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  • Now we know how Blender functions, let's start building that doughnut.

    現在我們瞭解了 Blender 的功能,下面就開始製作甜甜圈吧。

  • So, as before, let's, uh, well first of all, just to repeat, make sure you are working with a new scene.

    所以,和之前一樣,我們首先要重複一遍,確保你正在使用一個新場景。

  • Completely new scene, don't want any remaining monkey heads lying around.

    全新的場景,不希望有剩餘的猴頭到處亂放。

  • Let's begin fresh slate, and let's delete our default cube, just with the delete key, and let's replace it with a new object.

    讓我們重新開始,用刪除鍵刪除默認立方體,然後用一個新對象取而代之。

  • You might remember the hotkey for that is Shift-A.

    你可能還記得熱鍵是 Shift-A。

  • And as I mentioned before, you usually want what is underneath mesh, because these are your primitives.

    正如我之前提到的,你通常想要網格下面的東西,因為這些是你的基元。

  • So we want to start with something that most resembles what it is we're building.

    是以,我們希望從最像我們正在建造的東西開始。

  • And if it was a house, you might start with a cube.

    如果是一座房子,你可能會從一個立方體開始。

  • If it was a vase, you might start with a cylinder.

    如果是花瓶,可以從圓柱體開始。

  • In our case, we want the doughnut-shaped one, although mathematicians call it a torus for some reason.

    在我們的例子中,我們要的是甜甜圈形狀的,儘管數學家們出於某種原因稱其為環形。

  • So let's add that.

    那就加上這個吧。

  • Now if I zoom in by scrolling up, we can see we have something resembling a doughnut.

    現在,如果我向上滾動放大,我們可以看到一個類似甜甜圈的東西。

  • Looks like a pretty weak looking doughnut, you know, very flimsy.

    這個甜甜圈看起來很不結實,非常脆弱。

  • Looks like the, doughnut before it's cooked, when they just drop it into the vat, and it's just this little wispy thing.

    看起來就像甜甜圈還沒熟的時候,他們剛把甜甜圈放進大桶裡的時候,甜甜圈就是這麼個小東西。

  • So immediately after you do some actions in Blender, you have options to change it.

    是以,在 Blender 中執行某些操作後,您可以立即更改它。

  • And the options are hidden down here in the bottom left-hand corner.

    選項隱藏在左下角。

  • You see a little box, and if you click that box, you see options.

    你會看到一個小方框,點擊方框就會看到選項。

  • And look, we can change the dimensions of our torus.

    看,我們可以改變環的尺寸。

  • Now something to note is that these options in Blender only appear immediately after you have that action.

    需要注意的是,Blender 中的這些選項只會在您執行該操作後立即出現。

  • If you do another action, like say deselect your torus by mistake, it's gone, right?

    如果你做了其他操作,比如錯誤地取消了對環的選擇,它就會消失,對嗎?

  • Because Blender has assumed you have moved on.

    因為 Blender 認為你已經離開了。

  • You've accepted the state of your doughnut, and this is the one you want, right?

    你已經接受了甜甜圈的現狀,這就是你想要的,對嗎?

  • Now if you haven't done anything drastic or changed this object in some severe way, you can temporarily bring it back by hitting F9.

    現在,如果您沒有對該對象進行任何重大操作或嚴重更改,您可以按 F9 鍵暫時將其恢復原狀。

  • I never actually remember that hotkey.

    實際上,我從來不記得那個熱鍵。

  • I just remember that immediately after I have added an object, if I want to tweak it, now's my chance before I move on to something else.

    我只記得,在添加完一個對象後,如果我想對它進行調整,現在就是我的機會,然後再去做其他事情。

  • Okay, so we could change, you know, the size of it here.

    好吧,我們可以改變這裡的大小。

  • We can also change the resolution.

    我們還可以更改分辨率。

  • I'll use the term resolution loosely to make it higher or lower fidelity.

    我將寬泛地使用 "分辨率 "一詞來表示保真度的高低。

  • And a mistake that a lot of beginners make, and I say this because this was the exact mistake I made way back in 2003 when I need a realistic looking doughnut, so I guess I need to go really high resolution.

    很多初學者都會犯一個錯誤,我之所以這麼說,是因為早在 2003 年我需要一個逼真的甜甜圈時,我就犯過這樣的錯誤,所以我想我需要非常高的分辨率。

  • I remember my first project, one of my first projects, was for a high school film project, and I wanted to have a close-up of a face.

    我記得我的第一個項目,也是我的第一個項目之一,是高中的一個電影項目,我想拍一個面部特寫。

  • Didn't realize faces were going to be difficult, but I went really high poly, and then it was just an absolute nightmare to work with.

    我並沒有意識到臉部會很難處理,但我採用了非常高的多邊形,這絕對是工作中的噩夢。

  • So the problem, the reason you don't want this, is that for starters, things that are high poly are very slow to render, and they're very hard to work with if you want to tweak the shape of it.

    所以問題在於,你不想這樣做的原因是,首先,高聚物的渲染速度非常慢,而且如果你想調整它的形狀,也很難操作。

  • But also, as you learn and you grow with 3D, you'll discover that it is a lot easier to add resolution to something later on, but it's very difficult to take it away if you've already built it into it and you don't need it.

    不過,隨著 3D 技術的學習和成長,你會發現,以後再為某樣東西添加分辨率會容易得多,但如果你已經在其中內置了分辨率,而你又不需要它,那麼要將其移除就非常困難了。

  • So, long way to say, what we actually want is to have as few polys, these are called polys, as you can get away with.

    所以,長話短說,我們實際上想要的是儘可能少的多極體(這些被稱為多極體)。

  • So I'm going to go with 32 major and 12 minor.

    所以我選擇 32 個大項和 12 個小項。

  • And don't worry that it looks all jagged, because we will fix that in a moment.

    不用擔心它看起來參差不齊,因為我們馬上就會解決這個問題。

  • Now, the major and minor, this is really up to you, but I find that something that looks kind of chunky, like a fat donut, just looks really delicious.

    現在,主要的和次要的,這真的取決於你,但我發現看起來有點大塊的東西,就像一個胖胖的甜甜圈,看起來真的很好吃。

  • So I'm going with something around about this size, okay?

    所以我打算用這個大小的東西,好嗎?

  • And once I'm happy with this, once I'm ready to click off, I click off, the options are gone, and this is it.

    一旦我對此感到滿意,準備點擊關閉,我就會點擊關閉,選項就會消失,就是這樣。

  • This is the donut that I am now working with.

    這就是我現在正在製作的甜甜圈。

  • So how do we make this look higher resolution, less jagged?

    那麼,如何讓它看起來分辨率更高,鋸齒更少呢?

  • Well, one way is to use smooth shading.

    一種方法是使用平滑陰影。

  • So if you right click with your object selected, go to shade smooth.

    是以,在選中對象後點擊右鍵,轉到陰影平滑。

  • And look at that, this is immediately better.

    你看,這個馬上就好了。

  • Without getting too technical, this is kind of a fakery.

    不說太深的專業術語,這也算是一種偽造。

  • It's sort of like the shader is telling the renderer that this is a really high poly dense mesh when it really isn't.

    這有點像著色器在告訴渲染器,這是一個非常高的多邊形密集網格,但實際上並不是。

  • It's just basically kind of like averaging out faces.

    這基本上就像是把人臉平均化。

  • And anyway, it's very technical, but basically means it's not going to add anything to your render time, but it's going to look smoother.

    總之,這很專業,但基本上不會增加渲染時間,但看起來會更流暢。

  • And so this is generally what you want for something that is smooth and organic looking like we want.

    一般來說,這就是我們想要的光滑和有機外觀。

  • If you were rendering like architectural or like hard surfaces, like later on, we're going to put this on a counter, then the object would obviously want to be flat.

    如果你渲染的是建築或堅硬的表面,比如稍後我們要把這個放在櫃檯上,那麼物體顯然希望是平的。

  • But in our case, we're just going to use shade smooth.

    但在我們的案例中,我們只使用光滑的陰影。

  • But you might notice that looking at this, especially if you go side on, that you've got this sort of jagged shape around here, right?

    但你可能會注意到,看著這個,特別是如果你從側面看,你會發現這裡有一種鋸齒狀,對嗎?

  • So the silhouette is really breaking that illusion that this is a high poly or a smooth looking donut.

    是以,輪廓確實打破了這是一個高聚物或看起來光滑的甜甜圈的錯覺。

  • But thankfully, rather than adding all of that complex density into the mesh itself, and then making it hard to remove later on, there is another way through modifiers.

    但值得慶幸的是,與其將所有複雜的密度添加到網格本身,導致以後難以移除,還不如通過修改器來實現。

  • So if we go over here to our properties, right, this very confusing, lots of option looking properties, click on the wrench.

    是以,如果我們進入屬性頁面,點擊 "扳手",就會發現這裡有很多選項,讓人眼花繚亂。

  • And this is the section called modifiers.

    這部分稱為修改器。

  • And this is one of those object dependent things.

    這也是一種依賴於對象的東西。

  • So if you've got your camera selected, you won't see it.

    是以,如果您選擇了相機,就不會看到它。

  • So it's only when you've got actual meshes that you might see this modifier here.

    是以,只有當你有實際的網格時,你才可能在這裡看到這個修改器。

  • So it's much easier to explain if we just add one.

    是以,如果我們只增加一個,解釋起來就容易多了。

  • So up here, add modifier, and you've got a range of options here that can do a whole number of things.

    是以,在這裡添加修飾符,你就有了一系列選項,可以做很多事情。

  • The one that we're looking for is generate, and it is called subdivision surface.

    我們要找的是生成器,它叫做細分曲面。

  • And it is a really common modifier that you use all the time.

    這是一個非常常見的修飾詞,你經常會用到。

  • In fact, it's so common, it's actually, you can just immediately add it to any object just by hitting control one, but don't do that because we've already got it.

    事實上,它非常常見,你只需點擊控件 1,就能立即將它添加到任何對象中,但不要這麼做,因為我們已經有了它。

  • So there.

    就這樣

  • Now, some of you might have just discovered that your donut has disappeared.

    現在,有些人可能剛剛發現自己的甜甜圈不見了。

  • If that is the case, you need to go to edit preferences, and then underneath viewport, where it's got subdivision at the very bottom, disable GPU subdivision.

    如果是這種情況,您需要進入編輯偏好設置,然後在視口最下方有細分的地方,禁用 GPU 細分。

  • That will then make the subdivision perform on your CPU instead, instead of your GPU, which is maybe non-existent or not performing whatever, but disable that and it should appear.

    這將使細分程序在 CPU 上執行,而不是在 GPU 上執行,因為 GPU 可能不存在或不執行任何功能,但禁用該功能後,細分程序就會出現。

  • But if it's already working for you, don't disable it, keep it going because GPU will be faster.

    但如果它已經在為你工作,不要禁用它,繼續使用它,因為 GPU 會更快。

  • So what exactly is this doing?

    那麼,這到底是在做什麼呢?

  • Well, it's a lot easier to explain if we look at the shade flat mode, because we're not being tricked by the smooth shading there.

    如果我們看一下平鋪陰影模式,解釋起來就容易多了,因為我們不會被那裡的平滑陰影所欺騙。

  • If I set this levels viewport to zero, this is our original mesh.

    如果我將視口設置為零,這就是我們的原始網格。

  • This is before we add the subsurface essentially.

    這主要是在添加地下水之前。

  • When we increase this, you can see that it is adding resolution to our mesh.

    當我們增加這個值時,你可以看到它正在增加網格的分辨率。

  • And the more I increase this viewport levels here, the finer and finer that detail becomes.

    視口級別越高,細節就越精細。

  • So to explain it, because this is such a very, very common modifier, it's kind of important to understand how it's working.

    為了解釋清楚,因為這是一個非常非常常見的修改器,所以瞭解它的工作原理非常重要。

  • You can see that this is, these squares here, these are called faces, by the way.

    你可以看到,這裡的這些方格,順便說一下,這些方格被稱為 "面"。

  • And for each one of these faces here, as I add a level, you can see it's becoming four faces, right?

    對於這裡的每一個面,當我增加一個層次時,你可以看到它變成了四個面,對嗎?

  • And then now if I zoomed in on this one face here, if I do another level, that's now become four faces.

    現在,如果我放大這裡的一個面,如果我再放大一層,現在就變成了四個面。

  • And then if I zoom in again, it's now become four faces.

    如果我再次放大,它就變成了四張臉。

  • So it's exponentially adding detail.

    是以,它在成倍增加細節。

  • And you might also know that it is smoothing it out as well.

    你可能還知道,它也在撫平它。

  • Like this jagged edge that we've got here, you can see now becomes smoother.

    就像我們這裡的鋸齒狀邊緣,你可以看到現在變得平滑了。

  • So to quickly visualize that, if I just draw it, like imagine you've got like a 90 degree corner, right?

    所以,為了快速直觀地理解這一點,如果我畫一下,想象一下你有一個 90 度的角,對嗎?

  • Like this.

    就像這樣

  • If you add a subsurf modifier, what it's going to do is it's going to add a point here, right?

    如果你添加了一個子曲面修改器,它的作用就是在這裡添加一個點,對嗎?

  • Because this is the extra detail.

    因為這是額外的細節。

  • It's also going to take that point there and it's going to average it out.

    它還會把那裡的點平均化。

  • It's going to average it out between these points.

    它將在這兩個點之間求取平均值。

  • And it's going to create another one there and another one there.

    它還會在那裡創造出另一個,又在那裡創造出另一個。

  • So you then from having that really hard corner there to having something that looks a lot smoother.

    這樣,你就能從那個非常堅硬的拐角處,變得看起來平滑許多。

  • So it's going to take a point and it's also going to change it to make it look smoother, generally speaking.

    是以,一般來說,它會取點,也會改變點,使其看起來更平滑。

  • So there we go.

    就這樣吧。

  • So now as I increase this, you can see it's getting smoother and smoother.

    是以,當我增加這個數字時,你可以看到它變得越來越平滑。

  • Now, the reason there are two options here, you've got levels viewport and levels render.

    現在,這裡有兩個選項,一個是 "視口",另一個是 "渲染"。

  • So reminder, this gray area that we operate in is called our viewport.

    所以提醒大家,我們操作的這個灰色區域叫做我們的視口。

  • The render is the pretty version.

    效果圖是漂亮的版本。

  • So as an example, you could see if I just turned it off for the viewport, it looks very jagged.

    舉個例子,你可以看到,如果我關閉了視口,它看起來就會非常參差不齊。

  • But then for my render, if I increase that to three, if I do my render, which you could go up there and render image or remember the hotkey F12, you can see that that donut is now smooth, but I go back and you can see it's jagged.

    但在渲染時,如果我將渲染值增加到三,如果我進行渲染,你可以上去渲染影像,或者記住熱鍵 F12,你可以看到甜甜圈現在是平滑的,但我返回去,你可以看到它是鋸齒狀的。

  • So the viewport, you want to generally keep it lightweight.

    是以,視口一般要保持輕量級。

  • And then the render time, that's where you want to get a really nice looking pretty image.

    然後是渲染時間,這是你想要獲得非常漂亮的影像的時間。

  • So you want to often have two different levels.

    是以,你希望經常有兩個不同的層次。

  • In our case though, I don't really think we need to go beyond one, even for our final pretty image, because this with a shade smoothing turned on is good enough.

    不過,就我們的情況而言,我認為即使是為了最終的漂亮影像,也不需要超出一個範圍,因為打開陰影平滑功能後就足夠了。

  • And we're going to be adding more to the scene later on.

    稍後,我們還將增加更多的場景。

  • So we don't want to make it too complex.

    是以,我們不想把它搞得太複雜。

  • So this is actually pretty good.

    所以,這其實很不錯。

  • Okay.

    好的

  • So we have a perfect donut and that's the problem.

    所以我們有一個完美的甜甜圈,這就是問題所在。

  • It's too perfect.

    太完美了

  • You could spend decades trying to develop a machine in the real world that made a donut this perfect, and you never would.

    你可以花上幾十年的時間,在現實世界中開發一臺機器,讓甜甜圈做得如此完美,但你永遠也做不到。

  • This is so mathematically precise that the eye will always see this as looking fake.

    這在數學上是如此精確,以至於眼睛總是會覺得這看起來像假的。

  • So that's actually a problem you learn pretty quickly in 3D, that things that are too perfect just look fake.

    是以,在 3D 技術中,你很快就會發現一個問題,那就是太完美的東西看起來很假。

  • So you have to spend time making things look misshapen and adding variation there like you see in the real world, because your eye expects to see it.

    是以,你必須花時間讓事物看起來畸形,並在那裡添加變化,就像你在現實世界中看到的那樣,因為你的眼睛希望看到它。

  • So how do we make this donut look a little more lumpy and interesting?

    那麼,怎樣才能讓這個甜甜圈看起來更結實、更有趣呢?

  • I do that by changing the mesh itself.

    我是通過改變網格本身來做到這一點的。

  • So this mode that we are in right now, where we can click on different objects is called object mode.

    是以,我們現在所處的這種可以點擊不同對象的模式被稱為 "對象模式"。

  • And I know that because in the top left-hand corner, you can see we are in object mode.

    我之所以知道,是因為在左上角,你可以看到我們處於對象模式。

  • But if I click the dropdown, you can see I get a number of other options here.

    但如果我點擊下拉菜單,你可以看到這裡還有很多其他選項。

  • And these options again, will change depending on the object you've got selected.

    這些選項同樣會根據所選對象的不同而改變。

  • If I've got a light there selected, you can see I've only got object mode.

    如果我在這裡選擇了一盞燈,你可以看到我只使用了對象模式。

  • My camera, I've only got object mode.

    我的相機只有對象模式。

  • But a mesh will give you extra options here.

    但是,網狀織物會給你帶來額外的選擇。

  • So let's enter into edit mode.

    讓我們進入編輯模式。

  • Right.

  • Now, you can see our mesh, sorry, our object has become something that looks weird.

    現在,你可以看到我們的網格,抱歉,我們的對象已經變得很奇怪了。

  • It's got a bunch of little points on it with lines and very technical.

    上面有很多帶線條的小點,非常有技術含量。

  • Well, that's because this is actually what the mesh is made up of.

    這是因為網格實際上就是由這些東西組成的。

  • These little points here, which you can click on just by selecting, are called your vertices.

    這些小點稱為頂點,你可以通過選擇來點擊它們。

  • The singular term is called vertex.

    單項稱為頂點。

  • I never say that.

    我從沒這麼說過。

  • I like to just call all of them vertices, regardless of whether it's one or two, just because you always get some comments that go, um, actually, it's called vertex if it is singular.

    我喜歡把所有的頂點都叫做頂點,不管它是一個還是兩個,因為你總是會收到一些評論,說 "嗯,實際上,如果它是單數,就叫頂點"。

  • Anyway, so these are called your vertices.

    總之,這些就是你的頂點。

  • And if you have two of them joined by a line, that is called an edge.

    如果有兩條邊用一條線連接起來,就叫做邊。

  • And if you have four of them forming a face, then it's called a face.

    如果有四個人組成一張臉,那就叫 "臉"。

  • So with these, I can quickly change the shape of my object by using the same hotkeys as before.

    有了這些,我就可以像以前一樣使用熱鍵快速改變對象的形狀了。

  • And if I want to move this, then I would simply tap G, right?

    如果我想移動它,只需點擊 "G",對嗎?

  • And you can see it's now attached to my cursor.

    你可以看到,它現在正連接在我的遊標上。

  • And then if I want to confirm its movement, I just do a single left click, and there it is.

    然後,如果我想確認它的移動,只需左鍵單擊,就可以了。

  • Now, if I go back into object mode, like that, you can see that my mesh has changed, okay?

    現在,如果我回到對象模式,就像這樣,你可以看到我的網格發生了變化,好嗎?

  • And by the way, the hotkey for jumping in and out of object and edit mode is just tab, okay?

    順便說一下,跳入和跳出對象和編輯模式的熱鍵只是 tab,好嗎?

  • So you can see it's just toggling between those two modes because it's so common that you want to just quickly change things, that it's just easily accessible by that.

    是以,你可以看到它只是在這兩種模式之間切換,因為你想快速更改東西是很常見的,這樣就很容易訪問了。

  • Now, this is okay, right?

    這樣可以了吧?

  • But you can see it's like, it's got like some artifacting.

    但你可以看到它有一些偽影。

  • It's like, the greatest lump, right?

    這就像,最偉大的腫塊,對不對?

  • So how do we make it look a little more natural?

    那麼,怎樣才能讓它看起來更自然一些呢?

  • Well, I mean, you could, you know, you move one, drag it out, okay, click.

    嗯,我的意思是,你可以,你知道,你移動一個,拖出來,好的,點擊。

  • And then I move, oh, the next one next to it, right?

    然後我再移動,哦,旁邊的下一個,對嗎?

  • I'll move that out.

    我會把它移出來。

  • And then I'll move this one out a little bit.

    然後我再把這個移出去一點。

  • And then I move this one.

    然後我把這個搬走。

  • And it's like, okay, well now I've got the thing, but it took me like five actions.

    然後我就想,好吧,現在我拿到東西了,但我花了差不多五個動作。

  • Ridiculous, right?

    可笑吧?

  • No one wants to do that.

    沒有人願意這麼做。

  • No one's got time for that.

    沒有人有時間做這個。

  • Thankfully, there is a in your toolbar.

    值得慶幸的是,您的工具欄中有一個。

  • So if you enable that, now, if I hit G and I move it out, you will see, I get a little ring around my cursor there.

    所以,如果你啟用了這個功能,現在,如果我點擊 G 並將其移出,你會看到,我的遊標周圍會出現一個小圓環。

  • And that is now changing the mesh around it.

    現在,它周圍的網格也在發生變化。

  • Now, a lot of people in my previous tutorials were like, I don't see what's going on.

    在我之前的教程中,很多人都說,我不明白這是怎麼回事。

  • You have to have something selected first.

    你必須先選定一些東西。

  • And then when you hit G, you will see that little circle of influence.

    然後點擊 "G",你就會看到那個小小的影響圈。

  • Okay.

    好的

  • Now this circle of influence, if I scroll down, sorry, if I scroll up, you can see it's shrinking its circle of influence.

    現在,如果我向下滾動,對不起,如果我向上滾動,你可以看到它的影響範圍正在縮小。

  • And if I scroll down, it is expanding its influence.

    如果我向下滾動,它的影響力就會擴大。

  • So it's only going to affect what is in that ring there, okay?

    所以它只會影響到戒指裡的東西,明白嗎?

  • If you are on, yeah, if you don't have a mouse with a scroll wheel, you can also change the influence by using page up and page down.

    如果你使用的是,是的,如果你沒有帶滾輪的滑鼠,你也可以通過向上翻頁和向下翻頁來改變影響。

  • And if you don't have page up or page down, because you're on a Mac keyboard, then what you have to do is go to key map and then change your page up and page down to something else, just so that you could get around that.

    如果你使用的是 Mac 鍵盤,沒有向上翻頁或向下翻頁功能,那麼你要做的就是轉到鍵位圖,然後將向上翻頁和向下翻頁改成其他功能,這樣你就可以解決這個問題了。

  • But guys, you got to get a mouse, get a mouse with a scroll wheel.

    但是,夥計們,你們得買個滑鼠,買個帶滾輪的滑鼠。

  • I think they're, I don't know, 50 cents or just in the nearest landfill somewhere.

    我想它們,我不知道,是 50 美分,還是就在最近的某個垃圾填埋場裡。

  • Get a mouse because it's going to make your life in 3D a lot easier.

    買一個滑鼠,因為它會讓你的 3D 生活更輕鬆。

  • Okay.

    好的

  • So with this, I can now make quick work of lumpy shapes.

    有了它,我現在就能快速製作出凹凸不平的形狀了。

  • Okay.

    好的

  • So I just drag that out.

    所以我就把它拖出來。

  • Okay.

    好的

  • I've got a little lumpy shape there.

    我這裡有個小疙瘩。

  • Maybe I go down here and I pull this up just by hitting G, moving it up.

    也許我在這裡按下 G 鍵,把它拉上來。

  • Okay.

    好的

  • So already this is looking a little more natural, right?

    這樣看起來就自然多了,對嗎?

  • Because even if we were making a stylized world for a Pixar movie or something like that, you can't have just a spherical looking donut, sorry, spherical, round looking circular donut, because it just, your eye will see it as fake.

    因為即使我們要為皮克斯電影或類似電影製作一個風格化的世界,也不能只有一個球形的甜甜圈,對不起,是球形的,圓形的甜甜圈,因為你的眼睛會覺得它是假的。

  • So very quickly, I'm able to add a little bit of variation to the donut, just all around it, just a little bit over here.

    很快,我就能在甜甜圈上添加一點變化,就在它周圍,就在這裡一點點。

  • And you can see that I am just changing my circle of influence depending on what size of a lump I want to make.

    你可以看到,我只是根據我想做成的腫塊大小來改變我的影響範圍。

  • So I just want to make like a little bit that sticks out.

    所以,我只想做一點突出的東西。

  • I can make a small circle just by scrolling up like that.

    我只需這樣向上滾動,就能畫出一個小圓圈。

  • And you just want to do that until you get something that looks a little more natural.

    你只想這樣做,直到你做出來的東西看起來更自然一些。

  • I might want to make the inner part as well.

    我可能還想做內側部分。

  • We just drag that in with a smaller circle and that's pretty good.

    我們只需將其拖入一個較小的圓圈內,這樣就很好了。

  • Let's just have a look from the top.

    讓我們從頭開始看吧。

  • I might actually just drag that out, make it a little bit more like that.

    實際上,我可能會把它拖出來,做得更像一點。

  • But there you go.

    但這就是了。

  • That's pretty good for a donut.

    這對甜甜圈來說已經很不錯了。

  • It's still kind of simple.

    還是挺簡單的。

  • It's not too detailed, but it's got just enough variation in it that it's more interesting to look at.

    它不是太詳細,但它有足夠的變化,使它看起來更有趣。

  • Oh, one more thing I forgot to mention.

    哦,還有一件事我忘了說。

  • Go back into edit mode with tab.

    使用選項卡返回編輯模式。

  • Donuts, when they're sitting in the little vat thing, they're only like half submerged, so then they have to be flipped.

    甜甜圈放在小桶裡時,只能浸沒一半,所以必須翻轉。

  • But it means that the bit that's nearest to the surface is getting less heat.

    但這意味著離地表最近的部分獲得的熱量較少。

  • So essentially what I'm saying is the bit that's around the donut, the circumference of it is usually a little bit flatter.

    所以我想說的是,甜甜圈周圍的部分,其周長通常會稍扁一些。

  • So donuts aren't like perfectly round all the way around.

    所以,甜甜圈並不完全是圓形的。

  • They're usually a little bit flatter.

    它們通常比較扁平。

  • So what I want to select these vertices along here and then I want to shrink them.

    是以,我想沿著這裡選擇這些頂點,然後縮小它們。

  • Now I could go around one by one like this, which is actually what I used to do when I was a learning blender pre-YouTube days and there was no tutorials.

    現在,我可以像這樣一個接一個地學習,這其實是我在學習混合器時的做法,那時還沒有 YouTube,也沒有教程。

  • I would do this if I wanted to select this.

    如果我想選擇這個,我就會這麼做。

  • Silly, because there's a function, a tool for that, and it is edge select.

    這很傻,因為有一種功能、一種工具可以解決這個問題,那就是邊緣選擇。

  • So if you hold down alt on your keyboard and then do a single left click on not the point, but on the edge, this little line here, you can see it's selected all the way around.

    所以,如果你按住鍵盤上的 alt 鍵,然後左鍵單擊點,而不是邊緣,也就是這條小線,你就能看到它被全部選中了。

  • So anything that's connected along that line is now selected.

    是以,沿著這條線連接的任何東西現在都被選中了。

  • So if I want to shrink this, what would I do?

    那麼,如果我想縮小這個範圍,該怎麼做呢?

  • Well, I mean, yeah, you could move it around.

    嗯,我的意思是,是的,你可以移動它。

  • We want to shrink it.

    我們想縮小它。

  • We want to change the scale of it.

    我們希望改變其規模。

  • We would use the hotkey S for scale.

    我們將使用熱鍵 S 來表示刻度。

  • So S and I'm going to scale that in.

    所以,S 和我要把它放大。

  • And I actually don't want proportional editing.

    實際上,我並不想要按比例編輯。

  • So I'm going to turn that off and now scale in and just make it a little bit flatter.

    是以,我打算把它關掉,現在縮放進去,讓它更平整一點。

  • And there you go.

    這就對了。

  • See, just feels a little bit more natural, doesn't it?

    瞧,感覺更自然了,不是嗎?

  • It looks a little bit closer to what a donut looks like.

    它看起來更接近甜甜圈的樣子。

  • And by the way, don't worry if yours doesn't look exactly like this, like your lump is a little bit off.

    順便說一下,如果你的腫塊看起來不完全是這樣,也不用擔心,因為你的腫塊有點偏。

  • Like some people get a little bit too precious with the tutorial.

    就像有些人對教程過於珍視一樣。

  • I've got to match exactly everything I do.

    我所做的一切都必須完全匹配。

  • Like I'm just working on the fly as well.

    就像我也是臨時起意一樣。

  • So just make what you think looks good.

    所以,做你認為好看的就行。

  • Maybe you think this is not misshapen enough and you want to add more.

    也許你覺得這還不夠畸形,還想再加一點。

  • Go for it because it might actually turn out better than what mine is.

    去做吧,說不定結果會比我的好。

  • Now, before we move to the next part, how to save, how to save.

    現在,在我們進入下一部分之前,先來看看如何保存,如何保存。

  • Blender, very, very easy.

    攪拌機,非常非常簡單。

  • You just go save as and you just get one file.

    只需另存為,就能得到一個文件。

  • It's called dot blend.

    這就是所謂的點狀混合。

  • Very literal file extension, really pushing the limits of what a file extension can be.

    非常直白的文件擴展名,真正挑戰了文件擴展名的極限。

  • That's almost a word, Blender.

    這幾乎是一個詞,Blender。

  • Anyway, dot blend and that's it.

    總之,點狀混合,僅此而已。

  • And then next time you open it up, it's exactly like it.

    下次再打開時,就一模一樣了。

  • It's not like ZBrush where you got like four or five different ways to save a project or an object or a tool or a... hate ZBrush.

    它不像 ZBrush,有四五種不同的方法來保存項目、對象、工具或......討厭 ZBrush。

  • OK, that's how you save.

    好吧,這就是你如何節省的。

  • Now, also, finally, I would say if you need help, because I know if you if you're stuck and then you leave a YouTube comment, you might not get a reply.

    最後,我想說的是,如果你需要幫助,因為我知道,如果你卡住了,然後在 YouTube 上留言,你可能得不到回覆。

  • If you want immediate help, I've got a discord.

    如果你需要立即幫助,我有一個對話平臺。

  • So I'll put the link below.

    所以我把鏈接放在下面。

  • So there's like a little channel in there where you can just ask for specific donut help.

    是以,這裡就像一個小管道,你可以在這裡尋求具體的甜甜圈幫助。

  • So if you're having issues, feel free to jump into that.

    是以,如果您遇到問題,請隨時跳轉到該頁面。

  • And also, guys, don't beat yourself up like 3D is definitely a has like a steep ish learning curve.

    另外,夥計們,不要自暴自棄,因為 3D 絕對是一個陡峭的學習曲線。

  • So you're in that that steep slope right now.

    所以,你現在就在那個陡坡上。

  • And it's it's really common.

    這種情況很常見。

  • Like a lot of this stuff is very foreign. 3D is very unique.

    很多東西都很陌生。3D 非常獨特。

  • It's very different to a lot of 2D tools.

    它與許多 2D 工具截然不同。

  • But don't give up like it's it's definitely achievable to learn and self-learn at home.

    但不要放棄,因為在家學習和自學是絕對可以實現的。

  • You don't have to go to school.

    你不必上學。

  • You don't have to pay for a tutor.

    您不必花錢請家教。

  • It's really easy to to get help online nowadays.

    如今,在網上尋求幫助真的很容易。

  • So do make use of that discord post comments as well in the YouTube comments if you want to.

    所以,如果你想的話,也可以在 YouTube 評論中使用 discord 發表評論。

  • But I hope I hope you stay with it.

    但我希望你能堅持下去。

  • So if you're ready to jump to the next part after you've saved your blend file, go ahead, click here and I will see you there.

    所以,如果你在保存好混合文件後準備跳轉到下一部分,請繼續,點擊這裡,我們在那裡見。

Now we know how Blender functions, let's start building that doughnut.

現在我們瞭解了 Blender 的功能,下面就開始製作甜甜圈吧。

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