I think most beginners would do better with something smaller and simpler, that explains basic operations more slowly and deeply (I, too, really like Grant Abbitt).īut just because Andrew doesn’t know some things doesn’t mean he’s a clown. I agree that the donut isn’t the best tutorial for beginners, not because Andrew doesn’t know his stuff (for the most part he does), but because it covers way too much of Blender for anything to really stick, and he doesn’t take much time to explain to people why things might go wrong (which they inevitably do for beginners). The modifier evenly increases the density of the mesh across the whole model and can easily be turned on and off for performance reasons. (The shortcut is ctrl+any number between 1 and 6)
Subsurface modifier is a method of adding more vertices, faces and edges (simultaneously) to a model to achieve a smooth surface transition between the existing points on the mesh of the model. With experience you will know which technique to use. This can be achieved by adding loops or by applying the subsurface modifier. In the early stage of your model you will want a low polygon count as it easier to work with when blocking out the shapes.Īs you begin to add more detail you will want to add more polygons to the mesh. The number of polygons you will need will depend on what stage you are at in your model. However the more polygons you have the easier it is to insert fine detail into the model. Having less polygons also increase the performance of the viewport. This is because there are less polygons to push around and you use the subsurface modifier to smooth it out. The less vertices you have the easier it is to form the main shape of what ever you are modelling. The triangulated mesh might be good to games and low poly items but I’m not exactly sure. I think the good topology is dependent on use case. In the Learning 3D Modeling series, with the most recent post published on 5 January 2024.Question 1. I still want to learn more about rigging for the purposes of game dev, but I think I’ll keep practicing with modeling and texturing for now. It’s quite satisfying to have something at the end like this, so it’s a good motivator to keep going. What I really liked about this tutorial series was that I had a really pretty result at the end of it. I wonder what the cost comparison is if I were to set up render farm with Azure Batch or DigitalOcean against the cost of electricity and my time. I have found that this is normal, and I have no doubts that having a recent GPU is helping significantly, but yikes. I ended up working with lighting with the ‘cycles’ renderer as part of this tutorial, which made everything look really pretty, but my renders took a long time - a 300 frame animation took about six hours to render in 4K on my ‘puter with an RTX 4080. Couldn't get the sprinkles working for the web export, so they look a bit bare! I got a deeper look at the modifier system, geometry nodes, texturing, lighting, compositing, and even some basic camera animation.
The tutorial covered many parts of blender, in greater detail the the previous tutorial I followed. This guy is a really good teacher!Ī still render of the donut I made following the tutorial. I found this one by Blender Guru, which is an entire series on creating a donut with plenty of detail and explanation, as well as loads of opportunities to try different tools. I decided to take a step back and try something simpler, with a different tutorial.
I ended up with something reminiscent of a lego character with weird hands. I started with modeling a humanoid figure - while the tutorial I was following was intended for absolute beginners who had never touched 3D modeling before, the subject was maybe a touch too complex to start with, and the teacher moved along too quickly. So I feel like I had a bit of a false start in terms of my learning 3D modeling.