3D Sculpting for Beginners | Dave Reed | Skillshare

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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.

      3D Sculpting for Beginners: Intro

      2:06

    • 2.

      Class Project

      1:05

    • 3.

      Getting Started

      12:42

    • 4.

      Blocking

      14:44

    • 5.

      Voxel Merge

      13:01

    • 6.

      Face Details

      11:01

    • 7.

      Face Extras

      9:50

    • 8.

      Fluff Tail

      7:42

    • 9.

      Lighting, Color, & Export

      15:27

    • 10.

      Thank You!

      3:08

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About This Class

Nomad Sculpt is a great place to start learning how to 3D sculpt for rendering, 3D printing, and character design! it’s available on both iOS and Android, and you can practice and create anywhere you can bring your tablet. You can make some really beautiful work with Nomad, and i’m thrilled to help you get started. 

In this beginner course, we're going to sculpt a basic cute character from a simple sphere. 3D sculpting starts with basic shapes, and once you understand how to build up to what you want, you can slowly start to create more and more complex sculpts and designs.

There is no better time to start learning 3D, and start getting creative in all new ways. I look forward to seeing you in class! 

Be sure to download free extras for this class!

Meet Your Teacher

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Dave Reed

2D & 3D Illustrator - Brooklyn, NY

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Level: Beginner

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Transcripts

1. 3D Sculpting for Beginners: Intro: There's no better time to start learning three D. Welcome to Three D Sculpting for Beginners. I'm Dave Red, a digital artist and content creator based in Brooklyn, New York. And today we're going to dive headfirst into three D Sculpting with nomad Sculpt. Now you might be completely new to three D sculpting or you might have some experience with three D, but just not with nomad. Or you might want to start resin printing, which I love, resin printing and airbrushing and all that stuff. You might want to start designing your own video game characters. It's available on both IOS and Android tablets. I sculpt on the subway downtime at work on a plane. That's one of the greatest advantages of nomad sculpting it. Being mobile is you don't have to be tied down to a computer. So today we're just going to sculpt a basic three D character from a sphere. Everything starts with simple shapes. And once you learn to build everything up to what you want it to be, then you'll just slowly start to make more complex and more detailed sculpts. So I never thought that I would get into three D sculpting. It just always seemed way too inaccessible, too complex. That all changes with nomad and hopefully that all changes also with the way that I teach. I'm an artist first and foremost. I'm a traditional artist and digital artist. It's good. So when I teach three D, I teach it in a way that I would want to be taught in a way that seems easy for me to learn. Click the link below to jump to the next course on skill share, and I look forward to seeing you in class. 2. Class Project: So welcome to the class project. I keep my class projects very simple, very loose, because I want it to be fun and I want you to learn. So we're going to go through and create this little character from a sphere. And if you're just starting doing three D, then by all means just stick to everything that I'm saying. I'm going to walk you through everything step by step so that you don't get confused. We'll get through it, I promise We'll get through it, we'll figure it out so we can keep it moving with my classes. I never want you to think that there's something that you can't do if you want to experiment. I definitely encourage experimenting, having fun with it. Even if you want to do the course and then come back and try something else or change it. I was really nervous when I started getting into three D, and that's why I started teaching and making these classes. I think that's about it for the class project. Be sure to post them afterwards, but I'll remind you at the end of class now, there's a few different ways that I'm going to do this character because that's what I always do. I always make a character and then I always want to experiment. So if you notice, the character might change the way that it looks. But I'll show you what I've done to make the changes so you can make them too. All right, I think that's about it. Let's jump to the next video. Getting started. 3. Getting Started: Let's go ahead and open up Nomad Sculpted. And you should have something like this. Now if you notice, I just touched this little cube right here. This is a snap cube. This is another way that you can figure out where you're looking at your model. You've left, but we want to make sure that we're on front. You notice when I hit front, you see this grid in the background, the green line and a red line. This grid, you can also access it here. We'll just leave it on for now. Let's first go to this little camera icon and make sure we're an orthographic. Then we want to make sure we go to the little light icon here and we want to change from Lit PBR to Matt. I'm going to be using G clay. If yours doesn't look like this, you can just tap on the image. You can see there's a lot of Matcps here, but we're going to use the first one, PXG clay. Let's import a reference image. We'll tap this little photo icon here. We'll go down to reference image that. Now we see the options pop up. We'll tap on the image. Import photos, here is the little guy here. We'll tap on the image add, then it should show up here. I'm just going to tap on the negative space here, so that window goes away. I usually hit transform. What that does is it helps you to be able to resize your image. So now you can move it around. You notice everything else is grayed out. I think we're going to put it right about here. That looks pretty good. Then you just tap on the screen and it'll go back to regular sculpting mode. The first thing that I like to do is add some floor, some ground. That way when we're building our character, it'll make it easier because it'll have a place to stand rather than just floating in the air. The first thing I like to do is add a cylinder and just make it a bit round. Just looks nice. We're going to use this icon here, which is our scene menu. You see our default sphere. We're going to add a cylinder. We'll add cylinder. Now we see our cylinder here. You can pinch to zoom out and then you can use one finger to move it around and you can see your three D mesh, or your three D shape. I'm going to hit front again. You can use these nodes to move it around. You can also, with two fingers, just tap to undo. But for this I'm actually going to use this gizmo. The gizmo is just your controller. This tool, you'll use a essentially, it just has a lot of different functions. If you see there's a faint orange ring, this just changes the size, the general size. Then you have these dots, like you have a green dot here and a red dot. This stretches it. The stretch, the arrows move it around so you can move it up and down, left and right. Then you have these rings. You see there's a blue ring and a green ring. These just rotate it. That's just a brief description of the gizmo, but we'll use it a lot in this. By the time we're done, you'll have a pretty good understanding of the gizmo. Let's just shrink this down and we'll make it a floor. We're going to use this green node here to just shrink it to a more floor type size, something like this. Let's use that orange ring to make it a little bit bigger, maybe something like that. Now, I'm going to use the green arrow to move it down so that the top edge is just lined up with this red line on our grid. That looks pretty good. I'm going to turn off the grid because I just don't like looking at it. We'll turn off the grid here Now we'll go to the sphere, which is probably going to be the body or the head you want to tap on the sphere. Because any mesh that you tap on, that's the one that's going to be selected. Now we're just going to use the green arrow to move the sphere up. We're going to add another sphere that we'll use for the head, and eventually we'll just join these shapes together. Let's add. Another sphere. Now we have another sphere. You notice that this sphere is orange. Actually, the cylinder is orange as well. The reason why they're orange is because they're not validated. You can do certain things to a three D object before it's actually part of your project. For example, this new sphere that we added, it's not validated. We just have some more options here. We're not going to worry too much about them just validated. The one important thing is valid. You won't be able to use all the tools here if it ever happens that you add a shape and you'll only see these, it's probably because it's not validated, we'll just validate the sphere. And then it's just like any other normal mesh. Once we've validated our sphere, we can just use our arrow and move it up. We'll just move it up towards the top and we'll shrink it a little bit using the larger R and ring. Maybe we'll even squash it a little bit. Let's use this green node on top and just squash it a bit. Then we can just move it down a little bit. That gives us a decent blocking for how our character will be. He has a rounder head that's on top of his body. Now let's tap on the body. Let's use the move tool. Also, your tools might be in a little bit of a different place. Don't worry about these extras. You can actually make your own tools and adjust tools and clone tools and things like that. That's why I have all these extra ones here. We use the move tool and make sure that you're on the body. You notice you see these two dots. That's because we're using symmetry. If I turn it off, it's only one dot. If you have symmetry on, it's two. You notice that line that flashes symmetry is going to be very helpful when you're sculpting in nomad. Here's the symmetry window here. I know it can get very confusing, but I just wanted to show you that this is the symmetry window. And there's a lot of options that we can play around with for now. As long as it's on and as long as you have move tool, we're just going to move this to make it a little more, a little more wide on the side, something like this. Here's the radius. So this will kind of show you how much is moved and how much isn't. We want the radius to be fairly big. Maybe about 02:30, or so. This is the intensity. These two are pretty much the same for most of the tools. You have intensity and then you have the size of the tool, we just want to push this down. Looks like he's fairly round. Something like this I think is good. We'll even move the front part, or the top part I should say, because he's almost squarish. Now, let's turn it this way. Now we're looking at the right side. Obviously it's a three D character, so you have to adjust the back as well. I'm just going to pull this down a little bit. I'll even make this a little bit bigger. You just want to pull this down so it's a bit even with the ground. Same thing with the front. We're going to use the ground to make it even another thing. It looks like with his head, it looks like the head actually slopes down. So I'm going to grab this part. The head, we can actually rename it Head. We just tap on our little scene menu, we have this sphere. We know that we're on the head. We tap these three little dots and we rename it, obviously. We know this is the body, so we can rename it, this is the floor. Actually, let's make this a little more round. We'll tap this. We'll do Post subdivision up to two now. It's just a little more round now we can validate it, then let's rename it. I'll just put LR for floor. Now we'll go back to the head. Let's just give it a little bit of slope in the back. You notice how it moves very smoothly. Everything moves nicely. I think that might be pretty good. I might take the back, I might tap the body and then move that as well so they're a little more even back. I might do the same thing here, just make it so it's all a little bit even. I want to make sure that his face is maybe a little bit more flat than this. I'll take move, I'll make it a little smaller. I'll make sure I'm on the head, and I'll just push this in a little bit. You can even make it a little bit smaller. I'll push it in a little bit just so it's a little more flat. Everything is a little more lined up. Also, when I turn it to the right, I'll hit front. There's other things like for example, his head doesn't look exactly round the front plane of his face. I feel like it is a little squarish, just a little bit. So I'm going to use move and bring it up a little bit here. See how I just push it out? Just a little bit like that. I also want to give him a little bit of cheeks. He has very pudgy cheeks. I'm just going to take the move tool and drag the cheeks out from the bottom. Move them over a bit. They look like cheeks. I think that's a little bit better. All of these little details is what's going to make the character interesting. There's 1 million things that you can do. There's 1 million ways that you can do. You can make him thinner, fatter. Don't be afraid to change it. Make it your own. That's when it really starts to get fun. I think this is a good space to pause on this. We'll jump to the next video, and we'll just continue blocking our character. Good job so far. Don't forget to save. We'll tap this folder here, We'll save. And I'm just going to name him Kit. We'll save it as Kit. And now we have our project save. The reason why I have to save manually all the time is I don't trust Autosave, but you can keep your auto save on. I just don't like to have it on. But you want to make sure that you saved as often as possible because sometimes nomad does crash. All right, I'll see you guys in the next video. 4. Blocking: Now let's move the head and the body both up so we can add his little legs. So we go to the Scene menu, make sure that we have head and body selected. Then we'll use our gizmo. And then we'll use the arrow to just move them both up. It's actually not that much space, but I guess I can bring it up a little bit more. I think that's pretty good. I'm actually going to use the trim tool to actually just trim and have the underside a little bit more even. I'll just tap the body trim tool rectangle. I want to make sure that I tap right so I know that everything is perfectly level. Now with the rectangle trim tool, anything that's within this white triangle will be trimmed. I'll start here. I'll just do something like this. Now that's trimmed, now let's add a cylinder. And this cylinder we'll use for his little stumpy legs. We'll go to the scene menu, add cylinder, so we'll use our gizmo and then we'll use the larger orange ring to shrink to right about there I think is pretty decent. I'm just going to squash it a bit with this screen node. I'll move it over to the side. Now I want to tap the gizmo option up here. It's going to bring up the other options because we haven't validated yet. One thing that we can do with cylinders is we can tap radius. Now you see there's two little nodes above radius and there's two nodes here. Now I can adjust this as I need, but I can use these orange nodes to make it more of a funnel or a cone if I want. It just gives me a little bit more functionality to just a regular cylinder. I think something like that is fine. But I also want to make sure I use the gizmo again to just move it towards the front. Now before we validate, all I did was hit gizmo again to bring up the options. Before I validate, I want to hit mirror, then it's going to mirror to the other side. I think that looks pretty good. Looking on the side of it though it's no longer really, even, that's really easy. I'm just going to use tap on the body and just use the move tool to just adjust it so it looks like I think a nice little curve and that's resting on the floor. I think I like now we'll add a sphere and we'll use that for the arms go here. This says mirror here. This is the cylinder. It's one cylinder. It's within a mirror. That's why we're seeing two. We can go ahead and validate those. Just make sure that you select either the mirror or you have them both selected. Then I have them both selected and I hit Validate Join Children. Yes. Now we just have the legs together, we can rename them Legs. Okay, now we'll add a sphere, and we'll use our gizmo. We'll move it up and over, and I'll shrink it. The arms are, let's turn it to the left side. Now, I'm just going to use this blue node to stretch it forward like this. And I'll move it into the body, it looks like they're right about here. I'm going to go ahead and mirror this. So we have the other arm on the other side, but we can still just edit the one. I'm going to hit Gizmo up here now. We can just flatten it a little bit. Turn it, then I'll use this arrow to bring it more inside the body. And then I'll use this green ring because you can see they're against his little belly. That's what you want to try to emulate. Something like that. I think is pretty good. Of course you can validate. It's still in a mirror here. Let's go ahead and name the mirror arms. Let's clone this whole thing. I have both of these selected. Let's clone it. Let's rename the clone hands. Now we have hands, and let's just hide both of these and go back to arms. One thing I was going to note is obviously the arms are going to be merged into the body. I'm going to go back to the arms to move, and I'm going to make the back side of the arm a little bit bigger. Maybe I'll make the radius a little smaller. I'm going to just stretch the arm a little bit. It's going into the body until I get a nice shape that I like. I think that looks pretty good and it looks like it's going into his body. I'll stick with that. Let's flatten, you can see that there's a lighter part of his hands. Let's take the flattened tool. You might have to adjust your settings a little bit if you need to. I want to make sure I'm on the arm. Whatever we do to this one is going to automatically happen on this one because it's a mirror. I'm just going to flatten out the arm. I want to try to flatten it out. That's pretty good. If you have, the only thing that I would say to watch out for is you don't want to flatten it too much like this on this side because then it'd be hard for the arm to come out. You just want to make sure that it's on the inside of the little arm nub, something like that. I'll use the smooth tool to go ahead and just smooth it over a little bit. Now let's go back to the scene menu. Let's bring back our hands. Here's the hands that we cloned. We'll bring those into play. And you can see that they're just in the same place as the other ones are. I'm going to hit left. You want to make sure that you have that you're on your hands. Let's actually go to the sphere within the hands, we'll use trim rectangle. Let's just trim it about here because we only need the front piece. I'm just going to make a rectangle and then we'll trim right about there. Only the front part is coming out from that arm. This part we also need to do his ears. Let's go back to our scene and we'll add a sphere. One thing you want to be careful with here is when I added that sphere, it automatically went into the mirror, which is the hands we just want to go down to the sphere. Long press it and let's bring it up till it's right underneath body. While we're at it, let's go ahead and rename it. Okay, so now let's go ahead and validate it. Now we'll use our gizmo. We'll move it up, shrink it to about ear size. Now let's take this blue node, and we'll just flatten it up. Let's take the move tool. Doesn't need to be too big. I'll go to about 01:50, or so. I just want to remember, symmetry is on. I just want to drag the bottom down. Just make the whole thing a little bit more round on top. That looks a little bit more like the ears. Now, I turned it to the right, I think. I just want to pull it back out a little bit just for acute factor. Let's go to our menu. We have the ears. Let's press the three dots in clone. Now we have ear one. Let's rename ear ones can do puffs. Okay, great. So now we have ear puffs. The next we want to do is use the gizmo. And we're going to use the ear puffs to make the little parts a little bit in the middle of the ear. Let's go ahead and move this up, shrink it. Now, I'll go back to the front view. You can see that it pretty much looks like these little puffs here. You might want to stretch it a little bit and then bring it down some. I think that looks pretty good. The only difference is you can see that there. It's going into the ear, which we don't have. Here's what we'll do to fix that. Let's make sure we tap on the regular ear. Let's use, let's use something like clay. We use the clay tool radius is about 80. We want to hit sub what this is going to do. I'll just show you really quick. You don't have to do this. It's going to actually take away pieces of the ear. We're behind this ear puff. I'm just going to use the clay tool and just go in a circle around that ear. All it's doing is taking away. If I hit solo, you can just see the ear see it's just taking away clay. I'll hit solo again. Excuse the slamming doors. I'm just using the clay tool to go around right at the edge of the ear puff. I think that looks pretty good and I might actually make the ear puff a little bit bigger. Let's use the gizmo and just make it a little bit bigger. Okay, so I think that looks pretty good. So we can take our smooth and let's just smooth out the ear a bit. That'll give us that look as though, you know, sort of like the reference. So I like that. I think that looks good. Now let's take the ears and the ear puffs. We'll go ahead and straighten this out. I'm going to use my gizmo and move them down. Maybe I'll shrink them a little bit. Move them over to one side. Okay. Now they're in the ear like that. I want to go to the ear mirror, then I'll go to ear puffs a mirror. Now we want to just position the ears in the right spot. It's a little hard when they're in separate mirrors. Here's something easy. Here's a little trick that can make it easy. We have the ear puffs mirror and we have the ears mirror. Just take ear puffs long press and we'll drag it into the ear mirror. What's cool about that is now we can select them both. Then we can use the arrows to just move them and we can get them into the exact spot that we want. I'm going to use this blue ring to tilt them a little bit. I think something like that is pretty cute. Get them adjusted and then once you're done, you can just bring ear puffs back into its own mirror. Let's make sure we save, then in the next video we can maybe voxal remesh. Join his body, his head, his legs, things like that, and continue doing detailing with our figure. 5. Voxel Merge: All right. Actually, just learn something. Apparently, I can take the sphere from the hands and the sphere from the arms. They pretty much work in the same way what I did before. You don't actually have to do, I don't have to bring it up into this. I can just leave them. There you go. I'm always learning new things as well. What we'll do is make sure that the hands are selected. Make sure that the sphere within hands is selected. And then we're just going to use the gizmo. We're going to drag it a little bit more into the body. Something like that. You see how we essentially just want to make this even with the arm. Now that it's like that, I might just go ahead and use this little node and just squeeze it together. That looks a little bit better. You want to make it even. I'm going to use this arrow and pull it out a little bit more. That looks even better to me, but I want to use the move tool fairly small. Now what I want to do is maybe a little bit bigger than that. I just want to open up the bottom part of the hand a little bit like this. Then maybe just take the top and just make it a little more even with the arm, something like this. If you go up here to this little stack, it says multis Vauxhall, dintpo miscellaneous. Just go to Vauxhall. Let's bring this resolution up to about 01:40 And then hit Remesh. You'll notice that it might look a little more squared pixilated. We'll just smooth that out, then we'll use the crease then it'll just look a lot. Okay, I think that looks pretty good. And of course, if you want, you can smooth it out to make it a little more, a little more organic. Let's go ahead and remash the face. For the head, we have the body here, which we're going to remash with the ears. Let's tap on the red part of the ears. And just validate, we have the mirror, let's rename it ears just so we don't get confused. The ear puffs, we can leave those for now. We have the legs. Let's move that up. We have the arms. Let's go ahead and validate. Join children. Yes, let's move those up. Hands, we can leave with the head. We also need to long press and bring up, I'm going to do a quick save. You'll notice that I do save before I vox remish because sometimes that's when the app might crash. Shouldn't now, but it's just a rule of thumb. Now, just select all of the parts that we want to voxmish. You can Vauxhall remish up here, Vaxmish. I like to use this short cut down here and it's the same thing. You'll notice that the number is changing up there as well. Maybe around 150. And then hit Remish. Okay, now all of these are together. Now we'll use smooth, make sure symmetry is on when you tap the body. Let's see if we tap the hand and then the body. Let's go to the symmetry option here. Just scroll down and hit show line under advanced. Once you tap that, then you can see your symmetry line. Sometimes I leave that on throughout the whole scope. I always know which symmetry line I'm working with. We want to use smooth and then we just want to smooth out. He looks like one cohesive, pudgy character. Okay, I think that looks great. Let's not forget the ears. I'm not going to smooth too much on the front part of the ears. I'm just going to concentrate mostly on the back. Okay, that looks great. A little bit of this chin section. Okay, now that he's Vox will remesh, we can go ahead and start working on these little details for these three. I think I want to use cylinders. I'm just going to do a quick save, then I'll go to my scene menu, Add cylinder. We'll use our gizmo to bring the cylinder up. I actually want to pull it towards us so that it's facing straight at us. We could do that, of course, with this little ring, but to make it more precise, we can tap snap here. There's two snaps you want. The one with the angle you see it says 90 degrees. That way when you, when you use the rings, it will only move 90 degrees. You can do various degree degrees if you need. Okay. I'll turn snap off now. I'm going to take the bigger orange ring and shrink it. I'm going to move it forward so we can see It doesn't need to be very thick. So I'll just use the green node to make it a little more flat. This stretches across, but unfortunately, when you stretch it this way, it doesn't have the same shape on the ends. Here's what we'll do for this. Let's tap gizmo and let's validate. Now we have our cylinder sphere. Let's go into the scene menu and let's clone it. We'll tap these three dots and one. Let's rename these. Let's rename the first one. Let's say muzzle. Actually, let's call it a snout. I'll stick with my preferred verbiage. Now, this cylinder, let's name cheek cheeks. Let's just hide the cheek one. For now, let's go to snoot. Okay, we want to stretch it, but we want to stretch it in a better way. That'll keep it round on the ends. First we want to make sure that we hit symmetry. Then we want to go to vertex, tap it, change from auto to vertex, okay. Then we want to make sure that we're on the right symmetry line so we can stretch it. We go to the symmetry here, and let's hit local. Okay, Now I'm looking for the symmetry line on this little piece. Okay, I see the symmetry line. It's red, it's going right down the middle. That's perfect, because when we stretch it, we want to stretch away from that middle line. Let's use the red arrow. We're not going to use the little node. We'll use the arrow and we'll just pull it like that. Then we have that nice stretch. I think that's a good length. Once I'm happy I'm going to turn Symmetry off. And then I'm going to change this back to auto. Now I'm going to Vauxhall remesh. It probably around 150 we vaxill remesh. Maybe we'll give it a little smooth, a little smoothing. Okay, I think that looks great. Now let's use the gizmo and let's push that back onto the face. Okay? Something like that is good. Now we can just adjust it to size. Maybe I'll make it a little bit smaller. I think that's actually pretty good. The only other thing that I was thinking about doing was using move. If I wanted to add a little bit of a bend in it, I could just stretch it up like that, but that's optional. Now let's use the move tool and we'll add a little bit of a bend in this little. So I'm just using the move tool, I'm just push it from behind like that. That way it will allow it to have a more natural move it down a bit. It'll just fit to the face a little more naturally. I'll use the rings to make sure that it's perfect. Okay, that looks pretty good. Now, I'm just going to smooth it a bit more. I'll also to just bring it a little bit closer to the surface. You can make the move tool a little bit smaller and just make it a little more. That looks pretty good. Nice If you see that the face is pulling through, then just pull out the middle section a little bit and then you're good to go. Now we'll do the same thing with the cheeks. We'll take the cheeks. We'll unhide them. We'll use the gizmo. Can move it up over, I should say, and into the cheek area. We just want to do the same exact thing. We'll put it on the che. We can use the move to just make it a little more perfect. I'm going to go ahead and hit solo down here. So all we're seeing is this shape, then I can just give it a nice push in the middle. Solo, again, just gives it not curve. It should fit a little bit better to the che. You can use the node to make it a little smaller, can move it a little closer. I just had to sneeze. I'm always so nervous about sneezing. I'm going to use the smooth tool because of my herniated discs that I'm trying to recover from. We'll use the smooth tool and we'll just smooth this just so it's a little more soft and round. I think that looks good. Once you have it where you want it, we can just go back to the Scene menu to cheeks add mirror and then it'll mirror it on the other side. Let's make sure that we save. Now when we come back, we can do the little nose, the eyes, the little whiskers. Maybe we'll do an alternate face as well, just in case you want to try something different for the face. 6. Face Details: All right, let's fear, let's use some spheres to make the rest of these little pops. I want to go to body so that when I add a sphere, it's just going to be right underneath. Okay, let's validate it. Let's take the gizmo, we'll move it up and forward. We'll make it really small with the big, the larger orange ring. Okay? Probably even smaller. Something like that. Now we want to stretch it the same way we did before. Remember it's validated. So all we have to do is hit symmetry. Go down to vertex and then hit vertex. It should be still on X, which is the correct symmetry. We should be able to just p and voila, looks good. We do something like that. I'm going to take symmetry off. I'm going to take vertex, put it back to auto, then I'm going to box or remash. Actually you know what, I probably don't have to box or remash it. The reason why I would normally box remash it because if I wanted to put a bend in it, let's just say that I wanted to make it a little bit of a smile and bend it down. It bends like that, which isn't good. That's why normally I would just box, remash it at like 150 or something. Once you voxel remesh it, then you can put a bend in it and it's a lot better. I don't really need to put a bend in it. So now we can just use our gizmo and just move this back to the surface. Something like that. You can resize it or adjust it as you wish. Something like that is pretty good. Now let's go ahead and add another sphere. We'll add another sphere, and this will be the eyes. I'm going to use the gizmo, I'm not going to validate it yet. I'll bring it up. Sometimes it's hard to grab the arrow. We'll shrink it, We'll move it. Let's go ahead and hit Mirror and go back to Gizmo. Now we can put the eyes wherever we want. We'll go ahead and make them a little smaller. I'm just going to rotate them and then flatten them a little bit. Does make it a little bit difficult because once you flatten them and you really need to make sure that they're even on the surface, I think that looks pretty good. Let's go ahead and validate this once you have the eyes where you want them and then we'll just rename it to eyes. Same thing with the cheeks. Let's go ahead and validate and then rename them cheeks. Do a little housekeeping. This mirror is the ear puffs we can validate and then rename it ear puffs. What else? Hands. The hands look good. Let's go ahead and validate hands. We'll do a quick save. Let's see what is the sphere. This is the mouth or nose, whatever you want it to be. Now let's add another sphere. Bring it up forward, shrink it, move it over here. I'm going to go ahead and hit Gizmo and Mirror. These are going to be the whiskers. I'm not sure if I want them exactly like this. What I think I want to do, I'm going to hit validate now. We're just working on the sphere. We can go ahead and rename Mirror to whiskers. We're going to tap on the sphere. Now I'm going to take drag. I want to take this sphere and I just want to drag it to get a shape like this. I'll hit the gizmo again, we can move it out. I just want to shape something like this. I'll make it smaller. Back to whiskies, I'm actually going to bring it out of the mirror. Now we're just working with this sphere because it's easier to work with one side. Let's hit pivot, pivot. That will center our pivot to the middle of this little whisker here. Now, where do we want to put them now? I think I'm just going to move mine to near the little cheeks. We'll find our way there with the gizmo. Sometimes it can be a little tricky get situated. There we go. I think I want to rotate it a little bit. I find that sometimes I come up with something that I wasn't thinking, but I really like it. Just experiment. It looks pretty good on the cheek, actually, I like that on the cheek. I'm going to go ahead and clone it. I'll use the gizmo and then maybe we'll do about three of them. Move it down. Maybe just use the little ring to give it a little bit of a difference. Something like that. And then we'll clone again and then use the gizmo for the third one. Gizmo can be a little tricky give, give yourself some grace for your learning to deal with. The gizmo can be very confusing at times, but I think something like that looks pretty good. I like it. Let's all of these, we're in the scene menu. We'll take all of these and we'll join them. We'll just long press and then add it to the whiskies, whiskers. And it will add it to the other side. Let's add a few other spheres just to use for the toes. We'll add another sphere. I'll just move it up. We'll use our gizmo and just shrink it. Move it forward. Try to move it forward. We'll move it over to one side. We'll shrink it again. Now, I'm not sure if I want to give him two toes. Three toes, like three toes. Just kind of maneuver it into place so that could be one you can clone and then just use the gizmo. Then you have the second one. Maybe I want to make them a little taller. We'll take the middle one clone and then move it over. You have a really simple little three to set up, even though it is very difficult to move. Here we go. I'll take these three spheres and just join them that we'll rename it to. If we want to just adjust them a little bit, you can rotate them, maybe you want them facing out a little bit. But I think, I like that. Of course, we can just go to scene, take toes, add mirror, and now they're on the other side as well. Let's go ahead and take both of these and validate. Yes, just rename this toes. Then we have the little whiskers here. We can also validate. Now we have the whiskers. I'll do a quick save. Let's add this little belly section. I want to use a sphere. That way it's a separate mesh. Of course, we could paint this on, but then we're stuck to the paint. It's easier to change colors. Have things different colors if there are different meshes. Because then I can just have this, this part, the cheeks, the hands, the toes. I can easily change colors. Let's go ahead and add sphere. We'll validate it and let's use our gizmo. And we'll move it up. And we want it just to be on the surface of his stomach. I'm going to shrink it and move it forward a bit. It needs to be a little bit more flat, maybe something like that. Starts to look pretty good. Now I'm just going to use move and I'm just going to adjust the sphere until it's how I want it to look. I'm just going to adjust this. Bring this in a little bit more, maybe push it up on the bottom. Okay. It's a little more flat on the bottom and this is a little more flat on the sides. I think that looks pretty good. Now we have that belly part poking out and it looks good. 7. Face Extras: As a little extra, I just want to try something else for the face. I want to take this, this piece, hide it, then take the mouth and hide that as well. We have the body here. If you want, you can always Let's clone the body. We have body, okay, now we have body B. Let's hide the original body so we don't have any confusion. Now you have an empty canvas. Here's one thing that I like to do. I'll add another sphere. I'll use the gizmo and move it up hoops forward, shrink it. You can add this here. This already gives you a lot of it, just looks like like a different animal. You can take this shear, let's validate it. You can clone it. And let's rename it nose. Let's say this is the nose, you can move, move this forward. Move it up, maybe stretch it this way. Now you have a nose. You can use the move tool and you can just make it look a little bit more like a nose. Just flatten this side, maybe then maybe flat in the top. Then it looks more like a nose. You can even take the flattened tool and you can flatten out this front part of the nose a little bit. Smooth it, you can do things like this. And then it automatically becomes almost completely different character. You can take this piece, this sphere, we'll name this. So you can take snoop. You can make it a mirror. We'll do ad and mirror. Now we have two of them. We'll use the gizmo. I don't know why the gizmo is down there. I'll do pivot, pivot. That didn't work. Let's go to snot. There we go. You have to actually click on the shape. Let's move these out to one side. Maybe do a little shrink. There you go. And that's very cute. It's that easy to just make different types of characters. Also, you can shrink the nose if you want. Again, that makes it look like a different character. I like the big nose though. Okay, these look good. I'm just going to Nestle, I'm going to go ahead and hide these and try something else. Another thing you can do is let's use mask and we're on the body now. Let's, we're going to start in the middle. Let's make the mask a little bit smaller, like 30 something. Do something like this. I love to do these faces. I'm just going to make it a little bit smaller, so I'm going to use the unmask, just make it a little bit smaller. Because when you do things like this, when you smooth it, they expand. Okay, that looks good. We're in the mask. We'll go up to the mask settings. We'll hit invert, and then we'll go to the gizmo. Now that we've inverted, the only part that will move is the mouth, the unmask part. We'll push that back, maybe down a bit, then we'll go back to the mask, back to the mask settings and clear the mask. Let's just vox remesh this whole body again, just to solidify this a little bit, let's see what happens if we don't. Then it's not too bad, but it's a little too soft. Let's vox remesh. 200 is good. Again, you can also vox remesh up here, and you just move it here. And then remsh, we'll take smooth and just smooth out this little mouth. Maybe we'll even take pinch. Pinch is a great tool and you can go around the edges and it'll pinch the edges together. Okay? So that makes it a little cleaner. We'll smooth around the outside a little bit. Okay? Also let's take, I want to just move this part out a bit. We'll move that part out a bit. Maybe the bottom as well. If you want you can, you can use move, make it a little smaller, tuck the sides in a little bit. Then you have a little open mouth and you can add another sphere, flatten it, make a little tongue. You can take that sphere and clone it. And then you can move it up and tilt, tilt it forward, let's make it real small. And then you can easily make teeth. We'll just slide it up a little bit. Move it over, make it a little th, a little smaller. Then you can go back into your gizmo. Go back into the options and hit Mirror. Now you have two little teeth and go to like them closer together. It's really fun. You can make tons and tons and tons of creatures. I want to see how this would look with the nose. I'll just take the tongue. Go ahead and validate it. I'll call this tongue now. I'll just press three dots and clone. And let's just see what it looks like as a nose. I'll use move and just kind of squeeze the back part a little bit. Here you go. Now he's got a little nose. I think that's cute. You can use something like layer layer is great. It just takes away a whole layer. So you just adjust. Here's the radius and here's the intensity is 50. And then you can just, let's hit sub, you can literally just take out a layer, something like that. As you can see, I just wanted to show you there's so much you can do with these characters really easily using shapes. Now I'll go back to the original shape, but please feel free to experiment. That's when you start to have fun and that's how you really to use, and to use the tools to just make things look cool. At a very simple, humble beginnings so to speak. Okay, let's take all of these tongue, this tongue mirror I think we can bring back body. Okay, and now let's bring back the mouth and the snoop. Okay, so now we're back to where we were. 8. Fluff Tail: Now before we light and color him, I just want to give him a tail. Let's use the tube tool. We don't need snap. Let's use path. We'll turn them around and we want to start the tail from here. I'm going to touch down on the screen, drag and then lift up. Then I'm going to move a little bit further away. And then tap again on the screen. And then drag a little bit, that's how you make a path. Now I'm going to hit this screen button, and now we have our tube. You just have to figure out if you want the tail to be on the left side or the right side. But I guess for mine I'll keep it on the right side. The tube tool, we want to make this end go into the body. We're just going to drag this in. We can add another node here and then we can pull that out. We'll pull this as well. Sometimes the tube can go everywhere. I'm going to lift it up here. I'll lift this one up here. If you need to make one go away, just drag it into each other and they'll disappear. One of them will disappear. Essentially, I just want to have it coming out of the body, resting on the ground, coming out a little bit further, resting on the ground, coming around the side. I'll add another node. And maybe there's another little curve to it. Or actually it can be, maybe it's a little curve towards him, something like this. The next thing we want to do is we want to use radius so we can adjust the sizes of these nodes. If I tap radius, if there's two, radius, radius, radii, if there's two, then you can adjust both sides. This is getting bigger, this one isn't moving. You can make it bigger and smaller. If there's three, then you can adjust any of these. I usually use three because say I want to make this part of his tail a little bit fatter and then maybe I want to make it where it goes into the base of his body a, a little bit thicker as well. I'll move the node in a little bit more. That feels pretty nice. That felt I like that. Now if I want to make the end of the tail round, I'm going to hit these three little dots. I want to bring the subdivision 30-4 then Post subdivision. We'll move it up to 1.2, That's not too bad. Let's see what happens if we add another one, then it is a little flat, we'll keep it at four. Let's see if we bring this to three, maybe even four. I think four is good now. We just have to adjust the sizes of things a little bit. That, it, it's tricky, but there we go to make that, make the bigger. So it's all about moving the nodes until you really get what you want. I like that. I think that looks pretty good. I make the whole tale a little bit thicker. There you go. I kind of like that. I think it's cute. Hello? I'm going to validate it. I don't know if I want it to actually be touching the body. I like when it touches the body, but I think I'm going to move it away. For now. I'll make the move tool really big. I just want to move it away from the body for now. Now let's just remesh the body and the tail together. We go to scene, we have the tube, then we have the body. Let's ox remash them together. 200 should be fine. We'll remesh then we'll take smooth and just smooth out where the body meets the tail. They're officially one nice piece. Here's another trick that I really like to do. I'm going to take Select Mask lasso. I want to make sure that I have the body selected first. Then I'm going to draw around the body. Oops, let's take Symmetry off and try it again for the third time. There we go. I want to protect down here as well. I'm protecting all of this extra parts of the body. You'll see why in a second. Now, most of the body is protected except for the tail. And I'm going to use move and I'm going to make it really big. Then I'm going to push this tail back closer to the body, even touching the body. Perfect. Now I'll go back to select Mask and then go back to the mask and clear it. The reason why I did that is because I wanted the tail to touch the body. But I don't want them to be merged together. Now they're merged down here, which looks great. If I need to, I can still smooth that out. But they're touching here. But they're not merged. That's what I wanted to do. 9. Lighting, Color, & Export: All right, great job so far, I think now we can just jump into lighting and coloring, which are the final steps. Okay, so first let's change from met cap to lit PBR. We'll go to this little sun Metcap to lit PBR. What I like to do is take pretty much everything that we have. If you have any of these hidden things, you don't really need to worry about those. Everything that you have that's not hidden, I like to grab them all. Select them all, and then use this little color sphere. I'll tap on it. And you can do any neutral color gray. I have some browns here that I always use. We'll tap on it and then hit paint A. The reason why I do this is because you want your model, you want your sculpt to be neutral. When you light it, we'll go back to the sun and we'll turn off the environment. Now it should be completely black. And then we'll add our first light. We add one light and I'm just going to move it over here. The light is still going to be facing in the same direction. This is a sun light. The only thing that matters if we were to change the direction of it, but we'll leave it in, it's a default spot. Move it up a little bit. I'm going to change this to two, maybe a little more than two. Maybe 2.5 2.5 Okay, that looks pretty good. I'm going to do a quick save now. We'll go back into the, let's rename this key, this is the key light, let's clone it. Then we'll move it over here. And then we'll use one of the Rsjustlight. We just see a nice rim light on the left side. Okay, looks pretty good. Here we go, perfect. So that's a nice, cool looking rim. Rim light on the left side. We can probably turn the intensity up a little bit on that light. Okay, so let's change this to rim. Okay, let's take this key light and we'll clone it. And let's rename it R two. Let's turn the sensitivity or the intensity down 1.2 or so. We just want to change this. It's hitting the side, the right side, so maybe right about there. I'll turn the intensity up a little bit. Actually I think that's good. We have one more light, let's add a light. Let's name this TD for top down. We'll go up here. We'll change from sun to spot. Now we have a nice spot light. So I'll move it up above his head and then we'll point it down so it's right on his face. We'll move it up a little bit more. Over a little bit more, Yeah. So maybe something like that. Let's go ahead and let's press this little shutter thing and turn on post process. I'm going to turn my quality all the way up. You don't have to turn your quality all the way up, but I want to show you the best looking view for post process. This is more like what your model is going to look like. Once it's done, you can go through and play with these settings. I would advise turning depth of field off, but you can adjust all of these and have fun with it and just see where it is that you really like it. You can save these scenes as well. I'm going to put on DFD two, which is one that I always use. I'll just show you the settings here. Feel free to pause if you want to try to match the settings. Yeah, that's about it. It's looking good. I'm going to take this last light and just turn the intensity age now. Let's turn back on the environment. Let's turn it down a little bit. I'm using my environment that's attached to class. This is the environment image. Let's use this one. Actually, let's just do a quick coloring of him. We'll take the body, and this is a nice light blue. Let's move our reference image. So let's hit transform. And we'll move it over here. Then we'll tap now. We can actually see everything at once. It looks like it's a little lighter, something like that. Remember, you can change your roughness and your glossiness. He doesn't have much gloss, so I'm going to keep the roughness up to about five point something and pain all. I'll just fix this really quick with move. Go next. We have these little puffs here which we can actually put together. We have the ear puffs, the che, we'll snag the cheeks, the snoot. And let's see, the hands, the toes. I don't know if will do this sphere too. I forgot to rename the sphere, but we'll do the same thing. These are just a light bige. We'll go down to the beige colors and make them a little lighter. Actually, they're a little bit darker, but the belly is a little bit lighter. Okay. So now we have the whiskers and these can be I don't have a dark color like that. I don't turn the roughness up. I don't really want too much glare coming off of them. Then we have the eyes, we'll make them the same color, and the little nose mouth will make that the same color as well. All right. I think it looks great. We'll make this white. Okay. And maybe we'll adjust the background as well. I don't usually make it white, but let's make it white. Let's turn it the same direction. So looking at it now, I want to make sure that you can see it nice and clearly it looks like we can change. Td might be a little too bright, so I'll just turn that down. A two is a little bright, so I'll tap that light and turn it down a little bit. Okay. In top down, it looks like it might be nice if there's a light right right on the top of his head. So let's point a light to come straight down, right around there. Then if you want to overall a little bit brighter, you can adjust the exposure to make it a little bit brighter. But I think that looks really cool. I like it. Let's save this view. So we'll go here, Add View. I'll just name this 11. Then we have our little view. You can hit Save. Last but not least, if you want to export this, let's go ahead and get rid of the reference. We'll tap on the little image. We'll tap on reference image looks great. One more thing you can do to really enhance your character is you can take like, let's say for example, the body tap here, the material, and change it to subsurface. Then you can put the depth down to like 0.100 or so. You can change all of these. Let's say for example, you have the snoot, the cheeks, let's see, toes, the little belly, the ear puffs, the hands. Okay, we have all the light parts. You can just join them together. You can join them together. And then let's change the material to subsurface. We'll turn it down a little bit, that will just make your character look more realistic. We'll go here, we'll change this to subsurface as well. We change the floor to subsurface as well. To me, that just gives it a nice, a much more realistic look. If you want to export this, we'll tap on the little folder you want to go down to render and you can render the screen. Just always double check that you have this all the way up before you render. And also you want to make sure that you save before you render. Everything looks pretty good. To save it, you would just press Export PNG and it will go ahead and start exporting. But also if you want to do a turn table, what I would recommend if you're using an ipad, I would pull down from here, hit record, tap on the screen, tap on the Nomad icon, and then turn table. Then you can make it bigger. Your screen is recording the turntable. It's very bright on the back side. There's also one last thing I want to tell you about that's bringing the size. Right now, the scene is 535 K. The character is 535 K, which is pretty big because this is a very simple character. Here's one way to bring that size down. Let's say we tap on the hands which are 98.6 K. We'll tap up here miscellaneous and then just go to decimate. We'll decimate once, twice, maybe three times. Just make sure you keep an eye on the shapes to make sure that they still look good. When you decimate them, the snoot can probably decimate once, maybe even twice. Still looks pretty good. Same thing with the cheeks. They're eyes are pretty small. I'm going to go ahead and decimate those as well. Check out the whiskies. We'll go ahead and decimate those twice. I'm essentially just going through all of these shapes. Decimate, take the body, decimate this little belly, decimate that things are still looking pretty good. We have the floor, which obviously you can also decimate. That's just another way to bring down the size. Now it's 300 K. Still pretty big, but not so bad. Oh, we have the toes as well. We can decimate, Decimate those twice in the body. I'll decimate one more time. Now we're at 02:50 I think this is a decent size for this character. It's still a bit big, but if you're conscious about the size, that's just another way that you can make them a little smaller. But that's pretty much it. Hopefully you guys had some fun with this and you learned a lot. I can't wait to see what you make if you've done some different mouths colors, things like that, but this was a really fun one. I will see you in the last and final video. 10. Thank You! : Welcome back. Thank you so much for joining me. I hope that you learned a lot. I hope that you had fun. That's the most important thing about creating three D artwork. As with any type of artwork, you have to really have fun. And I hope that I've showed you ways that you can create whatever it is that you need to create. There's always a way, there's always ways to make things look good using shapes. You know what I mean? Just kind of simplified. Just always be thinking about that when you're designing and when you're creating three D sculpts and creating three D art, you know you can use this for designs, you can always export this stuff into blender. The rabbit hole goes very, very deep and it takes some time to learn how to do all those other things and get there. I want more people to be able to enjoy it and have fun and just create art in this way. So hopefully that has come across and hopefully you created some really cool stuff. I encourage you to have fun with it. Change things, change the colors, go crazy. Add your own sculpts in, turn it into a monster. Turn it in, turn it into a little, a bunch of cute little characters. And challenge yourself to think of things as simple shapes. Starting there and then slowly building up until it looks the way that you want it to look. And give yourself some grace. Give yourself some time. Three D is very complex and can be very confusing, but you'll do yourself some favors if you just start slow and start simple and slowly build up. Make sure you check out my Youtube. I'll probably have some extra things with this. I'll probably bring it over into blender or things like that. So make sure you check me out on Youtube. I do a lot of nomad sculpt videos, a lot of other tutorials and things like that. I also have a lot more here on skill share, so if you're here, please take some of those other classes. And one more thing, be sure to rate and review. It really helps me out and I would really appreciate if you can give me a rate and review. And I can continue to make classes like this as long as I'm doing well. So if you think I'm doing well, that's one easy thing that you can do to help support me. Of course, I'm on Tiktok, Instagram. Everything is drug free day. Facebook as well. Hopefully you have fun. I appreciate every one of you. I appreciate you spending this time with me. I appreciate you letting me spend this time with you. I love sculpting, I love teaching. I love being here on skill share, and I love that you're here with me. I can't wait to see what you make. Keep drawing, keep sculpting. I'll see you all in the next video. A.