Blender donut tutorial blender low poly
Now, we click on “New” to create a new geometry node setup: We won’t be needing the window in the upper left that shows the positions of all our vertices, so we can close that: Click on that, and choose “General -> Geometry Nodes”. If you don’t see this, look for a little down arrow near the top right corner of the top menu bar. We’ll create a new Workspace (tab) at the top of blender, which will allow us to see our geometry node setup alongside our donut: This enables all sorts of cool stuff, from the ability to dynamically generate frost or icicles on a surface, to the ability to create buildings whose height, window position, and number of floors are all procedurally controlled. Much like the nodes we’ve used so far to create texture, geometry nodes allow use to procedurally generate changes to the mesh (changes to our objects).
![blender donut tutorial blender low poly blender donut tutorial blender low poly](https://www.blendernation.com/wp-content/uploads/2019/05/Blender_2.8_How_to_texture_Low_Poly_Character_raw.png)
In previous versions of the donut tutorial, “particles” were used, but “geometry nodes” are a better option in Blender 3.x. Next, we want to add some sprinkles to the donut. This file is the result of my work after following along with the steps in the YouTube video.
![blender donut tutorial blender low poly blender donut tutorial blender low poly](https://img1.cgtrader.com/items/2727239/64c996a8fa/donut-blender-project-and-render-3d-model-blend.jpg)
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.
![blender donut tutorial blender low poly blender donut tutorial blender low poly](https://img.youtube.com/vi/sbCW0Cs7aI8/hqdefault.jpg)
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.
![blender donut tutorial blender low poly blender donut tutorial blender low poly](https://cdna.artstation.com/p/assets/images/images/009/328/512/large/albert-stancu-final-donutcomposed.jpg)
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.