Blender Tutorial: How to model a Glazed Cruller Doughnut


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In this tutorial, you’ll learn how to model and create a glazed cruller doughnut (donut) in Blender. We’ll first go over how to use curves to create the shape of the doughnut, then we’ll go over how to use modifiers to create the model of the doughnut, finally, we’ll go over a hack on how I created the perfect material for the doughnut.

This tutorial was made due to the amount of support on the doughnut render in the beginner of the video. The render can be found in my portfolio via the website, and my Instagram page.

Texture: https://www.poliigon.com/search/recent/narrow/list/lava

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Where can you find me?
● Website – http://tooeazycg.weebly.com ✰
● Twitter – http://twitter.com/tooeazycg
● Instagram – http://instagram.com/joshuaautumn
● Patreon – https://www.patreon.com/JoshuaAutumn
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About me:
I am a 17-year-old Graphic Designer and 3D art intermediate named Joshua Autumn. I like Blender 😀

Personal Channel – https://www.youtube.com/channel/UC3tBuIitgO4IRs9f-kV4oXw
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Secret Message: This video was 2.2 GB, took 8 total hours to edit, and created multiple headaches
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*No Copyright Infringement intended*
I DO NOT OWN ANY SOUND OR MUSIC IN THIS VIDEO, ALL RIGHTS GO TO THE SONG OWNERS
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Thanks For Watching!

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14 responses to “Blender Tutorial: How to model a Glazed Cruller Doughnut”

  1. The shape can also be done with just a curve-circle and curve bevel object, by using the twist value settings on the points on a bezier-curve based circle. Slightly different workflow, but you can have it line up every time without worrying about the screw modifier value.

  2. Replace image texture node, use noise texture node (scale = 15, detail = 2) with black to white color ramp, then connect color from ramp to gloss shader normal. Use geometry node pointiness, connect to new color ramp with 2 color (1.000; 0.500; 0.010 @ 0.434  and 1.000;  1.000; 1.000 @ 0.639), connect color ramp color to subsurface color node. Use 0.5 for mix shader.

  3. Good tutorial, thanks! May I add a suggestion / hint for new users? When you rotate the handles around 1:21 you can rotate them all at once: select all of them first, change the pivot center for rotation / scaling to "Individual Origins" (it's a dropdown button on the 3d view header), then rotate. Just remember to change the pivot center back to "Median Point" or whatever you need after that. Also, the blueish shade of the donut generated by the screw modifier indicates its normals are inverted (pointing inward in this case). You can fix that toggling the "Flip" button on in the screw modifier. Here: 3:35 you can see both the blueish color and the Flip button (right column of the screw modifier).

  4. Nice tutorial! One thing I'd recommend for the material is first mixing a glossy shader with a diffuse shader with a fresnel node as the factor (diffuse on top), before mixing it with the SSS shader. Makes things a bit more… PBR-ey. Cheers!

  5. Definitely an interesting tutorial. Just wondering though, if we sign up for polligon, would we have to pay by the end of the trial period to continue using it for free?

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