Transcripts
1. Introduction: 3D sculpting is both a fun and intuitive way to
create characters in 3D. This class is
designed to teach you all the essential
3D sculpting skills you'll need to get started. Hello, my name is John Knowles. I'm a character animator and animation director and I've been lucky enough to work in children's television for the last 15 years. Over the years, I've
animated many characters, but I especially love bringing
designs of my own to life. 3D sculpting offers a
fast and intuitive way to translate a character
design into 3D, either for use
within an animation or as a standalone illustration. In this class, I'll be covering
everything you need to know as a beginner taking your first steps
in 3D sculpting. Then together we'll create this fancy horse character
and underwater environment. Its most basic level, 3D sculpting is very accessible, but it also comes
with a number of complexities which can create
confusion for beginners. To start with,
even the number of available brushes
can be overwhelming. Then there are the
technical elements such as dynamic topology, and remeshing to understand. I'll be covering everything in this class in a logical way, which gradually builds in
complexity as you gain knowledge and confidence
with various tools. We'll start out by
sculpting a simple rock to get comfortable with
the basic concepts. Once that's complete, we'll move on to sculpt two
different types of coral, which will each introduce additional tools and techniques. You'll then be ready to
put your new skills to use as we sculpt this cute
sea horse character. Finally, we'll bring all
the elements together to assemble our final scene
and render the end result. This is a beginner-level
class using the free 3D software
application Blender. Now, if you're new to Blender, you may want to check out
my Blender essentials class to teach you everything you
need to know to get started. By the end of this class, you'll have all of the skills necessary to start sculpting simple characters of your own. If you're ready,
let's get started.
2. Class Overview: Hello and welcome to the class. When it comes to
character modeling, there are a number of different approaches
that we can take. Traditional box modeling is
great for simple characters, but if you're working on
a more complex design, and that's when 3D sculpting
really comes into it's own. When 3D sculpting, we don't really need
to worry about many of the technical aspects
often associated with other modeling methods. This makes it far more
intuitive and approachable since it's very
similar to pushing and pulling a lump of real clay. That said, there are
plenty of things to learn. I've designed this class in
a structured way to ensure that you are able to get
sculpting straightaway, and gradually build up to
work on more complex designs. We'll start out by sculpting a rock to learn the
absolute essential tools, and cover some of the
important principles which you'll need
to be aware of. We can then move on to
working on some coral. This is really fun and
simple exercise which introduces number of additional
tools and techniques, and provides plenty of practice. Once you're comfortable
with all of the basics, we'll then put your new
skills into practice by working on the
seahorse character. I've provided my character
design for it to work with if you're following along, or you can always make use
of your own design instead. Finally, we'll bring
everything together to create a finished illustration
and render the end result. Since this class is
focused on sculpting, I've also provided a file
for you to download which includes the lighting setup to make things a
little bit easier. Whilst it is technically possible to sculpt with a mouse, to really enjoy 3D sculpting and get the most
out of this class, it would be very helpful to have some graphics tablet with a
pressure-sensitive stylus. This will enable you
to vary the radius or intensity of your strokes
as you're sculpting. Once, I do use a
screen-based tablet, this is not a requirement at all and I very happily used regular graphics
tablet for many years. Of course, if you're
just starting out and don't have
access to a tablet, by all means, give sculpting
with the mouse a try. If you enjoy it, you can always invest in a graphics
tablet later. If you're working with a mouse, I simply suggest reducing
the strength of your brush, and then applying multiple
strokes to build up volume. This will help you to better
control the end result. For your class project, I'd love to see your
finished rendered seahorse. Alternatively, if
you created a scene based around your own design, I'd love to see that too. Also, if you're
following along with me, please don't feel that you
have to copy things exactly. Feel free to use your
own imagination to put the techniques I'm teaching into practice with your
own unique spin. Once you've finished,
be sure to upload your project to the
class project gallery, so that you can
receive feedback and share your work with
others in the class. Also, if you'd like to receive
feedback along the way, feel free to upload work
in progress through the class project gallery
or alternatively, you can always ask questions in the class discussion section. Now, if you're ready
to get started, let's jump into
the first lesson.
3. Sculpting Basics: When we open up Blender with the intention of
doing some sculpting, there are two different
ways in which we can start. We can create a standard
general file type, but we can also start with
a sculpting file instead. If we click on "Sculpting"
under the new file menu, that will then take us
into this workspace. This is dedicated
workspace designed to get started with sculpting
as quickly as possible. You can see up at
the top we have both the sculpting
and shading tabs, but we're missing most of
the other tabs that would normally be present in the
general scene file type. If we click on the plus icon. We can still add in any of these other workspaces
if we need to. Other things that
you'll notice are, instead of having
a default cube, we have this default sphere. We're also already
in sculpt mode. We can still access our
object and edit modes. But by being in
sculpt mode already, we can get straight to work. Over on the left here
you can see our toolbar, and this has all of our
sculpting tools available. There are even more
down at the bottom. Just by holding the
middle mouse button and dragging up and down, we can see all of the
tools that are available. Additionally, you can grab on the boundary here
and drag that out. Then that will allow you to see more of the tools
on screen at once. Additionally, if we drag
this out even further, we'll get one long list again, but we'll have the names
of all of the brushes, which can be really useful
when you're just starting out and wondering what
each of them does. By default, we have this
draw brush enabled. If I just draw over the
surface of the sphere here, you can see that we start
to add some detail to it. As usual, I can hold down
the middle mouse button here to rotate
around this sphere. I can hold Shift
to move my view, and then either use the mouse
scroll wheel or hold down Control and middle mouse
to move in and out. Now, up at the top here, you can see that we have
some brush settings. For our draw brush, we can adjust our radius of our brush here
and the strength. You'll notice next
to each of them we have this little icon which indicates
where the pressure sensitivity is enabled. At the moment, I
have a fixed radius, but pressure sensitivity will affect the strength of my brush. This means that I
can press gently or hard to affect the intensity
of my brush stroke. Obviously, I can
swap these around. Then I can create a brushstroke
with a taper on it. Just going to swap those back. Rather than going up here
and adjusting these radius and strength values
up at the top, there's a better way to
interact with your brush. If you hit the F key and then move your
brush side-to-side, we can interactively adjust
the size of our brush. By F, I can take that down
to much smaller brush size, and then to adjust the
strength of our brush, we just hit "Shift", "F". Again we have this
interactive option. You can see up at the
top of the viewport, that's suggesting the
strength there as well. If I bring that up,
I'm going to get a more intense stroke and
then hit "Shift", "F", to bring it back down again. There are range of other
different options here that we can play
around with to affect how our brushes perform. This is much the
same as adjusting brush parameters in an
application such as Photoshop. In fact, we have some
of the same parameters such as the spacing here. Another place to get
access to any of these brush parameters is over here in the
properties panel. We just click on this tool
icon up at the top here. You can see our currently
selected brush, and a representation
of the effect that it will have on the mesh. Then we can access any of its
parameters down below here. For example, if I roll out
the stroke section here, we again get the spacing options that we had up at the top here. Just to show how this
works, if for example, I was to adjust the
spacing and drag this up. You can see as I drag
over the surface, I actually end up with a
number of individual dots. By reducing the
spacing back down, we're actually creating those individual
dots close together, which gives us the impression
of a brush stroke. This can be useful
if you want to get different effects
as you're sculpting. Reset that back to 10 for now. So far we've been drawing
on the surface of the mesh and it's been pushing
the geometry up. Up at the top here you can
see this plus and minus icon. If I hit on the minus icon
and draw on the surface, we'll actually push
the geometry down. That can be very useful, but there's an easier way of
achieving the same result. If I change this back, so that as we draw
on the surface we're pushing up the geometry, I can now hold down
the Control key. Then as I draw on the surface, it will actually push the
geometry back down again. The other modifier key which works with
all of the brushes, which you need to be aware of, is holding down the Shift key. If I just increase my brush
size a little bit here, using the F key, then
I hold down Shift. I can actually
smooth out an area. I can then redraw
on the surface, maybe smooth over
the one side of it, and that can be really useful. The other brush that I'm
going to introduce in this introduction here
is the grabbed brush. You can see it on the
left-hand side here in yellow. If we enable that brush and
I'm just going to increase my brush size again
with the F key, we can actually make larger
changes to our mesh. Just going to make
it a bit bigger. Then we can make
some global changes and push and pull parts around. This is really useful and
we'll be using that a lot, when we're sculpting. Again, we can adjust its size if we want to make final
adjustments to a shape, and we still have access to that smoothing option just by
holding down the Shift key. So that we can polish up any parts of the mesh
that we want to. If you're following along, I would suggest you just
spend a little bit of time playing around with the drawer brush
and the grab brush. Getting used to adjusting
that brush size and strength, using the Control key to invert your brush and smoothing things out by holding
down that Shift key. Moving around your mesh, getting used to seeing
it from all angles. Then once you feel confident, you can move on into
the next lesson, and we'll start to build the
first elements of our scene.
4. Rock: Rough Sculpt: We're now ready to get started
with building our scene and we're going to start out by building one of the rocks that will form part
of the background. You'll notice that I've
opened up Blender here. But instead of opening
in sculpting mode, over opened it with a general
scene unfold to start with. There are a couple
of reasons for this. First of all, because
we're going to be creating an entire scene with
multiple elements, having access to all of
these different workspaces will make our lives
a lot easier as we progress with the
rest of the scene. Additionally, allow me to highlight a number of
elements you need to be aware of when you start out sculpting for the
first time in Blender. Within the default
sculpting file that we tried out in
the previous lesson, we had a sphere already
created for us. In this case, however, we're
going to start out with the default cube that comes
in with a general scene file. What I'm going to do is
I'm going to jump over into the sculpting workspace. And you'll see that this looks very similar to what we just had when we created the sculpting
seen fold to start with. But again, we have
the benefit of all of these
additional workspaces. What you'll notice though, is with my dry brush selected, if I now try to draw on
the surface of this cube, nothing appears to happen. That is, until I go over
any of the corners here, then I'm able to
move that corner around with the draw brush, just going to hit Undo
to get rid of that. Now the reason for
this is by default, this cube doesn't
have much geometry. We can see that if we head over into the modeling workspace, you can see we have vertices, or points on each
of these corners. Whereas the sphere
that existed for us in this sculpting workspace had
already been subdivided, said that there was a lot
more geometry to work with. What this highlights is the fact that within the sculpting mode, really all we're doing
is moving points around, but we do that with
the sculpting brushes rather than the other modeling
tools within blender. So in order to
sculpt on a surface, we need to increase the amount
of geometry or the number of vertices within
a particular mesh. Now, to do that here in
the modeling mode here so that we're in edit mode. We can just right-click on the
mesh and hits "Subdivide". I'm going to do a
couple more times so that I have a bit more
geometry to work with. Now if we jump over onto
the sculpting workspace, you can see again,
it's changed his back to sculpt mode automatically. But with this dry
brush selected, if I draw on the side, you can see I'm now starting
to move these points around. You can see where all
of those points are because we have a relatively
low-resolution mesh still. Again, I'm just going
to hit Undo to return back to our default cube shape. Now, we're going to start sculpting the basic
shape of our rock. I'm going to change
my brush now over to the grabbed brush that
we were using before. You can either click on it
down here in the toolbar, or you can hit J on the keyboard to jump over into the grab tool. Now within blender, G
is normally grab it to move an object
in object mode, but the same shortcut
can be used for this grab tool within
the sculpting mode. I'm just going to increase
the size of my brush here. I'm just going to start forming the basic shape of our rock. I'm going to pull this
down a little bit. Maybe increase my
brush size a bit, just so that I can change the
overall shape a little bit. Trying to create
something that looks like a long flat rock. Just getting the right
basic shape to start with. It's going to be
fairly stylized. Not going for something
that's super detailed at all. That's a better overall
shape to start with. I'm just going to
reduce my brush size so that I can round out that
shape just a little bit more. I still want to
keep a little bit of this rectangular shape to it. I don't want it to be
softened up too much. We can hold down the Shift
key to smooth things out. You'll see that
really rounds things out quite a bit
down at the bottom. But the intensity of that smooth is just a little
bit too much for me. Now, the strength value
that we have up here at the top is for
our grabbed mode. But if you look down in your
tools down at the side here, the top tool in this
section is the smooth tool. Now if we enable that, we can actually reduce the
strength of the smooth tool. I'm just going to drop
that down to 0.2. Then when we return to
our grab brush here, if I tried to smooth by
holding down the Shift key, you can see that the effect of that smoothing is far lower. I'm just softening the
edges a little bit, but still keeping
this overall shape. What you'll notice
is as I'm smoothing, we can see how the geometry
is being pulled around. Each of these points is being moved to smooth out the shape. I can always adjust
things a little bit with my grabbed brush again, just to create pleasing
overall shape to start with, flatten out the
bottom a little bit. Let's move some of this down. Doesn't have to be exact. We want something
that feels organic rather than too artificial. Soften that a little
bit with a smooth tool. There we go. That's a good overall
starting point I feel. Now, if we want to
actually sharpen up some of these edges, we can do that with
a different brush. Just here above the grab brush, we have the pinch brush. If I reduce my brush
size a bit further, Let's zoom in a little bit
to see what's going on. As I drag across one
of the edges here, you can see it starts
to pull our vertices together and this will have the effect of sharpening
up this edge a little bit. We can do that around
the top here as well. Maybe a little bit down. One of these sides. We don't have an
awful lot of geometry to work with at the moment here. What we can do, is just jump
back into the modeling mode here and then with all of
our vertices selected, if they're not selected at all, you can just hit a
to select everything and then right-click
and hit Subdivide. That will give us a bit
more geometry to play with. I'm going to jump back
into sculpting mode here and as well as
the pinch brush hair, what I often like to make
use of is the crease brush, which you'll find in the
bottom of this blue section. Now with the crease brush and just adjust my brush
size a little bit. That will let us
introduce creases where as we paint on the surface, it's pushing this geometry
and a little bit. But in addition to that, we can actually
invert the brush, so by holding down
the Control key and dragging over the surface, like with the pinch tool, we're pulling things
together so that can be really useful having the
two functions in one brush. Now that we've defined the
main shape of the rock, will go ahead and add more
detail in the next lesson.
5. Rock: Detailed Sculpt: Another brush which
is really useful with defining the shape of this
rock is the scrape brush, and you'll find that just down
here in this red section. This brush enables us to actually flatten out
sections of our mesh, so we can start to create
larger planes on the surface. You'll notice there's more if I start to work on one
of these corners perhaps, so if I flatten out
this section here, then you can see
that we've created this nice shape in here as if a section of the rock
has been chiseled away. I'm just going to use
this in a few places just to get some different more interesting
shapes into the rock, make it feel more like it's aged and weathered and
broken up over time. Also to flatten out
some of these sections and give us some more
interesting planes to work with. Again, I can make use
of this crease brush. Let's just reduce our
size a little bit. I'm just again inverting
it with the Control key to just create some edges here. Softening things as
we go in places, sharpening up some edges, softening others to create
a more interesting shape. Again, I'm going to get
back to this scrape brush and just chisel away
on some of these edges to create these more
interesting shapes. Now, obviously, our view at
the moment is very faceted. If we head back to
the layout mode here so that we're back
into object mode. We can actually
right-click on a mesh here and select Shade Smooth. That will give us a
better representation of what the end result
is going to be. If we jump back in
sculpting mode, then we can start
looking at these shapes a bit more closely and flattening out sections to create these
nice sharper edges. Again, if you feel that there's not enough
geometry there, we can always subdivide
this one step further. It's always best to work with lower geometry to start with, to get the overall
shape in place, and then start
refining it and adding the extra detail
as it's required. You can see the top here
is a little bit lumpy, so I'm just going to
hold down my Shift key and smooth some of
that out a little bit. I do want to create some of these obvious planes in here, so again, just by making use of this scrape brush moving
around to different angles, I can start to harden
up some of those edges and let's maybe make use of
that crease brush again. Adjusting my brush size
and inverting the brush so that I can create some
sharper edges in here perhaps. Sharpen up that one and
smooth out some of the bumps, and just move around the rock. I'm just trying to create something that feels
interesting and organic. Let say it got some nice
obvious phases to it, so it's got that stylized feel. But really it's up
to you how realistic you want to take the end result. Smoothing out these
lumpier bits that have been introduced as we added the extra
geometry in there. Same underneath here, so I'm holding down Shift key, I'm smoothing over the surface. Now, this is looking a
little bit too flat here, so I think again, I'm just going to maybe
add in a little bit more of a shape here so I'm just holding
down the Control key. Again with that crease tool, just create an edge there, and well, we've actually pushed the geometry up a
little bit here, we can actually use
another tool down here, which is the fill tool. I'm going to increase my
brush size a little bit, that will actually add in
some geometry to the sides here to help bulk
out that shape, and that helps create
these more obvious planes. I'm going to revert to the
scrape tool again here, just to really harden up
that shape, same here. I should allow the corner
a little bit here, just for a bit more interest, and see going see if we can create something different here, moving around the mesh, let's create some of these
more interesting shapes. I'm going to take
the size of this brush down again still
with this scrape tool and just chisel away at some
of these corners again. I'll have to sharpen up the
edges on that a little bit, so again, I'm going to
use my crease tool, invert it just to give me
some sharper shapes there. There we go. It's a
little bit too even, so I'm just smoothing
out some of it, to keep some a bit more creased, some a bit softer, so it feels like
that edge tape is a little bit more naturally. I think I'm going to
crease across here, I've been lost a little
bit, and there we go. Smooth up and out a little, same over here, just moving around adding
a little bit to detail where it feels appropriate until you're happy with
the overall shape. This is it. A really good
exercise for getting used to all of these brushes, because being able to create
these defined planes will become very useful
as we get forward into actually
sculpting a character. That looks very good, I'm pretty happy with that, and I think there's just a
little bit of housekeeping that we need to do now. First of all, I'm going to
go up into the outliner here and change the
name from Cube to Rock, and then I want to add a
simple material to it. I'm going to head down
to the Materials tab here in the properties panel. We have a default
material here all ready, but I'm going to
rename that to Rock, and I'm going to enable my material preview
up at the top here so that we can see
exactly what we're doing. This base color, I'd like
to go in and change that. I'm just going to darken that
right down to start with, and just push the color
slightly into the blues, so we're getting a slightly
more blue-gray color in here. At the moment, this rock
is very shiny though, so I'm going to up the
roughness as well, somewhere towards 0.85
there or thereabouts, and that just gives us a
little bit of a flatter look. I think we can leave that there, and we're just going to
save our scene file now. I'm just going to go Save As, and you can save this
wherever you like. I'm going to call my
file Seahorse Version 1. Obviously, it's just
a rock at the moment, but we'll be adding all
of the other elements within this same scene file. I'm just going to Save As, then whenever you're ready, we can jump into
the next lesson, where we'll start sculpting
our first piece of coral.
6. Dyntopo: For our first piece of coral, we're going to create
a branching type of coral known as staghorn. Before we start, I'm
just going to change my viewport shading
back to solid. Then I'm going to jump
into the layout tab. We can hide our rock here. I'm going to create some base geometry to work from. Now, I would like to work
with a sphere as our base. If we hit Shift +A, we could add in a
UV sphere here. But you'll notice at
the top of the sphere, all of the edges converge
to a single point. This can lead to some issues when you're sculpting. It's better to start with
some cleaner geometry. In order to do that, I'm going to just hit X
to delete this sphere. I'm going to add in
a cube once again. This time, rather
than heading into the modeling tab and subdividing the geometry there, I'm actually going to add a subdivision modifier. The quick way of doing that is to hold down the Control key and type one of the numbers up above the letter keys
on your keyboard. I'm going to hit
Control and 4 to add a subdivision modifier with four levels of subdivision. If we go into the
Properties panel here and look at the
modifier properties, you can see that we now have four levels of
viewport subdivision. The problem is we can't sculpt on this as it
is at the moment, because that geometry hasn't actually been
committed to the mesh. You can see that if we head
over into the modeling tab, we still only have these
base points to work with. What we can do is actually
apply this modifier. In order to do that, we actually need to head
back into object mode. If we go back to our layout tab, that takes us automatically
back to object mode. Now we should have this option available
to apply the modifier. Equally, you can just
roll over the top of this modifier and hit the
Control +A keyboard shortcut. Now, if we head back
into the modeling tab, you'll see that all of these points are now
available to us. With that done,
let's just head it into the sculpting tab. We can start to work
with this mesh. First thing I'd like
to do is pull out some branches from the sphere. Now there's very handy
tool down here called the snake hook tool to
allow us to do that. If I just increase my brush
size a little bit here, you'll be able to
see how this works. If I click on the geometry
and start pulling up, you'll see that we can actually drag this all the way out. But as we do so we're actually
stretching the geometry that was there originally. We don't have enough points
in the mesh in order to stretch this out as far
as we are trying to. Now, I could go back and
subdivide the mesh further, but we don't actually want any additional subdivisions
down at the bottom here. What we want is to subdivide locally where we're
stretching out the geometry. There's a tool in
Blender though that will allow us to do that. If I just hit Control+Z to undo, what we need to do is go up and enable this Dyntopo mode. That will dynamically
add topology, additional points to the
mesh, as we're working. First, you need to check this on and you'll
probably get this warning. That's absolutely fine. Just click "Okay." Then we have a number of different options
within this drop-down. By default, Dyntopo uses
this relative detail mode. In order to show how this works, I'm just going to switch
back to our draw brush. What this means is that Blender will add geometry as you're
working on the mesh, but the amount of resolution of that geometry will change as we get closer or further
away from the mesh. To illustrate that, if
I start to paint here, you'll notice that
the mesh has become triangulated and it become
a lower resolution. If I just undo that and move in, and I paint here, you'll notice that we've
got a lot more detail. If I were to zoom
even further in, I can start painting smaller
details over the top here, and additional geometry is added in exactly where it's required. Now the downside of
this is if I now zoom out and try to make
some changes here, I lose all of my
detailed sculpting that I was doing when I zoomed in. If I zoom out even further, the problem gets worse. I'm just going to
undo that again. Let's go back to our base mesh. There's a different way
of working with this. This relative detail
mode can be very useful, but when you're starting out, it's helpful to change
to constant detail mode. That way doesn't matter how
close we are to the mesh, we always add the same
amount of detail. Now by default, you'll see that the actual resolution
is very low. Instead, we're going to change this resolution
value from three. I'm initially going to
increase that to 20. Now, as we start to paint, you'll see that we're adding plenty of extra geometry
there for our needs. But if we zoom in, we're simply adding at the
same resolution, and the same, if we zoom out. Again, I'm just
going to undo that. We can go back to
our snake hook tool. We'll start to drag out some
branches in the next lesson.
7. Staghorn Coral: So the best way to work
with this snake hook tool is to drag out in small amounts and to keep
moving around the mesh. Initially, I was
just going to drag out a few lumps on the top of this mesh to indicate the
base of the branches. We have another one coming out here and one up in the middle. Once we've got this base, we can start moving around and putting out each of these branches
a little bit more. Just taking it slowly and
moving around to make sure that we are pulling things out in the
direction that we want. If for example I was to
drag this out too quickly, we can see that it's getting
very thin quite quickly. That can be useful sometimes,
but for the moment, I want to try and keep
these a little bit fatter, [NOISE] and have a
bit more control over where they're going. That gives us,say, a
good starting point. Now, you'll still
see that we start to lose some of the thickness here, and I want to fatten up
all of these a little bit, and we can do that with
the in-flight brush. You'll find that over here, if we use that and just
paint over the surface, you can see that's increasing the thickness
of each of these branches. So I'm just going to go round and fast and
everything up a little bit, so we've got some
nice thick branches to work with as our base. I'm just pulling that
down a little bit towards the base of this sphere as well, I want to create a more
natural organic shape. I don't want it to appear as if these branches are sticking
out the top of a sphere. We can also use
our grabbed brush again and just
increase the size of that to give us a more
natural base to work from. I'll just squash up the
bottom a little bit. Again, always moving
around the mesh to make sure that things are
looking good from all angles. Remember, we want something
nice and organic, we don't want this to
be symmetrical at all. I'm just putting these
points in a little bit, roughly flattening things
out to the bottom. It doesn't have to be exact, it's just that fit on some
of the rocks later on. You can always, again, hold down the Shift key to smooth out areas if you want to, just to blend out
some of these edges. [NOISE] Again, if that smooth
is not sufficient for you, then we can jump over to our
smooth tool and once again, increase that strength value, and that will allow us to
smooth that a little bit more. Reduce for well, we're
just trying to get this basic shape up
and running here. I'm going to adjust
that strength back down again and return to
my snake hook tool, and let's start pulling these
branches out even more. [NOISE] If it starts to lose volume, again, just head back to Inflate tool and you
can just hit the I key. That's the shortcut for the inflate tool that you jump back there
quickly and easily, and then if you want to return
to your snake hook tool, the shortcut for that is K. Once you started to get these out to
a reasonable length, we can think about bringing out some of the
branches from them. I'm just going to reduce the
size of my snake hook tool a bit and just drag out
from the side here. Just flicking out to
the side will give us these nice
little spikes here. Again, try to do that in a random way if they're a
little bit too thin, again. I head back to the inflate tool and you can
thicken them up a little bit to pull it out a little bit further and keep moving around, smooth things out
where you need to, maybe add a little
bit thickness here, the inflate tool and K to head back and start pulling out some more
of these branches. Just pulling them out
in random directions, whatever feels good to you. [NOISE] So create something that's natural and
organic feeling, something out in the
middle here, and see, I've squashed this up
a little bit here. So I'm just going to undo that, and I want to inflate this
a little bit more from the icky so that I've got a better base to
drag things out from. Just flight it a
bit more down at the bottom here as well, to increase my brush size a bit. This feels a bit more natural, and all of these
branches seem to grow out from the same area. Just going to smooth that
slightly so that we don't start having the geometry
overlapping there at all. I want to bridge these
gaps, so that's all good. That's looking a
little bit better. Again, ''K'' to get back
to my snake hook tool, just going to ''F'' to
reduce my size a bit, and again stop pulling
out some branches here. It's a bit small, so
let's inflate it. Again, ''K'', that's
a bit bigger. Again, I inflate this
a bit, there we are. And we can just keep going
adding little spikes and branches until we're
happy with the end result. Since I'm just repeating the
same steps over and over, I'm just speeding up this
section of the class slightly. [MUSIC] As you're
creating your own coral, there's no need to follow along exactly with what I'm doing. It's really just a case of
experimenting and having fun, constantly rotating the model so that you can see things from all angles and dragging out branches with
that snake hook tool. Remember you can always jump between your snake hook inflate and grab brushes to
refine the shapes, and you can also
smooth things by holding down the Shift
key as you're going. You see here that things are a little bit faster
in the middle here, thinner down below, so
I'm just going to inflate that just to even
things out a little. Again, we're just
pushing and pulling the general shape around
with the grab brush. I'm not too happy with what's going on down at
the bottom here, we've got this little
point sticking out here, which is not smoothing
out very well. What I'm going to
do is head over to my scrape tool and
see if that will help us flatten it
out at the torso. There we are. I can still smooth now over the top of
that and get a cleaner result. Did the same over here. Well, there are some
other artifacts that I didn't like the look of. Moving around I'm just going to go to my grab tool again, forgotten this out a bit more. [MUSIC] Once again, I'm just going to time-lapse
this section as I add the final few branches and make some general twist to
the overall shape. I'm just trying to
create a form which looks as good as possible from all angles so that we can then reuse the curve
throughout our scene. Finally, I'm going to
refine the base shape here just to make it feel
a little bit more natural. I'm checking in one of the
angles to make sure I'm happy with the direction of the branches so that this
will look as good as possible from any angle
in our final scene. Once you're happy with that, we can again rename this. I'm just going to go up
to Outliner and call this CoralStaghorn as
we did with the rock, I'm also going to add
a material down here. Since there's nothing defined by default, I'm just
going to hit "New". We'll this
CoralStaghorn as well. For now, I'm just going to
add a simple base color. We can always enable
our material preview. They're just say we've
got an idea of what we're adding in here. And I think for
this CoralStaghorn, I'm going to go with something a bit more
muted like this. That should do us for now, and we'll refine these
materials a little bit later. We can just hit ''Control
S'' to save our scene, and then we can
move on and work on another type of coral
in the next lesson.
8. Tubular Coral: Rough Sculpt: The second type of coral
we're going to work on is a tubular variety. We're going to start out in
a similar way to last time. Again, I'm just
going to get back to my standard flat
viewport shading, head into the Layout tab, we can hide this coral. And I'm going to
hit "Shift", "A" to adding a cube as our base. Again, I'm going to
hit "Control" and "4" to apply this subdivision
modifier and roll other hand, hit "Control", "A" to apply it. With that done, we
can head it back into our Sculpting tab. Again, I'm going to make use of this snake hook tool to allow us to pull out the base tubes that we're going to
be working with. I'm just going to once again
increase my brush size, and just start
pulling things out a little bit to give us
a base to work from. I'm actually going to
broaden out the shape a little bit as a starting point so it gives a more natural base here right from the start. Again, just moving around so I can see things
from all angles. Once we've done that, I'm just going to reduce
my brush size a bit and start dragging things out. Again, let's just create
some smaller lumps on the surface to act as our base. Again, before we start dragging
these things out too far, we're going to have to
enable our Dyntopo mode. Let's turn that on. Say okay to the warning and just double check
our settings in here. Again, we're still
at constant detail with the resolution of 20. When I start to drag these out, I've got that extra resolution
in there to work with. Let's just bring these
out a little bit, gives us a starting point. I'm just going to
smooth that off a little bit here in the middle, inflate those joins, and I also want to inflate these a bit so hitting
"I" to inflate. Because in this case, I really want to get
some nice flat tubes almost bought up together
with each other. I'm going to move between
our snake hook tool and inflate tool
as we're going on, just increase the
size a little bit and start to pull this up. Checking around so that we don't have any of these
strange shapes in here. Jump back to inflate again, I'm going to push things out. Again, use a few grep tool
when you need to make some larger overall changes. Let's pull this
up a bit further. I'm going to inflate. As before, I'm just going
to inflate things a bit at the base to pull
them together. Keep adjusting the brush
size with the F key just to make sure you've
got the optimal size for whatever you're working
on at any point in time. Once again, grabbing
and pushing things in. Let's go smoothing, I'm going to inflate the
top of these quite a bit. Smoothing out that lump
there which pulls it back towards the rest. Evening out the
shape of these tubes here so inflate tool again. Inflate down to make it feel integrated with
the base as well. I'm just smoothing up. [inaudible], putting this
down a little bit higher than I wanted it to be. I'm trying to have these at a fairly even height, after all. I think that'll do us
for the base mesh here. We'll go ahead and add the remaining details
in the next lesson.
9. Tubular Coral: Masking: The next thing that I want to do is start working on
the tops of these. We're going to use the
masking tool for this. You need the M key to jump
into the masking tool, you'll find it down
at the bottom here. Then I'm just going to reduce
my brush size a little bit. What I want to do is
just paint a circle onto the top of each
of these tubes. The masking tool just
allows us to identify parts of the scope that
we want to work on or not be able to work on. At the moment, these areas I wouldn't be able to sculpt on, whereas I could sculpt
on the rest of the mesh. What I actually want to
do is invert that now, and we can do that by
hitting "Control", "I". See obviously we're now able
to work just on these tips. Now what I'd like to do is to actually push these tips in. We're creating a dip
in the top of it, each of these tubes here. Now I can start sculpting on
each of these individually. But there's an easier
way to do that. In order to do that, we're going to use what's
called a mesh filter. You'll find that
down the list here. It's actually this icon here. Right-click on that. That gives us a number
of different things that we can do to
affect the entire mesh. In this case, the
areas of the mesh that are not masked out. In this case, what I actually
want is this inflate option. Now, if I just click
and drag on screen, you'll see we're pushing
the ends of this out. But if I drag this back in
the opposite direction, we can actually push
those back inside. It's a quick way of having an effect on multiple
areas all at once. The other thing we can do is
adjust this mask slightly. I want to do is
just hit the A key and that will bring up
this point menu here. Now we can adjust the
size of this mask. What I'm actually
going to do is choose to shrink the mask, which will expand it
away from that area that we've been working on. I'm going to do that
one more time as well. Then I'm actually also going to choose to smooth this mask. That will just soften the
edge slightly as well. Now with this inflate
tool still active, I'm just going to click and
drag again and just further round out the top there
until I'm happy with it. Now you can see there's a
little bit of pinching in the middle of each of these, but that's absolutely
fine because I can just hold down the Shift
key to smooth over the top, but I will need to be back in one of my other
tools to do so. For now I'm just going to
revert back to my grabber tool. I can just hold
down the Shift key and smooth over the middle, just so that we're
not getting that pinching right in the center. There we are. Now I'm going to invert
the mask once again, just by hitting "Control", "I". Now I'm actually going to
go to my inflate tool by hitting the I key which
increase the size a little bit. Now I'm going to just paint around the top edge
of this and inflate around these areas will
give me a nice rounded, puffy top to the end of
each of these tubes. Smooth it out where
you need to as well. Just holding down the Shift key. Great, nice result and I'm just going to move
around each of these. Now I'm not obviously
using the mesh filter in this case for the inflate
because that would inflate everything in the
mesh and we just want a localized effect just around the top of
each of these tubes. Just getting rid
of that harsh edge and giving you a
bit more thickness to the top of this tube. Just smoothing that out again. Thickness that one I
think, smooth things out. When you're happy with that, we will need to clear that mask. Again, you do that just
by hitting the A key to bring up this menu here. Then we have a clear mask option and click on that and
get rid of the mask. I'm just going to take a
second just to smooth out some of these areas at
the bottom here that we're looking a bit lumpy. This area here that's
got these lumps and bumps a little
bit harder to smooth. Again, I'm just going to jump over into my scraped brush, size a little bit
and that's just scraped down hand just smooth it out just to help even
things out a little bit. Once again with
my grabbed brush, just going to adjust
the base slightly. Happier with how that's
going to sit on the rocks. Since these changes are
all very repetitive, I'm just going to add
a short time-lapse and we'll return to
real-time when we're done. All I'm really trying
to do here is to adjust the shape of the base with
the grep tool until I'm happy that it flows nicely into
the tubes and feels like it's part of a natural form which might attach
to the rocks below. I think that will do. Let's once again, just jump into my layout
mode and I'm going to rename this CoralTubular and
we'll add a material. Again just give that the same name and set
a base color for it. Let's just have a
look at how things look in material preview. I'm going to set
brighter color here. Let's just drop that
down a little bit. That will do is again, as a starting point. There we are. We have our base, rock and coral defined. Let's just save our scene and then we can move on and start sculpting our
character in the next lesson.
10. Seahorse: Reference: Since we're now ready to start working on a seahorse, it seems like the perfect time to version up our scene file. This is something that
I do from time to time, so that if ever a scene
gets corrupted for any reason or we accidentally make any
disruptive changes, we would always have a
safe place to go back to. I'm just going to go up to File, Save As, and then I'm
just going to click on this plus icon to increase my version number
and hit "Save as." I can now hide my coral. Then it's time to bring in the reference images that we're going to work from. To do that, I'm going
to hit the one key on my numpad to jump
into front view. Alternatively, you
can always use this gizmo up in
the top right hand. Then simply navigate
to wherever you saved your reference file and drag and drop it into the scene. I'm now going to
reset its position. With the reference
objects selected, I'm just going to
hit Alt+G to reset. It's positioned to zero. Then in the properties panel, I'm going to go down to this object data properties tab and I'm going to
enable the opacity and drop this value down to 0.1. This allow us to see through
the image as we're working. Then I'm going to hit the
G key to grab and X to constrain it to my x-axis and just center this up
as best as possible. I'm now going to
hit the 3 key on my numpad to jump over
into the side view, hit "Shift+D", and right-click
to cancel the move. Then I'm going to rotate this. So I'm going to hit R to rotate. We want to constrain
the rotation to the z-axis so I'm
going to hit Z and then type in 90 to rotate it
90 degrees and hit "Enter." I can then G and Y, to translate this
along the y-axis, and I'm going to
roughly center this up along this z-axis line here. Now as we rotate around, you'll see we have these two reference
objects positioned. What I'm also going to do is select this one for
the front view. I'm just going to translate
it back along the y-axis now. So G and Y, let's just
move it back a little bit. This one for the side view, let's move that a little
bit further out so G at x, to move that back. That way they're not
going to overlap with any object that we're working
on here in the middle. But if we jump into either
the front or the side views, you can see that everything
is still aligned nicely. Finally, what I'd like
to do is select both of these empty objects here
up in the outliner. Then I'm going to hit the M key to create a new collection, which we're going
to call reference. This allows us to easily
toggle this on and off. Additionally, I'm just
going to go up to the filters option
up at the top here, enable this selection filters. That way I can turn off selection for this
entire collection. That way we won't be
able to accidentally select and move this
reference as we're working. I'm going to hit "Control+S
" to save and then we can start working on our
seahorse in the next lesson.
11. Seahorse: Base Mesh - Head: In our past lessons, we started out sculpting from a primitive object
such as a sphere, and we could easily do
exactly the same thing here, as we're starting to
sculpt our sea horse. But sometimes a
simpler way to work, is to start out
with a base mesh, and that's what we're
going to do here. We're going to define
the basic overall shape of the sea horse with
simple modeling tools, and then we'll start to refine it with our sculpting
tools afterwards. I'm just going to click on this collection up at the
top here to make sure that any new object
I add is added under this collection rather than under the reference collection. Then we're going
to hit "Shift+A", and we're just going
to add in a cube. I'm going to jump over
into my Modeling tab here, and then I'm going to go into the right view
with the "Numpad 3", and I'm going to
enable X-Ray mode, which you can do
from the top here, or use the "Alt+Z" shortcut key. This means that any selection
that we do have points will select right away
through the object, rather than just selecting
the closest points to us. Now I'm just going to start moving these vertices around, to roughly position
them around the head. Initially I'm just
going to drag select over these points in
the top corner here, just hit "G", and move
them up to the top here. I'll do the same at the front, then at the bottom here. I'm initially just going to
form this base shape here. I'm now going to jump into my front view with a
wonky on the Numpad, and we're going to select
all of these vertices here, and I'm going to scale
them in, on the x-axis. We do that just by
hitting "S", and "X", and scale them in to roughly the proportions
of the head there. Now, I'm just going to
select this front face here, so I'm going to hit "3" to
Interface Selection Mode, de-select everything, and
select that front face. I'm going to hit "E" to
extrude it a short way, and "S" to scale it down. Now if I jump into
my side view again, I'm just going to
drag this down, and scale it further, that's roughly at
the right size, and then we can hit "E"
to extrude it once more. I'm just going to bring
that out to the front here, scale it up again,
and rotate it. I'm not going for
detail at this point, I'm just going for
the overall shape. Now I'm going to hit "Ctrl+R", to add an edge loop, and add it in the middle
of this face here. Just hit right mouse button
to cancel that move. One just to go back
into our vertex select. I'm just going to move some
of these points around again to better define the
front of this face here. Remember we're just going
for something that roughly follows the main
shape of the head without going into too
much detail at this point. I'm going to pull
that back for now, and I'm going to select
this face on the back, and again extrude this out. Extrude it a short way, we need to extrude, "S"
to scale that down. Again, let's go
into the side view, so that we can move that
up, and into place. Just rotate it slightly
as well there. The other thing I'd like to do, is just scale in the top
ever so slightly here. I'm just going to
select these top faces, "S", and "X", just to narrow it up a little
bit at the top here, so we have a bit more form
to the top of their head, and I think I'll do the
same at the bottom here. Just select this one
face on the bottom there, and hit S, and X to scale that
in. There we are. That should do a base
shape for our head. I'm just going to get back
into the layout view. We can rename this
cube here to head, and go back into our flat
shaded mode there as well, then we'll start working on
the body in the next lesson.
12. Seahorse: Base Mesh - Body: We're now going to add a new
object to form our body. Again, "Shift A and we'll
add in another cube. We can just rename
this now to body. Once again, I was heading
to the Modeling tab and start working
on this base shape. Again to the side view
though points selected here, I'm just going to
scale this right down and move these points so that they are
roughly the right shape for this central
part of the torso. We can jump to the side and just scale this in
slightly on the x-axis. Just do that for now. Then I'm just select
this top face here. Let's extrude that out and move it back
and scale it down. Just go into roughly form
the shape of this neck here. I'm just going to rotate
that slightly as well. Then we can extrude that again. I'm just going to rotate it, move it into position, use up the scale, and do the same once more, and rotate that and
move it into place. I'm just going to grab these
vertices at the Black Hand. That's just nudge them
down a bit as well. We're getting a nicer
edge flow here. I'll bring these ones up. These come out towards these spines on the
back here in each case. I'm going to lift
this up a little bit. There we are. Now I'm going to grab this
bottom face again here, let's say three to go
into face, select. Back to the side view and
let's extrude that one out. Again, rotate and
scale as we go. Extruding again and
scaling that down. Let's just select all
of these vertices, and move them back
into place a bit. Scale this a little bit more. Let's extrude,
rotate, and scale. We can continue this on down the rest of
the tail as well. We don't have to be too exact but the closer we keep
today reference here, the easier it will be when
we go into the scope mode. Let's just have a look around
from the front and scale, some of these in
slightly on the x-axis. Just to make sure that we
are keeping to that shape that's already been defined. Then I think we can scale that neck in a little
bit further as well. To that tape is dial
up towards the top. There we are. We've already got a good base
shape to work with here. The next thing I'd
like to do is just add a tiny bit more
detail to this. I'm going to select the body. Let's go back into
Modeling mode. I'm going to add another
loop down the side here. I Control R and right-click
to cancel the move. Then I'm going to select
these back faces here. Let's go into the side view here and I'm just going to select all of these vertices
down the back. We're going to just
jump to the front view, and I'm going to scale these
in slightly on the x-axis. We have a bit of
a tapering effect towards the back there. Then we can also
do a similar thing with some of these
points at the front, and do the front
of the neck there and leave the chest as it is, something that's quite square. I'm going to just scale it
in slightly on the x-axis. It rounds out the neck and
the tail a little bit. Let's jump back into layout
mode and see what we've got. Then I think we can do a
similar thing with the head. I'm just going to select
that back into modeling. Again, let's add an
edge loop around the middle here so that's
hit "Control", "R", drop an edge like in there. This will just help us to define that volume just a
little bit better. With that selected, I'm just
going to hit "S" and "X", just scale it out
a little bit on the x-axis to round
out that former touch. If I just hit "Alt" and click on this edge
up at the top here. Then hold Shift and Alt, I can select the edge on
the other side as well. That's just scale them in
again slightly on the x-axis. Very well. We'll go back into layout mode. I think that gives
us enough definition as a starting point. I'm going to save
my scene there and we can start working on the
head in the next lesson.
13. Seahorse: Rough Sculpt - Head: With our base mesh now defined, we're going to start
working on the head. We just need a little bit
more resolution to work with because as we've already seen, trying to sculpt on
something that's so low resolution is not
going to work for us. I'm just going to
jump quickly into the modeling tab here. Hit "A" to select
all of the vertices and right-click to subdivide. We're going to do
that one more time so that we have a lot more
points here to work with. We can now jump over
onto the sculpting tab. We can start to refine
this shape here. To start with, we just
edited the front hair, just going to hit "Alt" "Z". We can see through
the mesh briefly. We need to start pushing
some of these points around. What I don't want
to do is work on one side of the mesh
independently from the other. We're going to use the symmetry
mode up at the top here. By clicking on that
little X icon, it now means that
we'll be working on both sides at the same time. I'm just going to increase
my brush size a little, and start pushing and pulling on some of these vertices just to better get
that overall shape working from the front here. Say to cancel the X-ray
mode and we can start. I'm just going to smooth off
this shape a little bit. Just referring to the
reference as I go, and I'm just going
to start pushing and pulling parts around to try
and create that base shape. Lift this up a little
bit here at the back. Put it in quite away. I'm going to pull the
back of this head up and in a little
bit here as well, where the neck attaches. I want to create the
effect of these pieces coming out at the back here. I'm going to pull
some of this back in. I'm not going to get
too detailed just yet because we are still fairly low on the amount
of geometry that we have. We can create the overall shape of the head as best as possible. Then we can add the
details as we go. I'm going to need a
little bit of space here for the eyes to
keep the front of that quite rounded side view
and see what we've got. Quite a way away from
that references. Pull some of these bits up, my overall shape I pull it back a little bit to find those
cheeks a bit better. My brush size a bit. I don't have quite
enough geometry to work with at the back here. We'll refine that in a
minute from the front. Again, let's pull some of this geometry out a little bit, just making little
smaller tweaks trying to find that
overall head shape. Now obviously we need to go out a bit towards the back here, pull that in create
an overall shape. One thing you have
to be careful of if you're working in
front and side views is that things don't get off
on the rest of the mesh. We need the shapes to
work in three dimensions. It's important to keep moving around the rest of the sculpt. See seeing things got crushed
in a bit at the front here. We actually want
these central areas to come out a little bit more. It's actually rounded. We'll be pulling
these areas back a little bit to create
that correct form. We can always keep jumping
back and side to check. If you want to see this
reference over the top what we can actually do you can't just jump back
into the layout mode, actually, we're in object mode
and go into the reference. If we select either of these, we can adjust how they display. If we go up to the object
properties here and down to the Viewport Display tab
we can click on in front. That should allow it to display in front of
everything else. We'll do that on the
other one as well. That way, if we now head back
into our sculpting mode, we can actually see this image laid over the top
of our sculpt here. It just makes it a
little bit easier to define this shape. One thing to be careful of
actually there is I had the empty still selected
rather than my head objects. I'm going to select
my head object again here in object mode, jump back into
sculpting mode here. You can see now our sculpt
tools are once again available to help us to
pull these points around and more accurately define
this overall form here. Pull these points
up a little bit. I kept wanting to pull
up, front out a touch. Let's smooth some
of these edges off a little bit remember
just by holding down the shift key as we work
in trying to create these full cheeks out
to the side here. Be pushing out a space
for where the eyes go as we add a little
bit more detail and we keep the front of
that nose quite rounded. Soften off the edges. Just double-check every now
and again without reference these pieces to feel
like they're rounded and moving back as we
go back on the head, creating nice flow of
the edges just there. Obviously, we don't have enough geometry
at the back here. We're going to refine
that in the next lesson.
14. Seahorse: Detailed Sculpt - Head: Now in order to add
some additional geometry at the back here, there are a number of
things that we can do. Obviously, we could jump
back into modeling mode, we could further subdivide
the entire head mesh. But that probably won't give us quite enough detail here without increasing the detail everywhere else a little bit too high. The easiest method
in this instance is actually to enable
the Dyntopo mode again. We're going to do that
up at the top here. Again, don't worry
about the warning, and let's just
check our settings. Again, we have this
constant detail and a resolution of 20, which should be fine. Now if we start to smooth out
this area of the mesh here. Now what we want to
do is just start actually painting in
some extra detail. For that, what I
would like to do is make use of the
clay strips brush. If I just make this a
little bit smaller, you'll be able to see as
we start to paint here, we're adding in
this extra detail. As we do that, we'll have a lot more
geometry to work with. Once again, we can
just go back to grab brush and start to shape
this as we need it. Smooth things out where we need to better define
that overall shape. Now in the reference, you
can see that I've pulled out this shape at the top here and
this one at the back here. We've already created this shape at the back that I could do
with some extra refinement. Now we can add in a
bit more geometry. I'm just going to shape
that a little bit better, smooth that out, push this in and smooth it, so will help with that
area of the mesh. But we want to pull these
bits out of the top here. I think the snake hook tool would be the best
way of doing that. I'm just going to grab up at the top here and pull
this back a little bit. That quickly helps to
create that shape. It's a little bit of smoothing. Again, we can check our shape from
the front and the side. Obviously, this is getting
pulled up too far, so I'm just going to hit my grab tool and just bring
that down a little bit. I want to push this
down and in underneath. Let's have a look
from the side here, let's also come back
a little bit too far. We can just move this around, smooth things out
a bit as we go, and just pull this back into the position that
we want it to be. There we are. Better defining
the shape comes back here. I'm trying to create these
overlapping forms to give the silhouette of the character
interest from all angles. Again, adding them to
the cheeks to run them out and constantly refining the silhouette to
match the reference. You'll probably
find yourself going back and forth quite a bit over the same areas as you sculpt
and that's perfectly normal. As we make changes in one area, they impact the
surrounding areas, and we'll gradually make smaller and smaller adjustments as we approach the final form. Then I'm just going to
use the clay strips brush again on hand, I'm just going to
reduce the size a little bit to better
define that shape. Just building up a little
bit of geometry on the top there and a little bit around the side here
for the cheeks, just to puff them out. Smooth that touch and brush that end and
smooth that a little. I think down at the bottom here, this needs pushing in quite
a bit more, smoothing. Again, if you want to add
any additional geometry, just quick pass with that clay strips brush
will help to do that. Soften up those edges. I'm just going to add a
little extra detail as well. Just cross the front here. Just alternating between adding little bit of geometry with the clay strips and smoothing it over
with the smooth tool. I'm not worried about getting a very smooth result
at the moment because we're still working on the overall shape of things. The build up the
geometry here so that we get a nice rounded shape at the front and then it will taper off a bit as we go back
on these two ridges here. Again, I think I'll pull this down on this a bit more
in the middle here. Maybe again adding a little bit extra across the top here. Keep those shapes
nice and rounded, but pushing that section there, I'm trying to create
an interesting form as we go back here. Make sure that stays
rounded and not too sharp. You can just double-checking all the time from the reference. We don't have to stay super
close to the reference. If there are
improvements that we can make as we go along,
obviously we will do. But it's a good checkpoint so that we're not going
too far away from it. Pull back right I think
at the back there, getting him nice smooth
shapes, the forms here. That feels better with
it tucked back in under. I go for this being a
bit more rounded on the inside and slightly
square on the outside here. Obviously, our reference
is only in two dimensions. We have to make some decisions about the overall
three-dimensional form as we go. I just want to say it's
very important to keep moving around the
sculptor as we go, constantly aware of how it's
shaping up from all sides. We can have just
another quick check, which we're rounding
out that nose nicely. We're not getting
into the detail of things like the
mouth at the moment, that will come a lot later because those are
the smaller details we want the overall shapes to
be working correctly first. Let's help pull this in quite a bit further than we
had in the reference. Lower that tweet not about, so not pulled down quite so far. It can maybe coming out a
bit more in the middle, but push back the sides here. From the side again,
that's a bit better. Next thing, this has gone up a bit too far at the top here. Let's take that back
down again as well. So far not too bad I think. There we are. That's
a little bit closer. Try to make sure those cheeks are nice and full and round, tying to make the character look as appealing as possible. Pushing them down too far there. I can use this clay strips brush
again and just add in a little bit more detail here to help preserve
that volume nicely. I'm just going to pull this in again to help round
out that shape. It feels like the cheeks
are nice and round, coming back into these
bits that come backwards. It looks a little bit
better like that. I said we've pulled them so far in that we're now raising the
silhouette from the front. Just nudge them back out
again and see how that helps. I can go a lot further actually. There's some reference from the front getting there. Smoothen out there as well. I'm just tidying
up the backs here, running them out a little. Let's do want to keep things, so this will show
up on the outside. Having a variety
of straights from more rounded forms really helps to give your character
a sense of appeal. Here we are. I think that's a good initial scope
pass on the head, we'll go into a bit
more detail later on. But I think we're
going to go and start bringing up the body to a similar level in the next lesson.
Don't forget to save.
15. Seahorse: Rough Sculpt - Body: Once again, before we
start on our body, we're going to have to increase the resolution a little bit. Let's jump back into layout
and select our body. Then into the modeling
Tab 8 select all, and then right-click
to sub-divide. In this case, one thing
I'm going to do is just increase the
smoothness slightly. What you'll see is
it will help to round out that form little bit. We're going to go
too far with it. Let's just zoom in a little bit. But that will help make sure we don't have a hard, fasted body, and I'm going to increase
the number of cuts to two without a bit of rounding. That should work quite nicely. Let's jump into our
sculpting mode again. We have a lot more geometry
here to work with. Again, let's have a look at
this from the side here. With our grid brush
I'm going to start defining this form that's
a little bit better. To just work on the overall outer
shape to start with. I'm not going to worry too much about this spikes
that stick out. I want to work on the
main body shape and then we'll pull some
geometry out for this spikes a little while so I'm just going to actually tweak all of this
in a little bit. First in front. Again, we just have to double-check
and make sure that we've got symmetry turned on
here on the x axis. If you actually ever
make the mistake and perhaps end up with a mesh that's not
symmetrical on both sides, you can actually fix that
under this symmetry drop-down. In this case we have this
direction minus x, to plus x. This will take anything that's
on the negative side and move it over to
the positive side when we hit the
symmetrized button. If I hit that now, you can see we now have
a symmetrical mesh. We can now re-enable our symmetry on x and
everything should match. You have different options here, so you can change this to go
in the opposite direction, plus x, to minus x, or on either of the other
axis if you need to. Again, let's just
start shaping that up, neck a little bit, fall of that. Better shaped that chest. Jump to the side again. l think that would look better, but this bit of a crease
on the back here, which actually I quite like. I think I'm going to push that actually a little bit further
so that our spikes are really sticking out the
back and we're going to reassess a little bit
along the spine here. Reinstate that in a bit [NOISE] I'm just tapering out that neck maybe a little wider at the very top where it
meets the head. Again, it's where we're making these decisions that are not necessarily visible
in the actual design, but we have to make them in 3D. Just trickle from
the side again, pull them back a little bit. Make sure that's nicely rounded. That chest stick out quite a bit at the top
there, a bit more form. It's good. Let me go making sure we've
got a nice smooth fall off as we go back here. Again, checking from all
sides. It's pretty good. Bottom here I'm
going to smooth off some of this to round out
that shape a little bit, losing a little bit
of volume there. We might have to reinstate that. Some of those sharper edges
that we had in the design. It gets rid of that crease
that we had done the side. Side view again. Just trying to create a
more stylized graphic shape to the tail here. Now we do, but now I think we need a
bit more resolution here. Again, in this case, I'm just going to jump
back to modeling, select everything,
and right-click and sub-divide once more. We still have that
smoothness setting enabled, so that will help
to make sure that the new geometry we've added maintains the shape
a little bit better. Let's just push that a
little bit more, I think. Here we go, back
and sculpt mode. Smooth out some of
these shapes a bit. Some of that bumpiness
that we had. Nice a taper on that shape. Smoothing up these
edges at the back. Definitely around under that
neck needed smoothing a bit. I said I don't want to lose too much of that
shape at the front there, so was going to move that in. I want to make sure we've got this
slightly more square shape. Obvious, angle change, at the front there. It's good. I think we can start pulling out some of those spikes
in our next lesson, so just save it now.
16. Seahorse: Detailed Sculpt - Body: In order to help us drag out these shapes
at the back here, for these spikes, I
think we're going to once again enable
this non topo mode. Double-check our settings.
That's all good. Then just come to jump
over into the side here. Reduce my brush size
a bit and make use of the snake hook tool once again. I'm going to start just
dragging that out. You'll see that we've
got these couple of spikes appearing here. I'll do that. Again,
let's get her up. I just brush size
down a bit here. Do the same above, and just a little bit extra
down the bottom here as well. Here we are. Now at the top here these are fused together which
we don't really want. I'm actually going back to the side here with my grab brush and let's just pull in a
little bit and smooth it out. Then into the
three-quarter view, again with the snake hook
brush, smaller size. We can start defining that
shape, keeping them separate. Let's just have a look
from the side again. It's a little bit low, but
we can nudge that up a bit. There we are. That's
more what I was after. Moving down the middle. Then what I want to do is take my clay strips brush and
I'm actually going to build out the edges out into these spikes a little bit in
this area at the back here. I'm just going to increase
my brush size a little bit, start adding a little bit of
volume in what's required. [NOISE] If we should go
to the side view here, what I want is something
that comes out hand goes into the spikes but fades into the
front edge of the body. [NOISE] We can smooth out these edges a little bit. I think we can
actually push this in a little bit as well. I'm actually going to still
use this clay strips brush, but just increase my
size a little bit, hold down the Control
key and we can actually just resize that
in a little bit. [NOISE] The effect of pushing out the spikes
just that little bit more. Again, to smooth off
that shape about. Push that even further. Control key. Can I reduce
size my brush a bit. I'll do the same down the back
in the middle here again. Just to get a bit more of that ridge down the middle that I was talking
about earlier. [NOISE] Smooth things about, adding a bit of geometry
where everything it's needed. Now I think the detail
level is a little bit low. We can always adjust that here, so rounding up that
resolution to 30 now, so that as I paint I get a little bit more detail and then better
refine this form. [NOISE] Keep adding the geometry in so from the side pull this in a bit
too far I think now. Spikes are a bit too prominent so I'm just
adding a little bit more in there with the
clay strips brush. See how that looks
from the side, open to the cap. Smooth things out. That feels a bit nicer. [NOISE] I was just getting out, adding a little bit of geometry and then smoothing afterwards. [NOISE] We've got an
issue here that you sometimes get when we're adding
geometry to one side and it's making a mess of the other side with
this clay strips brush. What I'm going to
do is just to grab brush if we can
pull some of this across that way without
affecting the other side. Because the geometry is very low resolution and
quite tight together, smooth that out a
bit. There we go. That's achieved a better result. I didn't really want that to be joined together
in the middle, so I'm just going to push
that down in the middle here. We're getting the ridge
back that we wanted. Smooth that out. [NOISE] Again, let's
have that clay strips. Add a little bit
of extra geometry. [NOISE] Smooth it out. [NOISE] Always double-checking
the overall form is following the design
as best as possible. Let me put down a little
bit too far rather that was heading up. Smooth that out there. Run out that formula but
as well. There we are. Here I'm just making
some tiny adjustments to better define the shape of
the back and the spikes. Just using the grab brush and smoothing with
the Shift key. I'm just trying to match the silhouette
to the design as closely as possible. Making some small
adjustments at the tail as well to better define the shape. Now that we've got
a better idea of how our form is looking it's matching up
to our reference nicely. If you want to you can always
disable the reference there to get a better view
of your sculpt and start working on it without
the reference there. We can always re-enable
it if we want to. Say, seeing now that I need just a little bit more geometry here to better
define that shape. I'm just reinforcing the shape
of the spikes in the back a little bit up here. Then the other thing
that I'd like to do is better define this line
down the middle here. I'm actually going to use the
clay strips brush just to rough in a line along this edge. Smooth it out here just to
blend through to the back. Adding a little bit more
on the inside edge. Again, smooth that around. [NOISE] We can make that maybe
a bit more defined using this crease brush. You can actually crease this far side a little
bit if we want to. Let me increase the
brush size a bit. [NOISE] Let me see. Remember if we hold
down the Control key, we're going to actually
tighten up this edge as well. [NOISE] Let's define
that a bit better. Do that along the edge of these ridges that
come back as well. Just to give them
a bit more form. I'm going to tighten up
this edge a little bit too. We have a square front here. I'm rounding that out. Just tighten up this
shape a little bit. Again, it really helps to have some sharp edges
in your designs, so that everything is
not all evenly rounded. Creates more contrast which in turn is more
appealing to look at. A little bit back
here on the tail. Better define that. Again, I'm just trying to fine-tune the shape of the tail, creasing the edges,
but also trying to preserve the silhouette
which we've already defined. I could have gone
with a very smooth curved shape for the tail. Having these defined
angle changes just helps to create a more interesting and
eye-catching shape. Then still moving around the mesh to refine the edges
of the tail still further. Just adding these little bits
of definition throughout. Let's just sharpen up
here with the grip brush. [NOISE] That overall shape, is looking pretty good
for the body now. Let's save that and we'll go back and refine
the head. [NOISE]
17. Seahorse: Eyes: The main feature that
still needs to be defined for the
head are the eyes. We're going to start
working on that now and define the eye socket. At the moment, we've been
working on the body. If I tried to
sculpt on the head, you'll see that nothing happens. Now we could change
back into object mode, select the head, and then
come back and sculpt mode. But an easier way of achieving the same result is to go
up into the outliner, we can see our body is selected and we have this
little sculpt icon. If we look next to our head, we've got this little dot, and if we click on it, the sculptor icon
moves down to there. Now if I start
working on the head, I can now start sculpting on it. We're now going to
start carving our eye socket here before
we actually bring in a new mesh to act
as the eye itself. Before we do that, I'm just
going to re-enable Dyntopo, which is often disabled when
you switch between meshes. That's something to be aware of. We're going to start
carving out this eye socket and do that actually with
this clay strips brush. The brush I usually use
to build up volume, but we can also invert
it by holding down the Control key and actually start carving away
into the mesh. I'm just roughly
placing the eye socket where I think it's likely to be. We can actually just
re-enable our reference here. Then need to push this right
back and up a little bit. Jump over to the front here, I need to push it back and up into this space a
little bit as well. It looks like I've gotten
a little bit lazy. We can just use this clay strips brush and just build
some of that volume. Back up again for the cheek. Just smooth that out. That will do for now. Just come back in and smooth things out a
little bit around the edge. Check in front and side, I think we need to go up a little bit
obviously, just here. I'm just going to carve out
this socket a little bit, and then we'll bring
in a mesh for the eye and we can start
working on the sculpt around that eye mesh. I will probably do
as a starting point. We now need to bring
in a new object. I'm going to jump over into
the layout tab to do that. For now just continue again, turn off my reference for
a minute and Shift A, and we'll add in a UV sphere. Obviously way too
big at the moment. Let's just hit "S"
and scale that down. A little bit further. Let's rename it Eye. If I turn my reference back on and go to front and side views, we can just hit "G"
and move this up roughly into position scale and down a little bit further. From the side here, it's fairly good. What I'm also going to
do is just rotate this. I'm going to rotate
around the x-axis, 90 degrees, Enter, and that way that brings
this pole to the front, and we have these nice
edge loops which will make it easier to define
where a pupil would be. I'm actually going to jump over into the modeling tab here. Let's go to a side view. What we're going to do is
define some materials here. The first thing I'm going to do is select just these
front points here, which I think will
form our pupil, I should be reasonable. Let's jump back
over to the side, go to our materials tab here, and we're going to hit "New",
to create a new material. Let's call this pupil, enter base color down
to pretty much black, and I'm going to increase
its roughness as well. Then we also need to define a material for
the rest of the eye, so I'm just going to
hit "Control", "I" to invert my selection, and hit this little plus icon
to create new material slot and hit "New", to drop
the material into it. Let's just call it EyeWhite. It's base color is
almost white anyway, so I'll just make that
slightly brighter. In this case, I'm going to drop the roughness
down a little bit, so it's a little bit
more reflective. Refine that a bit later on. Let's just hit "Assign", just double-check that's
assigned and Control I to invert the selection
of pupil assign. Now when we go over into the Layout tab and change
the material preview, you can see that we now have
an eye with a pupil defined. Having done that, we
can also mirror that over to the other
side of the mesh. To do that, I'm just
going to add a modifier. I'm going to go into the
modifies tab, add modifier, and we're going to choose
the mirror modifier. Once we've done that, we can use this little eyedropper icon
to pick a mirror object, and I'm just going to
click on the head, and that should mirror it over to the other
side of the mesh. Once we've done that, we
can select our head object again and we can jump
back into sculpt mode, and we can refine this
eye socket shape. I think if we jump
to the side here, probably need to just
use the grab tool. Move this up a little bit. Quite nice. Shape as it wraps
around the eye there, cheap down a touch. From the front, lift up
these browns a little bit, bring that in the middle and smooth that out
and touch as well. Smooth off this edge to have a smoother fall off as
we go further back. We can smooth off
that whole area. Probably want to pull this
in a little bit so it's not quite so pronounced as browse
sticking up quite a bit. Pull that back and
touch, smooth it out. On this front to be rounded. Let's just pull that
out a little more, I was playing this brow back in. Smoothing that off. Lift these brows up
a little bit here. We didn't have a angry
looking expression, and properly sides in a
little bit more as well, smooth out this shape, falls off a little bit more
smoothly to the sides here. Flows around to the back. Smooth that out a bit. All of these changes might seem quite small and superficial, but paying attention to how the individual parts of the
face relate to each other, blend together, can make a
big difference in result. What we're going for as a form which has a sense
of natural anatomy, but with a simplified
appealing style. That's working fairly well
from the front and the side. Lost a bit of volume in here, pull this back and touch
in towards the nose, round out that bridge of
the nose a little bit more. This little tweaks hair, smoothing perhaps round out
that formula to get better. It comes a bit more natural. Again, you'll see some
some the adjustments are making hair may seem tiny. But they will help to
define the overall form. This is especially
important around the eyes since small change can make a big difference to how friendly repealing
the character looks. Lost a bit of volume
out to the sides here. Pull that back out a bit. As I mentioned before, you'll constantly find
yourself doing this, adding and removing
volume in certain areas as we close in on
the final form. Always double-check everything. I'm tweaking as we go. Nice rounded shape there
of the cheeks again. That's a little bit better. There we are. That's our eyes defined. We'll save that there, and then we can start
adding some more details in the next lesson.
18. Seahorse: Mouth: We're now ready to start
defining our mouth and then refining
our head shape. To start with, we're going
to place this mouth in. No, Dyntopo is not enabled, so let's just check
that on again. I'm actually going to increase this resolution a little
bit further because I want some extra detail
in around this mouth. I'll reduce my brush size a bit. Then what I'm going
to do is make use of this crease brush to define
where the mouth sits. Let's start with that,
let's just go over into our side view here. Let's move in a little bit. Then just start drawing in where we want this mouth to sit. I'm pinching things together
nicely there to define that. Let's just move around the mesh and then we can actually
draw this in underneath. Let's take a look at this. Again here, we need to
use our grab brush, just 96 inch pulling in
a little bit further. Let's define that nose shape. Soften that up and then I want to make
sure that we've got some clear definition to
where that mouth sits. I want to pull this
area back a little bit. I'm just going to go into
three-quarter view here and just make sure that area is tucked back a little bit
from the front of the nose. Again, I can just go back
to my crease brush Shift C, that's the shortcut for that. Just again, for the define
that creasing there. I'm just going to use my
clay strips brush again and just now that we've
gotten this extra detail. Bulk up the sides here a bit. Up, around my nose, smooth that. Just adding a few
strokes here and there and moving them off. Just try to create some better definition
to some of these edges. Leaving a sharper edge there
and smoothing off the front. Do the same back here and just define the shape
a little bit better. I'm actually going to just add in a little bit of
geometry along the edge here, smooth this out, and then once we've
got a little bit more in that work with, I'm going to sharpen
up some of these edges a little bit with
my crease brush. Again, I'm just going
to invert that brush. Size down a bit. Hold down Control and just pinch that
edge a little bit. More definition there. Smith off the back side, leaving a bit of volume there. Let's just pull them out
a little bit as well. Let's make that three. Again, just back
to my clay strips I'll add it at the back half. Arrow is a little
bit low resolution. Shape wasn't all
that well-defined. I'm just going to turn
off that reference. It's not getting in the way. Sharpen up this edge
a little bit here. Let's pay attention
to that silhouette. Really bulging out there. A nice smooth line coming round. Again, just add in extra detail wherever we think
that's required, whether resolution was quite low before to find
things a bit better. Building up, or else
would buy that too, where it's needed. I think we can define this brown area a little
bit more as well. Smoothing off the top of it, adding in a bit more of an
obvious edge to it there. Again, let's just use
our crease brush. Just have inverted just to sharpen up the edge
a little bit there. Now, I think that's getting pulled down a
little bit too far. That's a bit too sharp as well. I was trying to
maintain the appeal of the character, make
it look friendly. Side of it a bit sharper
in the middle, perhaps. I'm sure everything looks
nice from all angles. I'm losing that bulge
out in the front now. Let's have a look
with our reference again just from the side. You can see it's got
squashed in a bit. Nice, big round forehead. I think that's getting
pretty good there. Then I think we'll do one final quick passive
refinement in the next lesson, where we're actually
going to remesh the head. Let's save that now.
19. Seahorse: Refine - Head: The Dyntopo mode is fantastic
when you're working on the base of a mesh and
you're pulling things around. It as it create geometry
exactly where you need it. But because it works with
a triangulated mesh, it does mean that sometimes
you get some sharp edges and corners where
you don't want them. It's less desirable
in the final render. It's better to work with
a mesh that's made up of quadrilateral shapes,
four-sided shapes. We can convert this back into a mesh made up quads
using the 3D mesh tool. So to do that, I'm going
to disable Dyntopo mode. We have this re-brush
menu up at the top here. Now we can set the resolution that we want up at the top here. But an easier way to work is to actually use the dynamic
version of the tool. You can enable that by
hitting "Shift", "R". This will show you
dynamically the resolution that we're going to be creating. For example, if I choose
quite a large size here and then I hit "Control", "R" which is the
shortcut to re-mesh, you'll see that we retain
our overall shape, but we've reduced the
resolution drastically. So we've obviously lost
all of our details. This can be useful sometimes when we do want to reduce
the resolution of a mesh, but in this case, we actually want to
keep all of the details that we've carefully
sculpted in there. I'm just going to
hit "Control", "Z" and hit "Shift", "R" again. Now we're going to reduce this down to somewhere a
little bit lower. I think we can probably go down maybe to about to 0.15,
something like that. Then hit "Control", "R". You can see now that all of those triangles
have appeared and instead, the entire mesh
has been converted to use these quadrilateral
shapes instead. Now it's done a fairly good job because of the detail here of retaining for example
our mouth crease there. The rest of the mesh, we've got more than enough detail for. What I'd like to do is just
refine this slightly further. At the moment, everything
is looking very faceted, and that's because we're
still using flat-shaded mode. So if I jump into the layout
mode and right-click, we have Shade Flat enabled. If we click on "Shade Smooth", smooth the overall
look at the mesh, so if we come back
into shaded mode, you can see already things
are looking a lot smoother. All we need to do now
is just finish off polishing up this mesh
and refining the details. The first thing I
want to do though, is check that we've
got enough detail and go in and redefine the
crease here around the mouth. I'm just going to
hit "Shift", "C" to enable my crease tool. Adjust the size
down a little bit and start working in
to this mouth here. I'm going to smooth out the
edges a little bit to try and create a nice
sharp crease in there to define the mouth. I'm just going to jump
into my side view here and re-enable my
reference because I think things have got pulled
around a bit, they have. The grab tool here, increase my size
and start brushing this and nose back into
place a little bit. It's done okay. Too far away from
the reference there. You see again. Get back in and increase
this up nicely. I'm just smoothing over
the area around it. Let's turn off our
reference now. Then if I increase
my brush size, I'm just going to smooth out
some of these rougher edges. We've got enough detail now that if I'm using the smooth brush, I'm not really affecting the overall shape of
the geometry too much. I'm just getting rid of some
of those rougher edges. Lumps and bumps up here. Just helps polish things
up a little bit more. Get rid of any lumps like that. Stick out of the back. It's now just a case of taking
your time moving around the mesh and adding that final level of
polish to everything. It's here that we can
really start to see the benefit of taking our time earlier to nicely
define the forms using the lower resolution mesh. It gives our forms an
overall simplicity, which might have been hard
to achieve had we been working with a higher
resolution mesh to start with. As always, don't be afraid
to make small adjustments where you think that will
enhance the final look. I know I keep mentioning it, but it's so important to
view a mesh from all angles. It really helps you to
define the volumes properly. I'm going to say our
head shape is now looking fairly smooth overall. Just take the time to polish
up those last little bits. I think we can also just
crease up a few bits a little bit more so
I'm just going to again use my crease to reduce the size a little
bit and holding down the control
key to invert it. Let's just sharpen up
some of these edges. Let's create a bit more
definition around the back here. Smooth out that point. That point isn't
wanting to smooth out. I'm just going to
use my scrape tool. There we are. That help with that. Let's just smooth it
over a little bit. I'm actually going to use
this scrape tool to help define these planes a bit
more on the back here and up on the top. Too far. I don't want things
to be too soft. Want to make it harder
and softer shapes. Scrape towards really
useful for doing that. I hoping to find some of
these flatter shapes. Go back to my crease tool. Get a bit more
definition on that edge. Did find it helps to crease it. Then just do quick pass on smoothing just to
soften the end result. Some up here. We do some around the end
of this nose as well. Let's try that script brush again across the front
here if it helps us. It's running it up a bit more. I'm just defining some of
these edges a bit more. These plane changes
just makes things look a little bit more
finished, not too mushy. I think we're almost
there with the head now. If this is the first character
that you've worked on, you might take a little
while to get the result that you're happy with,
but stick with it. I often find that model will
go through an ugly face and just spending a
little bit longer can really help to pull
everything together. I'm just once again
fine tuning cheeks. One of the elements
that really helped to make the character
look friendly, so we're worth spending
a little bit of time on. I think that's
looking pretty good. I think we can call
our head done for now and we'll move on and just finish off the
body in the next lesson. Get safe.
20. Seahorse: Refine - Body: We're now going to go through
the same polishing process that we just applied to
the head to our body. Once again, we need to switch
over to our body mesh. I just click up here
in the outliner, to switching sculpting
mode on our body. We'll again try and remesh this. Once again, we can define
our mesh resolution. Let's take that to
maybe around 0.2. We don't need quite
so much detail here as we did in the head. Let's hit Control R
and that looks like it's probably going to be
good enough for us to give us enough definition along
these edges here. Again, I'm going to
go into Layout mode and just right-click
and Shade Smooth. Let's see how that's looking when we're back in Sculp mode. That's already a lot better. We just need to polish
things up a bit and sharpen up some
of these edges. Actually, I'm just
going to increase my brush size and
just smooth out some of these areas here and get rid of those
obvious facets. Reduce my brush
size a little bit. I'll just to give it a
little polish all over. Anywhere we're seeing
all these issues. Again, we've got this
little lump here that I don't really
like the look of, so I'm going to just go
in with my scrap brush and see if we can sort that out. That's a little bit better. I'm going to do that elsewhere as well just to help
refine those edges. I'm now going to switch over
again to my crease brush, increase my size a bit and let's redefine
these edges here. A little bit bigger. I'm holding down
Control just to try and create that edge in here. Smooth that out. Now that's perhaps not got quite enough
resolution in here. I think I am going to just
remesh this once again and just increase the
resolution slightly. Let's do, so Shift
R, and that's, again, like with the head,
drop it to about 1.5, there or thereabouts
and hit "Control", "R". That should just give me a little bit more
resolution to work with here. Adding a little bit of
definition in there, smooth that section. This nice, big flat
front to the chest here and defining these creases. Have that coming down towards the bottom
of the tail as well. Adding these sharp edges really does help to create that
finished look to the sculpt and avoids everything ending up looking too soft and mushy. Its one of the stages, which
I find really satisfying, since a few strokes can really add an awful
lot to the end result. I'm going to mix it by
creasing these edges and just a slight
soften when I'm done. These creases need to be
sharp towards the back here. Soften out towards the middle. Running on these edges as well. I want to crease that in the middle to get some
separation in there. Crease down there. Just reduce the
brush size a bit, a little bit going
into the tail as well. It just gives that extra
little bit of detail. Making sure that shape's still
flow nicely and smoothly. Again, let's just crease
this section is a bit more. That's looking very good there. I just want to really
define this edge here so that it feels nice and crisp. I was looking from all of
the angles so that we could make sure that we've
got a nice smooth form. Again, making subtle tweaks
to the silhouette here. I want to remove all of the
obvious lumps and bumps. I'm trying to get nice
smooth flowing edges. I'm just rounding this
out a little bit more on the front here so we've got some contrast between our sharper edges
and our more rounded ones. Generally, a bit sharp
towards the back. Then softer around at the front except for this chess panel, I don't like that big square
shape that we've got there. I think I'm about ready
to call it a day. I actually just want to just
quickly adjust that tail. A bit too much there. An obvious bulge
that I didn't want. There we are. I'm happy with that. Let's save our file there and then we can go ahead and model some fins
in the next lesson.
21. Seahorse: Fins: To act as a base
to model our fins, we're going to start out
once again with a cube. I'm going to head over
to the layout tab. Just go back to my
flat shading there and will hit "Shift
A" to add in a cube. I'm just going to scale
that down to start with to roughly the right size. Then I'm just going
to hit "Control A" to apply the scale. We'll then jump over into our Modeling tab and I'm going to re-enable
my references here. We can start moving things
roughly into place. To start with though, I'd
like to reposition this cube, so it's in roughly
the right place. I'm just going to head back
into my object mode here. I'm just going to hit "Tab" and "G" to move that
roughly into place. I'm happy with that.
Let's hit "Tab" again to get back
into edit mode, I'm going to start moving
these points into place. I'm just going to place them roughly at
the extremities of this fin protruding into
the body a little way. Now we need to add
some subdivisions. Initially, I'm going
to hit "Control R" to add a loop cut
here in the middle. Just right-click to cancel the move and drag
those points out. Do the same down the
center here like that and I think we need
another couple of cuts here. Let's move all of these vertices out slightly just to
round out the shape. Do the same down here and I'll add in
one more cut here just to keep things
reasonably uniform. I'm now going to just select
all of the vertices by hitting "A" and then we'll
jump into our front view. Wonky on the Numpad and that just scale all of
this down on the x-axis. We've got a nice
narrow fin here. Once we've done that, I'm
just going to jump back into the layout
tab for a minute. We've got quite a low-resolution
mesh at the moment. What I want to do is just add a subdivision modifier to it. I can just hit "Control 2" to add in a modifier
with two levels of subdivision here and I'm
just going to jump back into my Modeling tab to the side view and let's
just check our shape here. Because once we add the
subdivision modifier, our mesh gets slightly smaller. I think we can just adjust
some of these points a little bit to better match
up with our reference. I'm going to lift these
vertices slightly just to tighten up that corner there. Let me drop that
down a little bit. That will probably do us. Jump me back into layout
here to see how things look. We can right-click
and shade smooth. I think that will do as nicely. Now I just need to
rename our object here. I'm just going to call
that a FinDorsal. Actually, you can
reuse this fin for the pectoral fins that you see up at the back of
the neck there. I'm going to jump into
my side view here, still in object mode, and just hit "Shift D". Let's move this up, rotate it, and just scale it down, that's roughly matched up. That's fitting fairly
closely there. Once again, because we've
scaled this object, I'm just going to
hit "Control A" so that we can apply our scale. Then I'm going to rename
this FinPectoral. Now we just need to move
this off to the one side. I'm just going to
hit "G" and "X". Let me out to one side and I'm going to
give it a little bit of rotation as well here. I'm just going to rotate it slightly out
after the one side I think it's all right and then we're going
to mirror it back over, across to the other side. Here in the properties panel
we're just going to add a mirror modifier and for the mirror object
will pick the head. There we go. The other thing
that we need to do for these fins is just to add a material. I'm going
to select that. Dorsal fin again, right
down to the bottom here, create new material call it fins and then I'm going to select pectoral fin up here and I'm going to make
use of the same material. I'm just going to select
it from this list here. We can now turn off our
reference once again. I'm just going to
select our eyes, right-click and shade
smooth there as well. With the modeling all complete, we'll now move ahead and do some shading in the next lesson.
22. Shading: Start working on our shaders. We're now going to jump across into the shading workspace. Say, here by default, we have our material
previews on. I'm going to start
out by selecting the head hair of my
seahorse and at the moment, we don't have any material
applied to the seahorse so I'm going to add
a new one here, seahorse and we'll
set a base color. I want this to be
somewhere down here. A little bit orange. That was very good and then I'm going to make
use of the same material for the body so let's
just pick seahorse. I think I'm just going to increase the roughness
over so slightly. Drop the spec here a
little bit as well. Now for the fins,
if I select those, we actually want these to
be somewhat transparent. For now, I'm going to leave
the base color as is, but what I want to do is
adjust this Alpha value so that we can actually
see through the fins and so just move it
into the back here. Now if we drop this
Alpha value right down, you'll see at the moment
it's having no effect at all and that's because
we also need to change these modes down
at the bottom here. We're going to change this
blend mode here to Alpha blend and I'm actually just going
to disable the shadow casting at the moment and I'm
going to turn off this show-back face option
so you can see that gives us a far cleaner,
transparent look there. I think I'm going to drop
this down quite a bit so that I only just
about visible. Let's see how that looks
once we've got it in the seam with the
rest of the objects. For now, I'm happy with the
base colors of the seahorse. To make life a
little bit easier, I'm just going to tidy
up our outliner here. I'm just going to select
all of the elements here, for my seahorse and then I'm going to hit "M" and create a new collection. Once again, just
makes it easy to show and hide different
elements within our scene. We can now enable
one of our corals so there's tubular coral. I think it's a good
place to start. If I select that what we're
actually going to do is add a gradient effect across this to give it a
bit more interest. In order to do that,
we need to add some nodes down at
the bottom here. First node that I'm going to
add by hitting "Shift", "A" here is a texture
coordinate node. If we just start
typing coordinate, we can then drop that in. We want to take the output from this and drop it into what's
called a mapping node. Again, let's just add that
one in, type in mapping and drop that into place and we're going to take
the generated coordinates and drop that into the vector. The next node we'll
need is a gradient node so take this gradient texture, I'm going to take this
vector and drop it in there, and then finally, we need
to add in a color ramp. I'm just going to
move these off to one side bring in
our color ramp. I'm just going to take
this value that we have here and just copy
it, so Control C, I'm going to paste
it in the top here. Now, I can take my color output and drop it into the base color. You can see straight
away that this isn't doing quite what we need it to. We have a color ramp
that's going from one side to the other, we want to be able
to rotate this around and that's why we've
added in these controls here. This mapping node allows
us to take positions on the object and remap them so that we get control
over this forming effect. Now, if we go into the
rotation value here, you'll see as I
rotate this around, that's changing whether
its effect lies. What I want to do
is just rotate that 90 degrees on the y-axis, and you can see now that our
color ramp is moving up. I'm going to change
this transition on the color ramp from
linear to be spline and that gives us a
smoother fall-off, but we actually want to
bring this right the way up so that we've got
color at the bottom and it's fading out as we
get up towards the top here. We can bring that down slightly and then I'm just
going to adjust this a little bit,
darken it slightly. Then for our lighter color. I don't want this
to be fully white so let's drop that
down a little bit. Give it a bit more color. Around there will probably do so we just have a
slightly lighter top. Now that we've created this
node set up allowed us to remap our color ramp effect. I want to reuse that
on the other coral so I'm just going to select
all of these noted here and just hit "Control",
"C" and swap over to our staghorn coral and
just select that and then we can just paste
those nodes back in here. For now, I'm going to
copy this base color and just drop it in here, but I'm going to drop it over the lighter color and
for the darker color. Let's drop it in there, but I'm going to
take this and darken it down quite a bit. We need to connect that up. Now we can adjust
our color ramp. I want to have a
really dark base that's fading out
towards lighter tips here so I'm just going to
select this darker color. I think I'm going to make
that quite a bit darker, maybe a bit less saturated and then desaturate that
one a little bit as well. Very happy with that. Now I think what we
need to do is start working on the lighting
in the next lesson. Don't forget to save your scene.
23. Lighting: When we use the
material preview mode, our objects are lit using some built-in lighting
within Blender. If we switch over
to the render view, you can see that our lighting
looks very different. We can fix that by making use of similar lighting to that which is found within the
material preview. To do that, I'm going to jump over into my layout tab here. For now, I'm just going
to split this viewport. I'm going to go into
my camera here, which we can do by clicking on the icon or by hitting
zero on the Numpad. We can hit the ''End'' key
and go to my view settings. Select camera to view
so that we can move around and frame up
our object properly. N to get rid of that and T to lose the toolbar at the side. In fact, if we go up to
the top here and use the middle mouse
to scroll across, we can disable all of
these overlays as well. You can hit "See here", if we enable our
material preview, things look different to
what we get in our render. The first thing I'd like to do is head across to the
world tab this over here. The moment we just have
this flat color in here. I'm going to click on this
little colored dot next to it and then we can drop in
an environment texture. We now need to open a file. I'm going to navigate to
the location of my Blender install directory within here, we can find data files. In there, we find studio lights. If we go into the world section, these are all the
default lighting setups the Blender ships with. I'm going to pick the sunset
file here and open image. You can see we get much
nicer lighting now on our curl but unfortunately, we have this background
image which we don't want. Now to fix that, we need to head back over
into the shading tab. I'm going to change to my
render views so we get the same result up
at the top here. I'm going to change to world. Here we can see the image
that we just dropped in. We want to use that for
lighting the object but we don't want to use
it for the background. In order to fix that, I'm just going to
drag this out to one side and hit Shift A
and search for a mix node. You just type in
"Mix" and enter. I'm going to drop that
on top of this line here so it will be connected up. Now the other node
we need to find. Again, we hit Shift A and search and we're looking
for the light path node. I'm going to drop that in
and make use of this is camera ray and drop that into
the factor of our mix node. What that means is
that we'll make use of the lighting from
this image to light all of the objects in our
scene but anything that's displayed directly to the camera will make use of
this color here. I can change it up into
the blue somewhere. I'm going to drop that right
down so it's quite dark. Now we have a dark background but we have the nice
lighting on our objects. Now if we head back into
the layout tab here. Now what I'd like
to do is create an underwater effect
here by adding some lights and volume objects in order to get the sense
of being underwater. Now I went through
how to set this up within my character
modeling class. We're not going to recreate
everything directly here. Instead, we're going to
load in the setup from one of the files from
the class resources. We can do that by heading
up to file and append. If you navigate to wherever you saved your class
resources files. We're going to load this
underwater lighting dot blend. Once we hit "Append", you get a breakdown
of everything that's within that file. We want to look at
the collections. We want to select that environment collection
and hit "Append". Once we do that, you
can see we brought in this volume object
and these lights. You can see straight away,
we've got something more interesting happening
here in the viewport. Now in order to get this
working exactly as we want it, we need to change some
of the render settings. I'm going to go over to
the render tab here. I'm going to, first of all,
enable ambient occlusion. Turn on bloom, which makes a big difference to
the lighting there, or enable screen
space reflections under the volume
metrics tab here. We need to turn on our
volumetric shadows. It sounds great. For more interesting depth
in the lighting now. Under the shadows, I'm
just going to increase this cube size up
to 1024 pixels. Now with all of that loaded in, we're ready to start
creating our scene. Let's save our file there
and will allow all of the different scene elements
within the next lesson.
24. Layout: Rocks: Before we can really start
laying out our scene elements, I'd like to really define where
our camera's going to be. We have this volume
objects setup, but obviously we don't
want to see any of these helper objects
that we've got in here. I'm going to take this camera and to start with
what I'm going to do is just hit "Alt" and "G"
to reset its position. Then I'm going to move it
back along the x-axis here. I'm just going to
hit the N key to open up this side panel here, and I'm just going to
set my rotation to 90 so that we're just
pointing straight away down to start with. If I select this coral, you'll see at the moment
our units are in meters, and because we're
dealing with a seahorse, which is really quite small, I want to change our
overall scene units. If we go into our
scene properties, we have a unit section here, and by default, or
length is in meters. I'm going to change
this to centimeters. I'm going to adjust our unit
scale as well down to 0.1. That means now our objects are 10 times smaller than
they were originally. Say for example if I
re-enable my seahorse, so hide the coral for now. We select it. You can see our height
is now 30 centimeters, and that's still pretty
large for a seahorse. What I'm actually going to do is scale this whole seahorse down. Because we've got
separate body parts, what I'm going to do
is hit "Shift", "A" and add in an empty object, just picking this plane axes. I'm going to rename that
to seahorse control. Now I'm just going to drag and drop that into the
seahorse collection here. Then I'm going to select all of the different elements
for my seahorse. Then finally I'm going to select that seahorse
control as well, so I'm control clicking
on this seahorse control. That's the final
object selected, and then I'm going to
hit "Control" and "P", and select object,
keep transform. That will parent all
of those objects underneath this seahorse
control object. With that done, I can now select just
my seahorse control, and I can scale this down. I'm going to select all of
those scale controls there. Just by dragging,
selecting across them, and I scale this down to 0.3. Now our seahorse
is much smaller. Now, setting my camera here, I think I'm going to pull this
back quite a bit further. G and X once again, I'm going to pull it back to
seeing most of that volume without showing this whole
project up at the top here. Now I also want to rotate
this slightly so that the seahorse is sitting slightly more over towards
the right of frame. I'm just going to use
my Z rotation here. Rotate it till it's
sitting somewhere around there with the seahorse, roughly over to the right-hand
third of the image here. The other thing I
think I'll do with this seahorse is just select that control object and then rotate that also
around the z-axis. It's facing more towards camera, more three-quarter
angle to camera there. I'm quite happy with that. To help us see
exactly what's going on here in the
camera view though, what I'm going to do is
select my camera object. Go down to the camera properties tab and Viewport Display. Then this passport too option, I'm going to dial
it right up to one. Just type that in. Now that's blacked out, everything that's outside
the view of our camera. Because I'm happy with my
camera position as well. I'm just going to
hit the N key here and disable this
camera to view option. That way, we can't accidentally move our camera
in this Viewport. Again to hide that. Now you can use the scroll
wheel to scroll in and out to get a closer view
of what's going on, but without affecting our
overall camera position. Next thing I'm going to do is
just turn on rock back on. We're going to use
this rock as the basis of our environment. I think initially we're going
to just rotate this around. Move it back a little bit. Turn it again to
my top view here, and I want to drag this off too towards the corner over here. Rotate it a little bit more. I think we can scale
that up a little bit. I'm just going to turn off
the render view for now just while we're roughly
positioning some objects. I'm going to create a bit
of a stack of rocks here, so I'm just going to
duplicate this up a few times and move things and rotate them
around a little bit. Scaling them. I'm just trying to
create something that looks fairly natural is if these boulders have
been piled up over time. Now since this process
can take quite a while, I think I'm going to
time-lapse this section. As I just move
rocks around to try and get something
that feels like it's a natural rock shelf. Nothing I'm doing here is
especially complicated. I'm simply duplicating
the rock over and over. But by varying its position,
rotation, and scale, I can create an environment
that feels natural. Obviously, you could also
take the time to sculpt additional rocks that would help to create even
more variation. In this case, however, I
feel that we can create a sufficiently varied
result with the one rock, so we'll do the job nicely. Also, as we start to add
color into our scene, it will give us
even more variation to break up any
obvious repetition. Just take your time to pile up the rocks in any way
which feels good to you. I'm trying to create
the effect of a tower of rock on the
edge of the shelf, which might lead to deeper water to the right of the image. That way, I can keep
the seahorse framed in the shaft of light
on the right-hand side without any visual
clutter behind it. But also create a
balanced composition with an interesting focal
point over on the left. By building a large tower and keeping the seahorse
quite small in frame, it also emphasizes
just how small and delicate the seahorse
is within its environment. Once I've roughly
positioned my boulders, I'm just going to re-enable my lighting and see
how that's looking. I really liked the way that it's picking out the corner
of these rocks here. But I think I can perhaps
adjust the angle of some of these boulders
down at the bottom to better catch some
of the light as well. I'm now a little bit happier
about the way the light spilling out onto the rock
down at the bottom here. Things feel it a
little bit nicer. I think we'll save that there, and then we can start adding some of our coral
in the next lesson.
25. Layout: Coral: Now, I really liked
the way the light is catching on the edge
of these rocks here. I think that'd be great place
to put some of our coral, so we can turn this
tubular coral back home, which is obviously
enormous at the moment. I'm just going to
scale that down. Let's move it, back into place. Now, a single piece
on its own it's going to look a
little bit lonely. I'm just going to rotate
that a little bit. Let's get down a little
bit more as well. I'm going to add some
more in here as well to make it look a bit
more interesting. I just hit "Shift+D" to duplicate and what I want to do is rotate it so it doesn't look too uniform. Maybe scale this one down a little bit further as well. Catching the light quite nicely. Let's have one more.
Again, rotating it to a different angle. Maybe scale this one up a
little bit in the back here. Just keep tweaking things until you're happy
with how everything looks. I think we can add a
little bit more of this coral elsewhere
on some of the rocks. Again, we're going
to duplicate that. Bring it maybe
over to this side. We're going to rotate
things slightly. Let's put some up above here on these rocks as well. Again, let's rotate
that a bit so it's not looking the same everywhere and
adjust the scale as well. Just going to
duplicate that again. So we might go a little
bit more up here. Always rotating and scaling and I'm always checking
how things look up here in the rendered
view as well. Maybe just one more piece
down at the bottom. Let's bring this right
down here somewhere. That's good. Then I want to introduce some of the other variety of coral that we've got, the staghorn. Again, let's select that. I think I'm going to try and introduce piece down in
the bottom left here. Let's move that
down into the side. Looks very big so
let's scale it down. Perhaps rotation a little find we find an angle
that looks good. Just tucking that back into the rocks a little bit there. I think that will do
for now with that one. Then I'm going to
duplicate it up again. Let's move it back into
this gap over here. Scale it down quite a bit. Let's maybe move it under
these rocks somewhere. That will do. I'm going to add some more light
at the back here. Maybe some larger ones
just off in the distance. We're going to have to make sure we rotate them so it doesn't look
repeated at all. [NOISE] Let's put another one back here too. A little bit close to camera. Let's just move that down a
little bit and rotate it. I think I'm happy
with all of that. Now, we'll go ahead and
make some final tweaks in the next lesson ahead of
creating our final render.
26. Render: Once again, I'd just like to do a little bit of tidy up now that we've got all of these
extra pieces of coral in here and I'll rocks in here. I just want to make it a little
bit easier to move around and find the elements
that we need. To start with, I'm
going to select all of my coral objects here and create a new
collection for the coral. Let's do the same
with our rocks. I'm going to
collapse those down, and this environment collection, I'm just going to move back out under the scene collection. Now we have a default light in here that we
don't really need. We can just hit X
on that to delete it and then things
are lot tidier. Now, something that will
really enhance the look of our final image is to
add some depth of field. This simulates the
effect of a real camera where not everything is all
in focus at the same time. By selecting our camera object and going down to our
camera properties here, we can enable depth of field. If I roll this out, what we can then do is set a focus distance
or in this case, what we're actually
going to do is focus on a specific object, which is the head
of our seahorse. We want to ensure that our
seahorse is always in focus. We can just use this
little eyedropper tool here and click on
our seahorse head. Now see at the moment,
there's not much that's out of focus there and that's because we need
to adjust this F-Stop value because we're dealing
with quite small objects and a quite small scene, we're going to have to
take this down very low. I think I'm going to try
something like F1 to start with. Still everything
is very unfocused, so we might have to
drop down quite a bit further so let's try 0.5, maybe even go as far as 0.2. That's looking pretty good. I'm really getting a lot of fall off in the
background there now. I think this boulder
at the back here is catching just a bit
too much light now. I'm just going to
rotate that and see if we can reduce the amount
of light that it's catching. I'm just going to move it
a little bit further back. You can see now the lighting
is not so pronounced on it. Another thing I
noticed now is that this staghorn coral
is standing out a little bit too much and
taking a bit too much focus. I want to just
adjust the shader on that a little bit so
it's a bit more muted. Let's jump over into
our shading view. I'm going to change
this to object and then we can
adjust our colors. I'm just going to desaturate
things a little bit, darken that down even more. Do the same here. Again, let's desaturate it
a touch and darken it down. That's working on layout view and I think I'm happy with that. One final thing
I'd like to do is look at the eyes
of the character. I'm just going to frame
them up using Numpad zero. If we turn on our
material preview, then we can look at the
direction the eyes are pointing. I'm just going to zoom in here. I just want to
rotate this slightly so that it doesn't
look like it's looking at its
default direction. I'm just going to rotate
it slightly out and down till I get something that I
feels a bit more natural. I think that will probably do. I think I'm happy with that
and I'm ready to do a Render. I'm just going to save my scene and then we can hit
"F12" to Render. There we are. If you're happy
with your final result, what you need to
do is head up to the Image menu, click "Save
As", and give it a name. Then we'll just click "Save As". Once you're happy
with your render, join me in the next lesson where I'll recap
some of the things that we've learned and
share some final thoughts.
27. Final Thoughts: [MUSIC] Thank you so much for
joining me in this class. I really hope that
you've enjoyed following along as
I share my process. I just want to briefly recap
a few key points which will hopefully be helpful as you move forward to create new
projects of your own. First of all, don't
be afraid to start with a relatively
low resolution mesh. This can actually make it
easier to quickly define your forms and you can always
add more detail later. The mesh that you start out with could be a simple
primitive object. But equally, you can use basic modeling tools to define
a base mesh to work from. When it comes time to increase
the detail in your mesh, think about whether you need a localized detail or a general
increase in resolution. Dyntopo is great for adding
localized detail and is especially useful in the
early stages of sculpting. Remeshing will often be
your best option for increasingly the
detail globally and is useful once the main
volumes have been defined and you're moving towards
a final polished sculpt. Finally, don't forget to always view what
you're sculpting from multiple angles to ensure that you're building up
the volumes correctly. If you've been following
along with the class, either using my character
design or one of your own, I'd love to see your work. If you're happy to
share, then please do upload it to the class
project gallery. I really look forward to seeing all of the class projects. I can't wait to see
what you create. If you've enjoyed the class, then do also consider
leaving a review. Not only does it
help other students to know what to expect, but each review also
helps me to know if the classes I'm making are
having a positive impact. Finally, you may want to
check out my profile page, where you'll be able to find my other classes and learn
a bit more about me. If you'd like to, you
can also follow me to be notified of every new
class that I publish. I really hope that
this class has given you the skills
and knowledge that you need to start bringing
your own projects to life. Thanks again for
taking this class. I really hope to
see you again soon.