happen first and then in order to round that edge it happens has to happen as a secondary step so solidify on top subdivision underneath now whilst we're here and we're looking at the uh the closeup nice little profile of this edge of this icing another issue to call it you can see it's got this uh this shape that goes around yes so far so good but then it goes up and it's like m it would be better if it went around and then tucked in and touched the edge of it cuz that would look more like real liquid wood so we can solve that by just changing one of the settings in the solidify modify it's not one of those things that you would figure out or know where it is it's just over time you learn where some of these settings are but essentially here the edge data so we want to change the edge data to say that uh before you do the solidify step add a crease on the inner part right here if we increase this all the way way to one it now creates a sharpened Edge just on that inner part there so the rest of it is a smoothed Edge but the middle one there's a crease so it's making a sharp edge there and it just gives it just a little bit more realism just looks a little bit closer to what you would imagine real icing would do okay now for the cool bit all right so if you look at reference of donuts right yes you've got these little wavy bits but where the the icing is really liquidy it'll often break off from this wave here and it'll create a trail that goes down uh underneath the donut right it just sort of drips all the way down whoops bump the microphone so we can do that um but not what we the way we were doing it before if we just took one of these points and then like dragged it all the way down like that there wouldn't be enough information there right you can see you just get this like stretched look and it doesn't look great okay so essentially we need to give it more information and we couldn't just do it by like adding more and more subdivision servic we we need to actually like break this shape here and create a new shape that goes down so we need to extrude so if I select this verticy and then the one next to it by holding down shift I don't think I mentioned it but yeah if you want to select two things at once it's shift select um anyways so if we select two vertices like that we want to extrude it downward by hitting e so when you tap e it's similar to G and that you're in a placement State now saying where do you want to place this so I'm going to move it down to yeah like about there where I want the trail to stop and I'm just going to do click left click and it's now placed it there now if I it's hard to see it but if I just switch to YF frame you can see what it's doing so it's created this breakaway shape here an entirely new face um that's completely separate to what we've got there currently and what this means is if we go to object mode you can see it's it's not just like continuing this form here it's pulled it Down Right which is uh exactly what we want and in fact I wanted to to go even further than that so I'm going to select those two vertices and I'm going to pull it down again um and then I'll do it again and the reason I've done this one two 3 is that this detail here is important so that it conforms to the shape of the dut CU if there's not enough you're going to have that clipping issue that I showed you earlier so that's pretty good and now we're going to do it again originally in my earlier version versions of the donut I only did like one of these but then I noticed that that in the render the final render it's often the most interesting part of the dut so now I'm thinking yeah just do it all the way around the dut just uh add the bit that looks cool add more of that so here so wherever there's essentially like a big dip is what I'm looking for like where the the liquid would sort of build up and then like the surface tension there would be just too much and then it would break away and it would go down down underneath like that and we'll do another one here why not like that and down and down and that's pretty good haha lovely so that concludes finally this this heavy part of the tutorial so if you're ready to watch the next part I hope you're not giving up you can click there on the screen and I'll see you there make sure you hit subscribe as well if you haven't uh a large number of you don't but if you want to see more Blended tutorials that's what you need to do self-promotion right there thanks guys see you in the next part