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I'm just getting started in Blender, and I'm following a tutorial on YouTube to make a donut and coffee mug on a table. I'm in the process of doing the icing on the donut, and I'm noticing that my donut's icing has way more vertices/is denser than the YouTube guy's.

I'm using Random Falloff in proportional editing mode to make the icing "droop", but it's too spiky because of how many vertices my donut/icing part has. What am I doing wrong? His donut's icing is wider than mine.

See pics related. (first one is mine)
File: ytdonut.png (277 KB, 1200x800)
277 KB
277 KB PNG
Here's his model.
did you apply the subsurf modifier?
because he didn't. his just has the modifier on.
Yeah, I have the subsurf modifier on, because that's what he said to do in the tutorial.

I have it on for both the icing and the main donut with View & Render set to 2.
Also, just to reiterate, my main issue is that it just has so many more ripples on the icing than his does. Our values should be the same for that modifier unless I missed a step.

Could it have anything to do with the amount of major segments my donut had when I first made it? If I'm not mistaken, you have to redo that whole thing/you can't change the amount of segments once an object is created. I think mine was set to like 90 or something and his is at 40...
>mine was set to like 90 or something and his is at 40
this is exactly your issue.
>If I'm not mistaken, you have to redo that whole thing/you can't change the amount of segments once an object is created.
That's correct, however you can add and remove segments ("geometry" or "edges") manually either with Loop Cuts (ctrl R) or clicking an Edge and using manual Bevel (ctrl B, drag it out a little).

If you're wondering why your extra segments are looking weird with the Subsurf modifier, it's because the more information (verts, edges) in the initial mesh, the more subsurf is being controlled. In fact, one method for controlling how sharp or smooth something looks with surbsurf is to add what are called "control loops" (a better way is to use Shift E for edge weight, but sometimes a little added geometry is easier).
Next tutorial you do, try to follow every step exactly. People like to tell beginners "oh don't do the tutorial exactly, mix it up! improvise!" but that's pretty frustrating to try to do as a beginner as you likely won't understand the results you're getting. Also, even though it feels like you're uselessly painting by numbers, you're actually learning and experiencing lots of tools, as you get better and learn more you can go back to an old tutorial and try and change things up.

Keep at it Anon!
never watched a blender guru episode and i model better than the guru himself, stop watching him - there are more trainers now than ever
Don't foget to post your finished donut scene on /r/blender for that sweet upvotes and praise!

>trillion polygons for a doughnut
makes you think

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