You can fix this using the “Snap” tool at the top of the viewport. From edit mode, if we grab a vertex on the icing mesh and simply drag it down (with proportional editing turned on), the rest of the mesh will tend to end up “inside” the donut, like this: We now want to give our icing some “dribbly bits” that droop down the donut (like real icing tends to do as it cools). Snapping Our Icing To The Face Of The Donut With solidify turned off in the viewport, we see this (much better!): With solidify turned on in the viewport, edit mode for our icing looks like this: We want to hide the solidify modifier we added to the icing, so that it doesn’t cover up our mesh while we’re in edit mode (otherwise, it’s quite hard to edit the mesh since we can’t select it).
This file is the result of my work after following along with the steps in the YouTube video. You can download the associated “.blend” file here.You can download a PDF copy of this post here.Notes below correspond to this YouTube video.I’ll be making additional notes for each of the videos in the series! Lastly, we added condensation along the inside of the rim of the glass using an image texture.Just some notes I made while following along with this now-famous blender donut tutorial. To create a realistic coffee look, we added a yellowish volume with a high density value to give darkness in deeper areas. To create the liquid to go in the cup, we duplicated the inside mesh of the cup and added a top with surface tension along the side of the glass. We started with modelling the cup and applying a glass material to it. To accompany the doughnut, we started to model a glass coffee cup from the reference image below. Depite the colour looking better, the doughnut still looked quite stylised so we added procedural texture to add small bumps and larger bumps that looked like they had bubbled from the hot oil. We texture painted the doughnut to look more ‘cooked’. Now the icing is complete so we moved on to adding colour and texture to the doughnut. We then used weight paint to decide where the sprinkles should ‘fall’ onto the doughnut. To add the sprinkles, we added a hair particle setting where we replaced the paths/strands with sprinkle models that are randomly coloured from our pastel colour palette. Below are some of my first renders in Blender. To achieve the glossy icing look, we reduced the roughness and increased the subsurface scattering to add a more realistic and almost fleshy food look. Next we added a basic colour material to the doughnut and worked on the icing. We started by modelling the doughnut which we then sculpted in more shape and imperfections to add realism. In this post I’m going to share some of my Blender progress as I am really happy with the results so far! I love how this tutorial series goes above and beyond just the doughnut. To get started with Blender, I have been learning from Andrew Price’s doughnut tutorial which I have read online is highly recommended.
I’ve always had a passion for art and learning new mediums, so this is super fun for me too!Īs I mentioned, I have used Maya in the past for modelling however, I wanted to learn Blender as it should be a good (and free) alternative to using ZBrush when it comes to sculpting. Regardless of the area in CG I pursue, I believe it will be really beneficial. I really want to have a good understanding of 3D modelling as it’s a fundamental part of CG. Having some experience using Maya, I decided to learn Blender by starting with Andrew Price’s iconic doughnut tutorial!