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. You'll never guess what motivated me to do this.Having some experience using Maya, I decided to learn Blender by starting with Andrew Price’s iconic doughnut tutorial! Official Add-on (Only compatible with Blender 2.77-2.79).Lucas' Pure3D Editor Model XML Format Blender Add-on (Unofficial 2.80 Port v1.01).I was told that those versions don't recognize Alpha attributes, which Blender decided to make mandatory. Exported models are not compatible with P3D Editors earlier than 4.2.While I personally have never used that setting with lingering modifiers, if you added modifiers to your model but have not applied them, you will not have the option to export your models with those modifiers. But seriously, I had no choice but to remove the option since temporarily applying modifiers through Python is much harder than the old days. Because whoever at Blender Foundation thought it was a good idea to make temporarily applying modifiers a lot more complicated to do hates people who make fanfics of random characters kicking Marge. Apply Modifiers is no longer an option when exporting models.I didn't even find these bugs, but thankfully Lucas got me aware of these limitations.
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