3D Creature Modeling with Nomad Sculpt | Derek Davidson | Skillshare

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3D Creature Modeling with Nomad Sculpt

teacher avatar Derek Davidson, 3D Sculptor

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Course Overview

      2:55

    • 2.

      Creature Head Blockout/Primary Forms

      22:09

    • 3.

      Secondary Forms Pt. 1

      14:56

    • 4.

      Secondary Forms Pt. 2

      12:04

    • 5.

      Tertiary Forms Pt. 1

      13:27

    • 6.

      Tertiary Forms Pt. 2

      4:42

    • 7.

      Color

      11:22

    • 8.

      Lighting, Posing, and Post-Processing

      15:54

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About This Class

Welcome to “3D Creature Modeling with Nomad Sculpt!”

All you will need is the Nomad Sculpt app on either an iPad with an Apple Pencil or an android device with some sort of stylus. 

This is intended as a follow up to my previous Nomad Sculpt course “3D Modeling a Cartoon Head in Nomad Sculpt,” and is taught assuming you are familiar with the Nomad Sculpt interface and some basic 3D sculpting vocabulary. 

Mostly this focuses on how to refine Primary, Secondary, and Tertiary forms into a thorough, fully considered sculpture. 

Meet Your Teacher

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Derek Davidson

3D Sculptor

Teacher
Level: Intermediate

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Transcripts

1. Course Overview: Hi there. My name's Derek Davidson and I'm back with my second Nomad sculpt course. This course is going to be about making creatures. So I have a couple of creatures I've made here just to kinda give you a sense of the sort of thing that we're going to focus on. Some of it may be about blocking out, and this is a recent blackout. I've been working on a sort of scorpion guy. Some of it may be about adapting animals and other creatures into sort of cartoony versions of themselves. Here we have something that is basically humanoid and a lot of the other ones we look at will be, um, but has exaggerated features in some ways. You can look and see the texture that was brought in by alphas. And we can talk about some of that as well. These are also set up for 3D printing because that's kinda what I do in my normal life. Here we're looking mostly at secondary forms instead of primary forms. So there is texture there, there's tertiary forms. But we're really looking at how do you make it have appropriate shapes and forms in the mid level that then are textured as opposed to relying on texture to make all of your things also look a little, little bit of Boolean action in terms of what's going on with the horns they are, and how to work with low poly stuff to get sharp edges. This is a really old sculpt. I think it's actually a non-example in some ways, like you can see the texture is kind of all the same all across. So here I relied on texture to make this image pop. When in fact, the primary forms are pretty strong, but I don't have many secondary forms here. And so what you end up getting is a very sort of simple, stylized look. Not that, that's bad, but it isn't necessarily what you will be looking for and it's not a thorough job for sure. And I basically just use two different textures. One for the chin side of the head and another for the horns on top. And that's kinda hit. This, I think, is a pretty good example of both primary forms in terms of looking at the way those horns are shaped and the concept behind the whole thing, as well as secondary forms, the individual scales which are actually modeled on not, not Alpha based. And then tertiary forms there where you can see where I've added texture. Even to the places where it's been modeled. There's little bits of bump and waiver in order to give it a sense of weightiness and skin. So that's kinda what we're focused on here. And we're hoping to give you a sense of hopefully, you will like it. Hopefully I've figured out the sound situation. I know some people complained about that in the last and the last class, and that's a fine thing to complain about. I want to get it better. I'm sorry that it's taken me so long to get back to it. But yeah, here it is. Creating creatures in nomads sculpt. 2. Creature Head Blockout/Primary Forms: Okay, So I've got a brand new scene here. I turned on the wire and the outline for y'all, it's going to make it a little easier for you to follow along and see what we're doing. But this, in this course, I'm not actually intending to go through all the different tools. There's been a lot of updates to nomad since since my last class. Customizable tools, they've started doing uv and procreate, and we may get into some of that. But mostly this is a sculpting class as much as anything else. Just how the course works, but actually how to think about sculpting the things that you're looking at. So that's kinda where we want to start and think about. All right, so in general, when starting you're going to make a creature, I tend to start with some form of blackout. Blackout is going to come from primitive things. And often, the blackout doesn't necessarily end up being the thing that I want it to be. So right now I don't really have a plan for what's going on. I'm going to put some stuff together and see what comes out. So I'm going to add another sphere, move it sort of in a forward area. I'm thinking roughly about this being kind of like a a cranium and this being more of jaw. And I'll change the sizes and shapes and just a moment. And then I'm going to think a little bit about maybe some form of horn as well. And it's easy enough to start with cylinders. But you can also use this tool which I think is new since the last time we talked. So I made a tube, I'm going to mirror it so that it's showing on both sides changing the radius so that it's two radiuses or radii, I guess you can start with one where it's just a single thickness. You can go to to where you have one thickness on the end and one on the other end or three where it can be looked at entirely. For this context, I'm gonna go with two. So I'm going to move these down to sort of embed them in the head a little bit more. And look at the top and go here and try to think about, is that the right spot I have? It's sort of adjuster ear type situation here. And in fact, I'm going to rotate them back a little bit. I think it's too strong and the profile for now. So let's see. Yeah. The outline is a little confusing for me, but that's okay. So then having put that together, I'm going to think if there's anything else that would be like really big picture for this character that I'm coming up with. But I think we'll do most of it probably around the mouth and nose. So let's, let's add something for them knows, I'm going to validate that tube. Come back through. Think about a box. What's it going to be? Creature. Okay. The auto the autosave always interrupts me almost no matter what I'm doing. But I'm I've only ever been pleased later when something goes wrong that I have it. So, so just creating a box and I'm gonna make it sort of make it a bit smaller and then embed it in a way over there. Okay. That's the front. Bring it to where it needs to be. But yeah, I'm going to embed it more directly in the space between the cranium and the jaw line. And get a sense of, okay, so now we have a nose and that's going to need shape work obviously. But just kind of putting it, rotate it up a bit. I may want. So obviously here, I'm going to turn mirror or not because I want it mirrored, but because it helps me find the center when they're overlapping, I know that it's where it needs to be. I'm going to widen it out a bit. Okay? So this is kinda what I'm thinking so far. I wonder sometimes after doing this, the next, the next move and the block out is going to involve trimming. Just sort of staying super big picture in this context, right? Like I'm not, I'm not shaping things yet. Eventually I will be. But right now I'm just kind of thinking about how do I want these things to work? So I'm just trimming down nothing to trim because I picked the wrong thing, obviously. Okay. So I'm thinking about sort of cleaning up this job. Awesome. Let's toward the stuff that's not good. Let's try that again and see if it does it again. At don'ts. I don't know that's doing well. What you can do instead of trim is project and what that does. It's sort of a subtle difference, but it pushes the geometry into the line that you're doing. So it should never leave a hole. You don't always want to use it. Sometimes it's a little better to not have used it here. So we have this forward-facing thing and I get a little bit more of a jaw line going here. Okay, So I feel all right about that. Let's see what we can do to this head that will help it feel a little less like a globular. These might need to move back in. I wonder if they're still mirrored. They are. Okay, Cool. Make them a little small o. So that's a weird thing. They sort of connect when they get pushed into each other, it becomes one item. So then after a few pulled them apart, again, you have issues. It's not a it's not a favorite. Back to trimming or will even project the back of this head. I'm going to try and get a little bit of an edge they're feeling okay about that. Leaving the, leaving the horns where they are working on the nose. Wanna stay front. You'll notice that I'm not in perspective here. When you're going to be doing a bunch of trimming perspective makes it so that what you trim isn't exactly what you think it is. And that can be problematic 0. So I'm not, so I didn't have symmetry on. I want symmetry on in this context because I'm trying to shape a nose from two directions. And we'll leave that to sort of pug nose it up when the time comes. Okay. So I feel pretty good about all those things. And now what I'm gonna do is highlight all of them and voxel merge them. I'm not, I'm not running the resolution of really high yet. In fact, you want to keep it as low as possible. When I get to a form that I like, then I can change from voxel merge to sub-divide, which will allow me to hold things together so you can see some sort of growth snus around the edges. But this is an organic creature, so I don't really care. And I'm going to start working with flatten. I think the flattened brush in Nomad is by far my favorite. And it just sort of helps you build out the shapes that you want. So we have this muscle here that we're cleaning up. And I'm not so much smoothing and an attempts to like make it look cleaner yet I'm just trying to get a sense of what I want. And part of that is getting, getting some like a touch point on every, every spot in the, in the model. Which is a weird thought like, you know, in a drawing, if you have blank paper, it's just blank. But when you sculpt, you create a form and that form isn't necessarily entirely blank. Even if you didn't do anything to it. Like I created these spheres and maybe I just left them how they were identif, or thought about that particular spot. But it wouldn't necessarily be it wouldn't be blank even though I hadn't considered it or made a deliberate choice about what was there. So I'm going to try to leave the tube section of the horns kinda where they are. Let's see if I can flatten this head a little bit. I don't want to mess that up. And in fact, I'll come back around and sort of sheets. So I think that around the edge of horns, the smaller and stronger, you tend to have like some skin that kind of goes up against it. I sort of think of it as like the edge of your fingernail. You know, like you have you have some skin that kind of dimples or what's the right word? Bulges a bit around the edge of your fingernail. So I'm sort of creating that around the edge of the around the edge of the horns. And I'll come back and clean that up with the crease and some other things. With a pretty large clay brush. I'm going to dig in some spots and you may not you don't know if I'm touching sub or if I'm using a keyboard, just so you know I am using the keyboard, I find it to be really useful. So I just hold it that held the command button in order to pull up the shortcuts. It makes it really easy to flip from front to back, left and right. I can change from sub2, not sub mask and unmask without ever having to like move my hands, which is pretty excellent. So I do use the keyboard even while I, even though I'm not super into the angle, it's the right thing still. Okay, So I want to get this bridge of the nose proper. And one thing in creatures and sculpting in general is like noses are kind of more important than we think in terms of creating a character. You know? So thinking about nostrils here, gotta kinda big nose. Lower that down a little bit. And I'm going to dig into the nostrils just for now. Not necessarily what we want. But I think once you have nostrils, you start to really have a character. You know, it's, it's a different sort of thing. All right. I'm going to dig in some eye sockets. Here. Let's turn to get somewhere. Alright. I'd really love the fill brush. I love flatten and I love it the other way to. I think it really helps because often my scopes at least kinda have a tendency to lacks subtlety, which is positive. That means my primary forms are strong and stuff, but I think it can be a bit of a pain. If you don't fill in some of the deep cuts that you put there on accident. Okay. So I'm feeling pretty good about this for now in terms of blackout, I still need to use something for them out. So let me get some major markers in there. I'm using a brush that I call fat crease. And I'm using it very, very lightly. I find that crease brushes work really differently depending on the number of polygons that you're working with, right? The geometry, the geometry becomes more dense, decrease brushes, are they, they behave differently. So I'm looking at this nasal labial fold there. And then I'm going to try and get some form of like, oh, well, I guess too high. I mean, I thought it was too high to start with. Let's go to low, see what that looks like. Okay? So it's kind of a great thought about this sort of thing is that, you know, go until you break something and then take it back just a bit. All right. Go go too low or too high and then take it back and see what happens from there. Okay. Well, I didn't care for that loss both. Okay. So having sort of a horsey face, Let's bring the nose forward a little bit back. Some might, might add tusks or some sort of t. It might open his mouth. We'll see. Now what we don't have our ears of any sort. So let's see what we wanna do with that. I like the sort of big guy, small year thing. I don't know why like that. So entrepreneur I do. So I'm going to start just by digging in a whole. Because at the base of your ear there is, inside of your ear there is a whole I'm going to do a little bit of pulling for that little flap at the front of your ear? I do. I do. Or I once knew all the technical terms for these things, but I don't know. So that's okay. And then I'm going to sort of build out what becomes the ear. Just the clay brush, just tapping it in. As I look through, I can see that the shapes not right, this is unwind up all back the way I want it to be. Let me move it into place. One of my favorite shortcuts here is just the X key, which allows you to immediately change the shape of something. So I have this big brush, but if it hit X, I can change the radius quite quickly without having to reach over there. Which is kinda nice. Just kinda tucking skin up under the edge of the ear. I'll come back and clean that up as needed eventually. But for now, I just want to get some volume there. I'm going to have to do something in between those two to make sure that that's distinct because right now it's not. And that's fine, but I don't have the polygons to work on it now. Alright, so now I'm looking and I'm turning and looking at silhouettes. And I'm trying to think what parts of this are working and what parts aren't. That's, that's kinda the way to think about it. Like is this, Is this a working design like where it's sort of like has appeal and is interesting, or is this a design that is not working in some ways? So like right now as I look at it, I feel like the horns are working. I think the nose and the eyes are working. The ears are a little iffy. Back of the head, It's super iffy me, back of the cranium, I guess. Build this out a little bit. There's going be a neck there some point. Also the angles wrong. He's sort of looking up. I'd like him facing a bit down, more down, which I can fix in just a second. I'm going to smooth this out just a bit as I see. So there's places where the geometry is stretched so much that it's sort of getting close to tear. And so I might, You don't want it to tear because then you'll see back faces and that messes up your whole thing, particularly if you're going to try to print later. So, but again, I'm not interested in a super smooth thing right now, like that's not, that's not where I'm going right now. We're just trying to get them silhouettes looking right? So I pulled out a little bit. They're pulling in Austria the edge of the nostrils and try to pull out the muzzle some, let's call it a muzzle on humans too, by the way, maybe we'll do a big overbite that's kind of interesting, sort of Simpsons ESC. And then a creepy smile. Kinda like a camel ish front. I'll put a line there. Let's see, those are getting closer to 0. So let me smooth it a little bit. Okay? It's kind of a happy creature isn t. All right. So I think that made the mouth work a little bit. I'm worried about the lack of a chin. I don't think I need a huge chin, but getting some sort of stronger jaw features might be helpful. Too much though. I thought too much for now at least. I'm trying to give him a little bit of a bunch and as we go and then I'll flatten this edge, some will help. Oh, interesting. Yeah, I like that. So as I looked through and I'm going to go and do unlit so that I'm just looking at the I'm just looking at the silhouette, not looking at anything internally. If the silhouette works, then you have an opportunity for something. So there's some bumps here that like could be simplified, right? In this silhouette. Like I don't think this is like all that strong, but let's take a look and see. That's that's stronger before the nose comes in. The full side is pretty strong. I guess the lower lip needs to come out a bit more. From this back view. Have no idea what I'm looking at. So yeah, there's work to do. This is this is complex in a way that it doesn't need to be. And that's okay. But I did get a sense that I need to inflate the lower lip a little bit. I think that does help. Tibia sense of that loop. So I have the inflate brush out. Clean up these. Again, I'm thinking like what works and what doesn't work in here in terms of major landmarks, I think the chin is solid. I like the lower lip. I'm just kinda moving up. I think the the like upper lip muscle needs some secondary forums to work. But in terms of still primary forms, I think we're missing kind of a brow. So I'm gonna throw in some brow work here and just working with the clay brush trying to get pretty pretty pronounced there. Yes. When we start to have a brow, that's nice. Then I'll pull out and neck at some point, but not yet. And maybe we want to throw something down the center of his head eventually when we start thinking about hair or something like this, let me use subduct kinda clean up this section here so that there's more of a distinction between those things. And next to where I pulled that skin and I'm just going to go around with sub and kinda and some space there. A lot of times if you want to make a bump of some sort, there's kind of a question around like is your bump bump or is it Is it a whole next to it? Right? Like there's multiple ways to sort of think about what you're doing. And in doing so, you can kinda figure out that some combination of them both is going to be the best idea for sure. So you want to bump, but you also want to create a depression next to that bump. And that's like a smart way to go about it. That's not great. So smooth that, so they're fun. The back of that headstone. Clean that up in a second. All right, so feeling pretty good about that. Overall. I do think it can be simplified some, but I'll get to that as I add space, as I add more geometry. So as you can look right now, the geometry, it's really pretty low polygon. I mean, we're, we're under a 100 K right now if you look at the stats on the top-left and you know, that's not many. So you can't get too detailed when you're like that. So I'm going to go up, and once you have kind of one of everything you want is a phrase I learned from Glen Southern once you have one of everything and then you can start doing subdivision, right? So you do voxel marriage until you finish the block cout. And then after that, by adding sub-division, you can make sure that you maintain the shape and that you're able to reverse that as needed. And you can have multiple versions of your final without in any way degrading. So if you have details and then you voxel merge, it may end up getting rid of those because voxel mergers about really just averaging polygons across the surface. Whereas if you sub-divide, it takes every polygon that you have and just turns it into four. So we have to pay attention to that and something to think about before you do that with the smooth brush, you can go through and do relax and relax the mesh in certain places. Now, the thing about relaxing the meshes that it doesn't actually change the geometry at all in terms of what? It changes the geometry, it doesn't change the surface at all. Like it may look as if this is moving somehow, but it's not actually so like if I were to take the wireframe off and do it, you can't actually tell that anything's happening in most contexts. In fact, a lot of people find themselves thinking this distMoved brushes and smoothing out because they're relaxing a mesh and it's not actually changing the shape at all, but it is making it so that when you decide to subdivide, your geometry will be more equally distributed, right? Like these curves. If you were to subdivide that, that would be a lot of geometry that's following those curves. And it's just not necessary, right? It's better. And you'll have cleaner topology. If you do a little bit more relaxation. Now with other tools, you can go a lot further in that way in terms of going from, instead of relaxing the mesh and trying to fix it here you can just read topologies entirely and keep the same surface, but decide where you want your geometry to be. And if you wanna do anything low poly, you, you're going to need to do that. 3. Secondary Forms Pt. 1: Okay, so we're back here and I am starting to think about apologizing a little bit. So I'm going to subdivide to go from 30 K2 over a 100 K. You'll see there's less fascinating, It's a little smoother. And now my thought is, okay, have primary forms in place. Now I need to start working on secondary forms. And before I get too deep into secondary forms, I'm going back with that fat crease and I'm just going to pronounce the forms that I've already got just a bit more. That they're the lines are really they're sort of have these landmarks that helped me understand exactly what I'm looking at right now should have been something here. I think this one's called the philtrum. If I recall, I make that crease and then I'm going to use the clay brush just to sub in there a little bit. Yeah. Smooth that out and that'll look nice. Though I'm still in relax. I fell prey to the same mistake that I talked about. Okay, So now we have a big, big family philtrum there. Sort of build out this clip a little bit. I paused earlier to see if you could hear my my heavy breathing pug dog. But now I'm almost certainly can and will see smoothing out that edge. Okay, coming back with crease, again. Kinda have a sort of side of the crease here inside of the ear creates to clean that up. And there's more geometry that goes inside of any earlier than that. But we'll get there eventually. Gonna do inside of the brow as it goes up against the nose crease. And I'll probably do a forehead crease or two. And I get a little bit of that. Let's get something across the nose. So as you can see, this is not changing the overall silhouette, but what it is doing is giving it more visual interests as we go. I'm going to do couple wrinkle. The mouth lines, bring this all the way into the lip. Okay, We're still symmetrical, which is not necessarily the right thing to do at this point. I tend to get as much in as I can before I start trying to think about breaking symmetry. Just because it can be really tough. Okay, so now putting this, this crease here is defining the ear and the ear lobe. And then I'm gonna do a different crease over here to define this edge around the the sort of horn part where it is connecting to the skull. And again, I'm using this very lightly clean up to around my fat crease the way of the brush tuned it almost always require some smoothing next to the edge because it pushes, you know, pretty hard in that way. And then I'm gonna do a crease of where the skin connects actually to the horn itself. Just lightly putting I would care about it being perfectly round except that it's an organic creature. And so mistakes sort of give character at times, though other times not so much. So you got that can only go so far smoothing out this. Okay? So starting to have more visual interests, I've got some stuff going on here, some secondary forms. So then the next step with secondary forms, generally you are going to sculpt from the inside out. So we started by talking about cranium and jaw lines and that sort of thing. Horns. And then, you know, we've added some skin. I think the next step is to think about where the fat is. Fat goes under scan. I probably should have thought about that beforehand if I were truly building inside out. And so we have to think about like, what sort of creature we talking about. Is this a fat creature, not a fact creature like, you know, I have this urge right now to take a sort of big brush and see what happens if I pull the jaw dramatically out. And this is a this is a question about fat. No, that would have to connect to a neck of some sorts or that's sort of a chin that's covering a neck. So I'm going to move this back and kinda pull, pull out here. Yeah, like kinda like that. Starting to get somewhere. Let's make sure that we have. And if we had some, some sort of a real fat rolls, we'd have a wider and wider cheek line as well. Pulling out this back of the cranium bit. And I may end up adding, you know, sort of trimmed out sphere in order to create that. If that's what we're looking at here, I'm just kinda rounding it out. Come back and show the is these chin sections a bit, come back through the middle and separate them some smooth that out. So then there's going to be lines there that indicate fat, but also that indicate skin, right? So I'll just kinda building in the idea that there's like things that are a bit more blobby and a bit more like built up. So this is the Tiao Guo and gels are gonna be kinda big and we'll have more than one probably aware. You're kinda of dealing with fat rolls of some sort. And I'm going to build up the cheeks. I'm also, when I come back in with the crease, it'll make more sense of these, of these buildups, right? I'm even going to sort of pay a little more attention to the underside of these, of the browse here will push the, the sort of connection and pay attention the underside there to give you a different sort of expression. This here is too tight for someone who is, you know, sort of as weighty as this term. And I'll come back with the crease and let's factories, Let's clean up some of this. Okay, so I'm seeing like a sort of line ish there and another line there. We've got the initial lip, but then some some stuff going on there. And then I'm thinking a little bit about where the jaw actually is. I don't think it's going to matter because I'm going to connect this. Here's can play a little bit more. So I'm looking at silhouettes again as I'm still in the design phase here, right? Like I could go really wide, good, suck it in and get more fatty in the neck. I think the neck is pretty solid at this point. I can lower that if I wanted. The main issue is sort of figuring out which part, you know. Yeah. This part right here is making it not read very well to me. So I'm just pulling out some of the clay. Let's see what we can do here. So I don't use the smooth brush often. I learned this from the Flip Normals guys. They kind of never use the smooth brush. I use it some, but I almost always will start loop sort of recording the form with something that is more organic than the smooth brush. Because the smooth brush really is very inorganic even though it makes things smooth. And you think about smoothness as being part of it's almost like the student has like a really weird Adam's apple. Like the smooth brush just gets rid of geometry, right? So like as I go across this with a high-level smooth, now that's gone. I don't know if I want that. So what I would do instead is like, well, if I don't want that form at all, I can flatten it out and then smooth whatever's left after the flat and if I need to, but I don't try to get smooth to change shapes, I mostly get smooth just to like clean geometry that's next to it, each other already. So like smoothing like that doesn't do anything to the geometry. Yeah, What's missing up here as I have, I don't have enough of a chin for this level of wattle. So I'm going to build in a stronger jaw line. We think about where that would be, kind of here ish. Yeah, you're not helped. Digital is gonna go all the way up here. Let's smooth a little bit and I'm going to come back and crease under the jaw. Yeah. Okay. Now I've got I've got some interesting things going on. Okay. I keep turning like that, so I'm just going to turn the whole I told her I would have him looking the right way. Make it this so that he's super, yeah. It's an important moment actually to switch him to facing the right way because it's, it's helpful for me and sort of Estimating the effect that gravity would have on the skin, right? Like that's, that's the thing that I learned from the Flip Normals guys that I really liked is that like this idea that like skin has a weight and that there, there is some gravity in the skin that you have to account for. And that really helps when you're figuring out how to model wrinkles. You know, I think sometimes you can use the in-flight brush on a pretty subtle thing to sort of push the edges of it over. So you see, I would like that nasal labial fold is sort of like further over that crease now. And then I come back and smooth like the other edge sum, um, can do the same thing with these here. So that there's something here and this, I'll be honest, this is like almost time to read topologies again and sort of add some more, some more polygons to work with. But as you can see like now, that mouth is much more creature like, right? As I've just added these secondary forms. And I think that's, that's the thing that's missing. So often in, in sculpture is like somebody who's gone through and really done the work to not just do the sort of easy alpha stuff because there is easy alpha stuff to be done that will improve almost anything. But like someone who really has put the work end to say like, what are the actual like sculptural details? Oh, I hit Caps Lock and sort of smooth ER, and that's why that happened. Sculptural details that I need to pay attention to that will make this have a different feel to it, you know. So like I'm going to sort of pull that out some, you know, this inflate brush here is. And so now that knows has some real, you know, kinda earliness to it, which I think is good. Smoothing out this brown, awesome, like the top of this wrinkle there. And then smooth out the top of it that way to the bottom as well. Using an inflate around the edge of the ear to kind of create some of that part there as well. Yeah. So now we have kind of a kind of a gross dude, which is, you know, when you're doing creature sometimes that's what you're looking for. So I'm going to come in. I think this this cutoff to the chin is a bit dramatic. So I'm just using the fill brush to clean that up. With your permission now that we have enough to look at, I'm getting rid of the grid because I don't, I don't usually sculpt with it. I find it to be annoying. It's useful when you can't tell what you're looking at. Like if your actual thing is not that pronounced. Okay. So we go back and look at some various things. Yeah, I feel okay about this. I think there's a lot of secondary forms that are inside the silhouette that don't work. I wonder if I need to pull it hears out some right now, the ears in the silhouette right along that green line, the ears aren't really making a difference. And they don't necessarily need to be more pronounced, but they don't read as ears as the issue. And so I'm just trying to figure out how to get that to happen. And like think about the idea of whether this guy's head is too like are his cheeks too much at this point? If I pull a second, his cheeks a little bit, does that make his mouth look a little? Oh, no. I think I have ears or not. 4. Secondary Forms Pt. 2: I'm not trying to change his chin here as much as I was trying to change his neck. Pull out like spy and kinda shoulder blades. Go sense of I probably should have done all that before I subdivided. I'm going to try to cut in a little bit into this too small of a brush and cut in a little bit into this sort of neck area. And I give them a little bit more definition. They're kind of like that. We want the whole back of his head to be further back. Like action. I'm going to work on the side of the eye that didn't do what I wanted. I but I think other than that, it should allow me to give him something of a jaw line, at least up here. Well, that's not how that should be at all. So let's clean that up from the front and we're starting to look, okay. I'm pleased with his jaw line. I'm pleased with the ears are now in the silhouette. I haven't messed up the horns at all. I'll do something with the horns eventually and probably a break one off when we break symmetry, symmetry, I think that's always kinda cool move. I'm going to rough this front of this nose up a bit. I'm just using the flatten brush to kind of get a little bit more edge. I think in CAD that would be called a chamfer. But just kinda making the edges a little more pronounced. I'm going to bring in push forward terabit. Front of mind tells me that all my guys have big noses. Everybody that I make, which is not I don't think he's wrong. I think the nose okay. So I'm getting somewhere. I feel I feel good about this stuff. I think it's clear that there needs to be more detail on the jaw line for sure. Like it seems quite a bit more spare than the upper lip area or the nose or the eyebrows or anything like that? Yeah. The ears are now part of it. So let me get some let me get some striations and stuff and the jaw line. Okay. So first thing, let me fill this in some it's a little bit and it's going to be tied to subdivide again, let me take a look at the geometry. Yes, I'm like trying to put details in there, but there's not there's not a ton to work with. We're off. So I'm seeing like another like a fold sort of I think another such thing I didn't like the bottom of that. I think that part is fine. But I need this unless you have a big chin, It's not just in the front. So on the bottom. Okay. Greenland, pretty good about that at only the way that that connects, I need to do an Adam's apple and then increase it off so that there's a distinction between what we're looking at. Okay? Okay. I'm going to subdivide again. And now I'm at 0.5 million polygons. So there's some places where you can see it could use, I could use a little help, right? So but we're starting to get something that looks pretty creature like in a nice way. I'm I'm going to fill in this a little bit. So I saw this. I guess why I'm filling in is because it wasn't an intentional crease. And you could smooth it out, but that wouldn't actually be the same as like adding, adding the mass there that you need. So I like to fill and then smooth so that it doesn't smooth towards the crease, it smooths towards the other the other surfaces. Right? So like right there, there's some work that I need to do. Okay? And just to get a sense of these bombs and stuff, I'm going to use three fingers on the screen and rotate the, rotate the light sort of slowly to see if this is so like I see right there that I don't I don't know that I liked the way that looks. So I need to go check that out. Yeah. And the bottom half there needs to be some smoothing for sure because I'm starting to get the edges of, by the way, I don't have smooth shading on and I don't have some shading on because I think it, it's nice to be able to put it on at the end and to see that difference. But also like I just like to see what it's going to look like. I think if you, if you have smooth shading on and then you transfer to a different program, you really won't know what you're working with. And, you know, you can't accurately predict what it's going to look like. And that's an important thing. Okay, I need to flatten that little edge a little bit. Oh, it's filling and still flooding. Yeah, I need to flatten that little edge a little bit. I do like the double tap of the Apple pencil, like that. That functionality like being able to double tap it in order to get my dark shrieking. Double-tap it in order to switch from sub two, sub and back. I do like that functionality, but it does, it does almost always get me in some kind of way, like I end up making a mistake and you know, doing their own thing, right? Let's get some, get some fat on the back of this as well. So if I think about like, you know, they're being kind of like neck rolls. And then like I did before, I'm going to inflate, smooth out there first, but I'm going to inflate this edge so that it's kinda over. Yeah, I feel pretty good about that. While I'm back here, I'm going to add a spine too big of a thing. And it doesn't have to be perfect because it should be covered by skin and fat, right? But you just need to like have these bony markers to kind of get a sense of where it is and it moves or a little pronounced like almost like Stegosaurus action. Yeah, I feel better about that. Let me fill in a little bit at the top of that, so it's not quite so pronounced. I guess. I'm working on my subtlety as best I can. Okay. I'm feeling pretty good about that. I need to clean up the top of that jaw, right. So so I'm sort of digging in next to the jaw in order to get the top of it just right. This a situation where sometimes I go mad cap to see if I can get a better view of what's going on there. That's not the best Mac app to look at this. That's a fun backup, but it's not the easiest one. All right. So I'm thinking that the John he needs to come in here. So I'm sort of digging out this is jawed area that I'll need to fill in these muscles that come through this like sort of neck tendons that are touched to your collarbone. And the whole front of that needs to move forward some so that I have more space to work. What I'm aiming for with this particular thing is eventually to have like kind of a bust for 3D printing. In my, my day, my day job, I am a founding makerspace teacher for a high-school. So we've just gotten some pretty cool tech, got the photon mono x. And so I'm 3D printing with that stuff. If you have questions about 3D printing, you're welcome to ask me I'm I've been doing it for awhile, know enough about it to do it some sort of adding shoulders here. And now we have a neck that I feel okay about. I mean, the, the fascinating there isn't my favorite, but that's okay. So yeah, I feel like this is o as I was about to say, I think it's okay. I see things in the cheek that I don't like much, so let me see if I can get some sort of lower limb going and we'll add eyes. You know, at some point it's pretty essential that your creature have eyes of some sort. I think about like wrinkles as we go through here. And here I'm thinking about like jaw, like specifically just checking it out, see and why I think looking for places where the where the mesh seems distressed in some ways. I'm gonna cut in above the browser. Awesome. To give a little bit more distinction. Again, it's that same idea that sometimes it's not the, it's not the additive process to that that makes something pop. It can be removing the things around it, you know. Yes or no. The browser a little stronger. Okay. Got a muzzle, got some other stuff looking looking okay. Smoothing out some sort of neck action, looking from below, cleaning up that chin, feeling okay about that. I got some national work I need to do here. And that's too big of a brush. Making the brush smaller? Yeah. Just kinda making sure that the nostrils are properly dug in from multiple sides. Yeah. So one of those things where you just tuck it up under, do a similar thing with the eyes at some point. But feeling pretty good about that. Let's kinda hideous, hideous looking dude but very creature like so I'm into that. 5. Tertiary Forms Pt. 1: Okay, so now what I'm thinking about is tertiary forms. That occurs to me, right? As I said, that the one sort of non tertiary form that I need to work on is this this horn situation, like them working out an actual, an actual shape difference, not just adding things to it. So let's see. Okay, there and what I'll do, I like to project. So now we have sort of, I think, kind of cuter, cuter horns, which is cool. Okay, so then in terms of tertiary forms, I want to start thinking about adding texture before I subdivide again. Because I'd put it at 2 billion vertices, which is kind of a lot. But what, I'll do it and do it anyway. So here I am. I'm subdivided here. 2 million vertices is plenty. For our benefits. I'll go to smooth shading now so I can start looking to see what's really happening. And I'm gonna go to stamp. So in stamped, there are some things you got to focus on first, this fall off here is not how it starts. It starts like that. But I like to do this so that I have a better sense of what exactly I'm doing, you know, and you're going to want the power of it to go away way down. Now in this black box of the bottom left, you have alphas, and I have a ton of alphas of various things. Lots and lots of them are associated with particular brushes that I have. But also there's just a bunch that I have put together over time and collected some. I've paid money for others I've made myself and I can go into how to make them in another course. But for right now what I'm looking for is something that's going to add sort of a general like a general sort of irregularity to the skin. And speckles worked pretty well for that sort of thing. So I'm looking for something that has something like this. And as I pull it out, you get some, some wrinkled action. Right now I got to be careful the size of the brush is going to matter here, but more so the intensity, right? So like that's not what we want. Well, looks like some porno flick Jacqueline domains. So you want to be kinda subtle. And it's a situation where you want to get rid of symmetry, not because you don't think that the thing should be symmetrical. But when you get towards the center, doing that, like having that symmetry can be a problem. So right now I'm really just looking for places that are wrinkled. And I do things like this where I tell myself, okay, this is the texture for this particular part. Not like part on the model, but like this, this instance, right? So this is what wrinkles are going to look like for this guy. So everywhere I have wrinkles, I go back and fill this in and get sort of tearing and some places depending on the geometry. So if I go to the wire frame, you can see that that's built into it. But still I think I'm staying away from the top, which I want to be a little bit harder. So here we have like pores there, okay. And I'm not going to stay on the same thing for too long. So now I have, I think, a different type of speckle. And for me I think that looks better kind of around the chin. I'm going to lower the intensity even more. Right? But this is maybe, maybe more than that though. Let's see. Yeah. You get sort of like a hair follicle feel. You turn around the way you want to. This, I'll be honest, this geometry here is not, is not deforming the way I want it to. So this is another case of going in and relaxing the mesh. Turn the strength all the way up on the mesh. Relax it intensely than smooth that out to try and give and get back to stamp and stamping. And hopefully the stamp will show up better. Having relaxed that fresh. And he's a little better as long as it's not too close to the to the edge there. So yeah. Further away, you get some some good effects there. So we've got some sort of Chin stuff. We'll do a little bit of that on the bottom of the neck here. I think some of that goes around here as well. Sort of going into the chance. So you think about it as like hair follicles as you're sort of what you're thinking about, there was too much. You can tell pretty quickly when you do too much, which is a good feeling. Okay? So there we have immediately like a sort of different level of realism, even though this is a creature that could never exist. Like you start to have a sense of like, oh, it's really there, which is a good feeling. I'm turning the camera to be straight on with whatever I'm touching as much as possible. Like if I'm going from under, you see I'm looking from under, because that has to do with the Alpha projection as well. And if you overlap multiple things, that's really no big deal. Okay? So then the last sort of undulation stuff I need to do is on the forehead. And for that milk for something that's a little bit more line-based. Again, I have a ton of these. So something kinda. Now, one thing that's worth paying attention to is the mid value here. For certain Alphas. This changes like what does white renderer as like, does white push in or pull out as black push in or pull out, it changes depending on the Min value. And for these particular ones, having it at like 50 percent is better. So I'm trying to like, have them sort of meet at the middle so I don't have to turn symmetry off. It's really kinda lazy thing that I'm doing, but just getting some bumps going there at these under the eyes as well. And you see how it's combining with the other so you can get bigger in certain places to kinda make it read a little better. Okay, So now we really have some stuff that were suited to the inside of the back of the head. This will work well for the back of the head. So I'm rotating it just a little bit as I go. Okay. So now we've got some bumps go in there and we've got some variation. Still need to do that lip. But I actually I'm gonna do that lip with a combination of so this isn't my fat crease. This is a much thinner crease. And going through and doing a subbed crease next to and not sub-queries so that you can get like sort of undulation in the form that I'm going to take off symmetry because lips are notoriously not symmetrical. So you want to have some spots in there that aren't. And it should kind of curve down as you go. Alright. Be a little bit harder as you're at the top there. Turn symmetry back on. Now I've got some, some movement there. All right, feeling okay with that stuff. Still need to do something with the horns from a and also the sections around the horns. Not trying to get to scaly in general, but I am going to put some sort of scale stuff around this section. Similarly, the idea is that it's getting a little tougher as we're getting closer to the horns. So yeah, that sort of aspect where you're like thinking through how a thing I didn't like the way that was rendering. So I'm kinda evaluating that section. But thinking through like, you know, when you're doing creature design, it's about like actually thinking about creatures and thinking about like what they would do and how they would look. And so figuring that stuff out is kind of important. I'm going to smooth this part where it went over on to the thing. So I didn't mean to do that. And as you can see, I've set tree back on. So now that has a bit of a unique spot to it, which is nice. It has a different look. And then in terms of the horns themselves, part of it as secondary like you want to have, I'm going to take take symmetry off here. Like you want to have, oh, that's too much over the string. Now, we want to have some like secondary stuff going on. And then another part without symmetry, I'm going to cut off a section here so that we have like a more broken and sort of jaggedy space. And I'm going to use a stamp like with too much. Oh, that's interesting. I could try to put like wood grain in there. Hadn't considered that. What would that look like? Yeah, it's kind of it's kind of nice. All right. We'll go with that. So I'm over here stamping and on the edge I also see now that is an issue because I trimmed There's really like bad topology. Their normal amount of relaxing is going to help it. And so let me go back and see, can I project instead? Felt all right, let's take a look. I can flatten that out. Let's move it. I'm going to want to cut like something into this a little bit like edges. So it's not perfect. They're always said dude with his situation. Okay, stamping. Now, I'm on sub accidentally, OK, and let's turn the power up a little bit. It's sort of a grain so that it can have kind of an ivory feel to it. I'm going to use a different wood grain for that part. Go back to something a little more panel based. And I'll do some of that same stuff over here. But I'm going to increase a little bit more in a couple of places. I like the idea that like his warrants were like shaved. I don't know why I like that idea. I guess it's pretty gruesome actually, but but I do like that idea. Okay. And then start pulling you in That's a little too strong. You get some, some texture and the horns, they're not going to worry about next stuff because I'm going to cut most of that off. And in fact, I might cut it off now if I don't have to do anymore subdividing. 6. Tertiary Forms Pt. 2: Symmetry. That'll cut a nice, nice front part for that. And then I like to cut looks straight from the left and cut down this way as well. So I have a spot for the pedestal to go in. So there's this feeling pretty good. I might add like some horny stuff in his spine but maybe not probably time to add eyeballs. Procedure done in awhile you but feeling feeling okay about it right now. So eyeballs for a lot of ways to do it would have been doing recently is not necessarily my favorite, but I do like it. Some were not. What's going on here? My NMAC. No, that's just the way the, the thing is. Okay. So I'm going to move this, this way and mirror it and make it smaller. Changing to local pivots. Get it into the spot that it needs to be. And you certainly can just do like a single sphere for eyes. I don't think that's a great look honestly. Particularly if you want the sort of refraction that people get from eyes that sort of make a thing look alive. So what I tend to do, do I have not showing paint on showing paint. Okay. I haven't really painted yet. But so what I do then is I clone it, pull it forward, make it smaller, go back in and find a part where it's going to be On Walton. Okay. So now this is seeing so I'm making it smaller, pulling it forward. I didn't come. Okay. Alright. Clone it. Make it smaller. Move it forward. I don't want them to be cross-eyed. Now you'll notice that that green line is sort of the same and the middle there, like it's got a bar between them. That's because they were close to each other when I cloned it. So it clone it as one thing. But now I'm gonna go in here. So that's the sphere that I just added. And here's this one. I'm going to erase the one on or hide them and do a voxel merge with the other eye. And it'll give me, you know, sort of pupil action there. Now there's some other stuff going on here in that I need to move the skin of the eye socket back. So I use normal mode for that because it's really the most helpful to just be able to push directly against the normal of what I'm working in. It's really the only US I can think of for normal at some level. Okay, so here we have those eyes. And then what I often do after doing that company tech normal mode off here and just kind of push that and so on. I often do after that. Okay, I'm going to subdivide this so that it's a little tighter around the edge and I will pinch, pinch that edge so that it cleans up some because it's a little it's a little ragged. He has you can see. And then I'm going to in the gizmo cloner again, rotate it, make it slightly bigger so you can't see it anymore. And then change that to refraction. You paint glossy, take that index of refraction down because I don't need it to like do that sort of thing. The rest of it it'll do on its own. But now you have a nice thing going on there TO the pupil. Sort of look weird from the inside there because of that tube. I could fix that if I wanted, but I'm not going to look at it from that angle. So it's not a big deal. It's amazing how much the I is just like change things. I'm going to take this outline off so that we can sort of look a little bit more. And I'm going to think a little bit now about coloring. So into this view here. And then we'll go to coloring. 7. Color: Okay, so now our job is to color light and pose this duped. And maybe think a little bit about whether we want any hair or any sort of costuming or anything like that. I'm just looking around to see what I was thinking some about like maybe some like cheek hair weirdly. So I don't know if that's exactly what I want to do, but I'll take a look at it. So I'm using the keyboard to do the masking tool. And I'm going to mask sort of like some mutton choppy area. And that should be symmetrical, so I'm on both sides. And then I can go to Select Mask and extract it. It's good to read about the closing, show, other closing options. I always forget exactly which one it is. Close the extraction shaped by using a thickness value, yes. So it's shell is normally what I'm looking for and know it should be a different color entirely. I don't know what color would want for hair. Maybe a sort of dark refer force painted some. And we can start using like some, some office here to kind of pull it out a little bit. This time I'm going to use an alpha with the clay brush as opposed to and sometimes they do actually with the drag brush. Um, I can kind of help you get a sense of pulling small amounts out, giving kind of like a prickly texture, I guess is what I would say. Slow me see if I can find a good If you can hear that my dog is okay. It's just a pug any sort of struggles with life? Yeah. So you get a little furry here with yeah, it's not bad. It looks pretty good actually. Okay, so now we've got the hair. Let's work on color. So a little bit for coloring or clicking on the main mesh and we're adding layers will go to base and figure out what the base sort of skin tone we're looking for is. We haven't really decided on that. Orange looks nice to me. Not too shiny. So It's kind of orangeish. And then on layers, we're going to add some variation. You never just want to have one color when you go through it. And the sort of simplest way to think about it is that you go a bit cooler for the Chen, warmer for the nose and nose and ears, and then sort of whatever your bone color would be a so sort of yellowish often for a forehead and places where bone shop quite close. So just kinda getting some of this this like I still don't like that. I only use a color that's a little closer to what I did for the hair. So let's see where that is. It's cool, little darker. And because it's on a layer, you can color it in kind of whatever whatever intensity you'd like. And then you can use the opacity of the layer tool to sort of slow fade it out a little bit. Let's get a little bit of this very light, but a little bit of this, and a little bit on the neck. And again, we're looking for color variation, not details here. So as I zoom that out. Pretty good. Another layer here. This one will be for the blood that shows up more in the nose and ears. So you want to take this and go, oh, just a bit red are pretty good. Actually. Got the opacity pretty low, so you can get cheeks here. Well, we have some Britishness on the next layer. And do we want to pull that back at all? That's pretty good. Well, the next layer will do lips. So main thing is that the top lip tends to be a little darker than the bottom lip. And this is all vertex paint, right? And a lot of people will start looking at Procreate for the next version of what they wanna do with texturing and that's a fine thing to do. I don't think there's anything wrong with that. Procreate is doing some pretty interesting things. I'm not going to cover that in this class, but maybe in the next class I do with that will be the right thing to talk about. And then as I said, bone color ish, which is going to be kind of a lighter yellow right around here. Where the brow turn the yellow down on that forehead a little bit. So we've got some skin tone variation, got some mutton chops that we like. Let's color these horns. So horns are going to be a form of sort of an ivory. Like a, like a grayish yellow is a good color to look at for horns. And actually let me make sure I have another layer that I'm working on so that color will come through symmetry. I broke symmetry on the horns earlier in the symmetry is trying to, to work even though it's not possible, There's no horn over there. But it should color the edge well enough as we go near at, okay, so let's see, it's missing that top part. I'm gonna take symmetry off and they go to it race. So I can get these edges and clean them up. So I don't want things other than the horns to be colored, but I gotta be careful. The main advice for coloring in this way, I could ECLAC at a dog. I'm so sorry. My main advice for coloring this way is just light. Light pen strokes. You don't need to push too hard to get the effect that you need. Do you need to set up the sliders correctly such that a light touch will actually get you the right thing and get you the right effect. So something pretty good there. Let's go around here and see what we got. Clean up these edges. And then the other thing about horns. So they tend to be a bit darker and then get in this hole here. They tend to be a little darker and more brown as you get closer to the bottom or the root of them. So that's just a thing that sort of exists in nature. And so you want to try to mirror that in some ways if you can. It's it's partially because it was like ambient occlusion. Right. Like it's a thing that happens just because it's harder for light to get into those spots that are closer to where it joins the skin. But also it just is a coloring thing that tends to happen. No matter what horn or animal you're, you're talking about. It's something that you can notice as you look at pictures, blending that and as we go, It's got to make it quite a bit smaller to make it work here. Sometimes I wonder like what would the inside of a broken horn look like? And that's the sort of thing I should probably look up to know. But I don't know. And so I'm not going to Okay. So we've got that. 8. Lighting, Posing, and Post-Processing: I got some color there and let's throw some light in here. So in terms of adding light, I think the first thing is picking your HDRI. So I have one that I like here and then I like to turn the exposure way down so that I can really see what the lights are doing. So I add the first light. Think about a color. What am I trying to simulate? Spotlight, daylight, whatever it is. This one is a directional light, so it doesn't actually matter where it is. So I like to move them out of the way so that they don't mess with anything. I don't like, I don't have a specific idea that I'm going for in terms of where this light should be coming from. So I'm going to start with this directional overhead light. And then the things I'm going to be thinking about as having a fill light coming from the opposite side that is not as strong. And that one should not be directional. It should be either a spot or a point light. So I'm pulling this one over and then I need to change its behavior some. Let's see. So right now it's too far back. Sort of move it forward. Let's go down a little bit. And what I'm showing you here is three-point lighting, which is pretty common in pretty common in film and theatre. See if I can change the gizmo here to be local, to do what I wanted it to. So I'd like it to be farther back, but also a little farther forward. I'm going to go in and change the cone angle so that it's more of a flood and less of a point, right? You can make it sort of a point. And then the other thing is the intensity. So I don't want that to be as bright as the overhead light. So that when I'm looking from the front. And this may not be the, the picture we want eventually with our perspective on to start looking at things in a perspective the way. But there's clearly a fill light because I'll show you what it looks like when it's off. Right? That's a little bit darker, can't see as much. So there's clearly a fill light. And then the last one is your rim light. And we can work on colors and a second for now they're all the same color. This sort of greenish color for rim light. I really like doing a point light. Wow, that's very intense. And you want it to be behind such that it catches the rim of your character and lights it up from that sort of angle and just makes things pop. And I'm trying to decide if I want it on this side or the other side and do kinda like the way it looks now. It makes me wonder if maybe I should do. Now we can add a fourth light. Let's new recently. But I wonder if I should add another rim light behind on the other side. So that's we get sort of lighting on both sides there. I think that one is quite a bit further back than the other. And if I come forward, that will help go back to this front picture. And there we have some good It's pretty good lighting which changed the intensities here. So I don't think we need full intensity for either of these. When we get into post-production. That will help a lot in terms of looking at Bloom and intensity and color shifting. But this is nice and should show us the bumps we need to see and stuff so you can rotate it afterwards and kinda get a sense of it. His eyes are looking a little creepy, right? And you can really look for where those rim lights shine like they do on the left there. And maybe these should come up with it too. Okay. I think I like that. I like that angle to it. It's not bad. In terms of his eyes. He needs pupils clearly. So a very easy way to do this. Let's get rid of the shine part. And I'm just going to put a black sphere. Inside. Oh no, yes, cool hair. All of a sudden, I'm going to color this black, make it flat, matte black so that it doesn't have any specularity. Let's get it into the right spot. I'm going to mirror it so that it's in both spots. Takes a little while to get it right. Look how we want it to look. Too far forward or not, or forward enough. Interests looking at it like the eyelid specifically, whether it's like and the right spot. So that's definitely not in the right spot. So that's about right. And we go, and when we add the other one, we should then have the shine that we were looking for. Sad body. Okay, So that's lighting. And then the last thing we wanna do is some form of posing. So we can add a layer and instead of changing color, we can begin to change movement. And again, it'll be like you can impact it with the layer specifically metal know what sort of movement I'm looking for normally when I do something like this, I just kinda think a little bit and started like kinda moving stuff around, looking for some looking for expression. You know, sometimes you want mask certain things. So like this, still moving the top and the bottom at the same time and we don't really want that. But I'm just trying to like put a little bit of a squint and this I maybe maybe a little extra curve here. Kind of like that. Kind of a worried, cartoony look. Very cool. The last thing I'm going to do is make a pedestal. So this is a, this is a bust and we would want to print this out, I think. So. I am going to get the laser tool and make a curve. So for that I usually click the front buttons so that we're like, you know, right on symmetry. And I just draw sort of something like that. And I'll clean it up as I go. Tap to make some things like sharp edges. Sometimes you like to add like one of these. No, it's not in the right place and so you want to move it back? Let's make sure we're in the right place. Move it up differently too far back. Do I like that? That's how I try to move it down instead of affecting this thing. Feel pretty good about that. Let's make sure this bottom is fully I'm going to take perspective off, so I'm looking at this properly. And I like it to be a little concaved in the bottom. It just helps when you're cleaning off the print eventually on any of this, be sharper like that. Okay, so mission accomplished here. Got it in perspective. Validate that. And then I'm going to go to post-process and let's see what we can do here. Okay, so a lot of things just turned on and it's got a sort of different look immediately. But let's take a look and see. So Max samples cool ambient strength. So here we can turn on the amount of darkness that we see around it. Curvature bias changes aware that threshold is the field is a nice thing to add here. It's just picking different spots. And let's get out of clay brush for now. Yeah, I think depth of field feels a little too strong there for the FAR blur. But having the edges of the things blur looks kinda nice. Near blurs, good. In terms of Bloom, turn that threshold down and get some real bloom off the edges. We can, can look nice. Tone mapping. I'm liking that exposure. I actually feel okay with this saturations. Pretty nice. Color grading. I like to get the darks darker and the lights lighter. So that often looks kinda like this. I'm going to remove that particular thing. And then I think that's another place where exposure can go up if you're grading is set up in a certain way. But let me pull this up a little earlier. I actually like that better without degrading curvature. So for curvature I have cavity, I have black, and I'm going to turn the black all the way up for bump. I have white and it's real low because you can go, you can be, you know, sort of glow worm action. Here it is without it. And it sort of highlights the hair earners. And I don't mind having a little bit. I think it gives it some strength. Vignettes not necessary with something like this. Chromatic aberration can sort of separate the channels as you go. Little bit is okay, but again, you want to be light grain. Little bit is okay. And sharpness. Again, it does something similar to what the Bump does for curvature. So a little bit is okay, but you don't overdo it. So here is our guy. Let's get a render of this. I'm going to Save Image. And then what I tend to do after I render it. I mean, there's ways to go through and do color correction yourself, but I actually really enjoy Prisma as a very quick way to do color for others. My dog that's making all the noise by the way. And you can go through, and there's a ton of these to pick, but you'll find yourself liking certain ones more than others. You know, you can get a sense of it. And I'll go through and find some that I think are great and post them in the well, that's not right. Okay. It's not bad. But yeah, lots of cool options for just kinda of post-processing things. You can do. Some nicer than others for sure. Oh, I like that. Yeah. I've thought a lot about like what it would look like to make a comic book with 3D characters. That then we're post-processed in a consistent way across the board because you turn the 3D artwork into 2D artwork really effectively using these filters. And good, so I think it's pretty excellent program, if I'm honest. Anyway. For now. Let me find where is the one that's yellow that I like so much. I think it's ROI as a very yellow look to it. No two-point elastic. And it's interesting, you know, all of these are made, presumably, at least they say so with AI. So they're just sort of looking at the images on the extent to which you have, you know, thicknesses of lines and things like that. And it's rendering it out using its own thing, which I think is pretty cool. It's Blue Lagoon do for us today. Okay. Blue Lagoon it is. Let's get at HD version of blue cone and we're going to save that. I think that looks great. I don't know something went wrong. We'll try again. Saved to that time. Okay. Bye guys.