Transcripts
1. Intro: Blender 3D Sculpting: Are you ready for a
creative journey into the world of 3D
sculpting in Blender? Whether you're a beginner, eager to learn the
fundamentals or an intermediate user looking
to enhance your skills. This class is made for you. I'm Gesa Pickbrenner, a
professional goldsmith, autodidact and freelancer in
3D and Graphic Design. As a top teacher on Skillshare
and an online educator, I look forward very
much to guiding you through the process of
sculpting in Blender. When I first discovered
Blender a few years ago, I was captivated by
the possibilities that it offered for creating 3D Art. As a broke goldsmith during my apprenticeship, I saw a chance to design
exquisite 3D printable jewelry. However, my initial attempts
were far from impressive. Sculpting in Blender seemed
like a mysterious realm, and it took me
quite some time to grasp the intricacies
of the craft. But it also needed some
basic mindset shifts, which only occurred
for me after many, many hours of sculpting
and struggling. In this class, I will share
those essential insights and guide you in sculpting a
creature's head from scratch, ready for rendering
our 3D printing. Showing you everything and all my little trade secrets from the initial preparations
like sketching and gathering inspiration to mastering
the sculpting techniques. You will gain very valuable knowledge which
you can then apply to all your future
Blender Sculpting projects. Stop holding yourself back with false assumptions
or frustrations. Sculpting doesn't have
to be complicated. It can be a joyful and
rewarding experience. You'll discover how
easy and economical it can be to bring your
artistic visions to life. So whether you're a beginner, seeking a solid foundation or an intermediate user aiming
to refine your skills, come join me on this 3D journey and unlock the world of
sculptural art in Blender. Let's go! :)
2. Welcome! About our Project: Welcome back to our
exciting journey into the world of 3D
Sculpting and Blender. In this class, we will cover all the basic sculpting
techniques you need to really get creative with your
own work in Blender. We're going to plan, design, model, and sculpt a
lions head sculpture. This class is for slightly
advanced beginners to intermediate
students in Blender. The workflow is intended to bring
you the best results with the least amount of struggle without overcomplicating things. If you're an absolute beginner opening Blender for
the first time, I advise you to first check out my class "Blender for
Absolute Beginners", which covers the fundamentals
of fundamentals, like the interface and how the basic
functionalities work. Sculpting in Blender
is its own universe and it can be hard to know how to really get going with it. I want to empower you to create your own unique
masterpieces without feeling overwhelmed or
bogged down by complexity. That's why I've chosen a
lions head as our Project. Lions offer us ample
opportunities to experiment and learn
from mistakes, particularly when it comes to sculpting their
magnificent mane. Moreover, working on
a lions head will enhance your understanding
of form, light, shadow, texture and more. Last but not least, the lion is a powerful
and mystical creature that has meaning in many
different spiritual contexts. So if cats are your spirit animal, this class will be
double the fun. Of course, you can choose any
other animal head that you want, as the techniques here can be applied to
many different types. So feel free to choose
your favorite one. Of course, if you want to 3D
print your lion/animal, you can do that too. I will additionally
show you how to flatten the back and hollow out
the model for printing, whether it be for sculpture or jewelry design in any material. At the end of this class, you're going to have your
very own sculpture in 3D. You will know how to get from the idea to a finished project. And you may even 3D
print your design. Make sure to share your design with me in the Project
Gallery at the end. I can't wait to see your
stunning sculptures.
3. Materials needed: A quick word on the
materials needed for this Blender 3D
Sculpting class. This class requires a PC, or a strong laptop with a mouse and ideally
a numpad keyboard, as well as Blender installed. A drawing tablet is useful, but not strictly required, as you can do all the sculpting
with a mouse as well. However, for finer and more
intricate sculpting projects. And if you decide to generally dive deeper into sculpting, a tablet is really a
very good investment. It should have
pressure sensitivity, but this is probably a given for most
artistic tablets anyway. They also start
relatively cheap nowadays and you
absolutely don't need anything fancy to take your first steps towards
becoming a 3D sculptor. And always remember, fancy
tools don't make the artist, they support the work, but a master can also do quite a bit with
rudimentary equipment.
4. Resources: I'm so glad you want
to join my class. But before we dive in, I want to emphasize an essential
step for your success. Download the project
files provided below. These files contain
everything you need to follow along and start the
class with confidence. There are even finished examples
included that can give you valuable insights
into approaching specific elements
in the workflow. Now, without further ado, let's get into it.
5. References and Sketching: Next, we will look for references and create
some sketches. If you don't want
to sketch yourself, you can of course, find my finished sketches
in the project files. Or you just watch how I
go about searching for references and then use
the photos directly. So if you just want to
get started sculpting, feel free to skip this
and the next lesson. Although I'll probably mention
a few nice tricks in there which will come in handy for you in future projects. So you're very
welcome to join it. First, I get started by just searching Google for the
things I'd like to sketch. In this case, a lions head. For you, it might
be anything else. I do recommend something
that has some kind of face and some kind of hair, or mane, as the focus will be on facial
features in general. Of course, if you have
taken some photos from a zoo or a safari or
something like that, feel free to use your own
photographic references. Of course, I look at a lot of imagery to see what I can use best for a specific project. I pay attention to the details, to the special
features of my models. And I tried to find
as much material as I can, so that I have something
from every perspective, from the side, from the front, three-quarter view, ideally also from
above and from below. And some close-ups to see
details won't hurt either. Then after I get a good
mix of templates together, I use a program called pureRef, which is free to download. But you're always
welcome to donate something to it if you
found it really helpful. Just like with Blender. It's a really handy program
that you can use to display your references
above your work surface. As you can see, my
pureRef window is open throughout the search and I can just drag the
images in there and display them once
I've saved them. Very, very handy. So I now prepare myself a new canvas in
Photoshop and then I'm just going to start
sketching on it to see what shapes spontaneously
stand out to me. As a free alternative, you may use Krita, a wonderful open source project perfect for
sketching and drawing. It's very simple. I just try to get
to know the lion, I will end up sculpting. How do I get started? First, let's start with
a sketch from the side to find out more about
the snout shape. This stage, you should pay
particular attention to such details as angles
between key lines, spacing, or distance between features and certain
shapes that emerge. And doing this, you
can make sure to not get lost in the details so much, but really just look, what are the essential
features of your model. What is important for this? I really like to sketch
a few more to get familiar and also
to get warmed up. Here, for example, you
can see that I tried to emphasize the different planes
of the lions face shape. Where are the
individual sections and at what angles do they
sit towards each other? Of course, such
features as the eyes, the nose, and the muzzle. Very important. And it is good to
understand their placement. Try looking at it with
the eyes of a sculptor, where are the distinct areas. Sometimes I also shade these
different surfaces in order to differentiate them from each other visually, a
little bit more. I especially try to
know the difference in shape between the head and the snout and also how the whole thing looks when
the lion opens the snout. For example, I see that the forehead line is roughly
parallel to the muzzle line, but the area directly
between the eyes, the bridge of the nose sits
at a somehow steeper angle. It can help to also search
for drawing reference of your desired object
where many people have noticed such key points
and emphasize them. You should really try
to pay attention to these things when getting
to know your model. Another example is the distance between the corner of the mouth, eye and the nose, the triangle that these
three points form. In the end of this class, the lions head
sculpture will not be a completely
three-dimensional shape, but it will be flat
on the back so that we can use it as a
pendant or on a wall. Therefore, I don't
need a back view here, but I make sure to have
multiple different views. So I get to know the lion
well from all directions. Here I am using a
lioness, a female lion. This helps with the
part of bringing the mane together with the face. What's hiding behind the mane, and what can be seen
in front of it. Now, we should be
warmed up a bit. And we also did the
work of getting to know the technical
aspects of the shapes. Now we can start
to find out more about the actual
look of our model. I tried to trace the
different curvature, the straight lines, and the structure of the
face. In general, I don't want to create a photo-realistic sculpture
of a lion. I'm concerned with finding a nice aesthetic representation of a slightly stylized lion
that is pleasing to the eye. An artistic representation, not an exact anatomical study. You can see an aspect of this artistic freedom in
the slightly curlier hair. Because I am going to give the line a slightly
wavier hairstyle. This just emerged
while Sketching. If you want to go at it
more naturalistic or maybe even more
stylized, please do so. In the end, there is no
right and wrong in art, but there are certainly
right and wrong ways of accurately and naturalisticly
representing anatomy. And also there are
questions of aesthetics. So try to stick to nature first, to then learn how to
exaggerate, stylize, etcetera. This is why I always
try to reorient myself to the reality
that is there. I do try to exaggerate or
adapt it a bit sometimes, but I always make sure
that I don't lose sight of what a lions
actually looks like. Here I tried to capture
the basic geometry of the lions face with
only a few lines. Then I reinforce the
lines so there's clear where the accents
are to be found. And that's my way of preparing
for a sculpting project. Looking for references, then
drawing and sketching from them. Trying to really get to know
my subject a bit better. Well, now we've
drawn a good amount. If you've been following along. I hope you had phon. And if you don't want to sketch, just use my material or
references you can find online. No problem. You can get a wonderful result through
many different approaches. Sketching, of course, really helps us to
get a little bit more intimate with your model
and helps you getting to know the whole thing a
little bit better beforehand. Next, we will load the
sketches into Blender so that we can use them
directly as guides for our sculpting project.
6. Insert Sketches into Blender: Let's insert our sketches and references into Blender as
a direct sculpting support. There is a separate
object exactly for that. First, rename the
existing collection by double-clicking on
it in our outliner. Let's call that "reference" so that all our references
go in there. And we can quickly
turn them on or off. With that collection selected, which you can see from the slight highlight in the outliner, you will create all
new objects in there. Press the shortcut Shift A, Choose Image and Reference. You can also use the Add
button on top of the viewport. Then go to the folder where
your reference is and chose it. Up here you may change the view so that you can
see your sketches. To check out how
big the picture is, we can use the measurement tool on the left side
of the Tool Menu. And at least for me, I see that it's quite
long, several meters. A small hint to delete
the measurement again. Click on it and hit X, and to hide it, just go to another
tool in the Tool Menu. Okay, our picture is
several meters long. But if we want to
work in millimeters, which would be the desired
unit for small sculpture, then we have to change the units of the
scene a little bit. And for that, click
here on the right, on this cone and the sphere, the scene properties,
and click on Units. The unit system is
already metric. You could of course, also
choose imperial length. You can set the unit to mm, and you will see it changing
in the measurement. on the left. One of
these little boxes in the background are 1 m.
For millimeters, set the unit scale to 0.001. Since the base unit
scale of Blender is 1 m, if we set this to 0.001, each of these squares in the background will
now equal 1 mm. Now it could be that if you switch your Blender
units to millimeters, that the helper grid in
the background disappears. That can be the case
because the grid is simply still set to meters. And we can change that up here. There's a button up here. We can toggle some visual
cues and help us on and off. There you can just
set the grid scale to equal 0.001 as well. My units are set and I will quickly add
my reference again. Now we can measure
that once more, and we should see some
amount of millimeters now, depending on how big you
want your model to be, you can scale the reference
accordingly with S and moving the mouse. Of course, depending on what you want
to do with the object, you may want to set other units. For jewelry and small sculpture. millimeters are a
must in my opinion. We can scale the object in the end and when
exporting as well. But it helps to work in the
right dimensions right away. So now I've got the
reference here, I'm going to call it front. A useful thing is to
make the reference un-clickable so that you don't accidentally move
it when working. This you can do in the outliner with this little filter icon, we can choose which buttons are
up here for our objects. We can add the little
mouse pointer shape. And now we can toggle it for our reference or for
the whole collection, to lock them. Let's add a
couple more references. Next, I will choose
the side view. I'm going to rotate
the reference 90 degrees using R and 90. You can scale the reference so that it matches the first one. In this way, we have a reference for the side view as well. If you now work with
images from the internet, you can of course crop
them beforehand so that you only have the parts visible that you're
interested in. In this case, the face. The third sketch sits in a
somehow weird position because references usually load in the same angle as we are
looking at the scene. And to fix that, I open the
menu and go to the item tab. Here under rotation. I can set the rotation
completely to zero by just
clicking and holding and dragging my mouse over
all three fields and then just entering zero and then the sketch should just lie flat. In this little tab, you can always see the location, the rotation, and the scale
of the selected object. They always correspond
to how it actually looks in the 3D view port as well. That's a numerical description of these aspects of an object which can be really
helpful because you can also change it in here directly. And this one, I will move
to the side a little bit. With G and X, or you
can change the value on the item tab (N menu), or with a
button on the T menu. You have multiple possibilities. And this one, I will call
the three-quarter view. Here in the small viewport, we can alter the view so that we can see the lion
approximately from the front. Sometimes it's also
quite handy to make the images a bit transparent. You can do that here in
the Object Data Properties under opacity and
lower the value a bit. Now, I'm going to do that
with the other two as well. And with that, we always have
the ability to look through our references and see the other stuff that
we're working with. If this is necessary, you can experiment
with it and decide for yourself if you like
it, if you need it. And that's the basic
reference setup for a slightly more
complex sculpting project, which we will be tackling step-by-step over
the next lessons.
7. Warmup: Ears: Let's start with something
simple to warmup. Let's start with the ears. This is a very simple shape
that we can quickly model. And also it shows the basic modelling
technique in Blender, which is box modeling,
or surface modeling. We're also going to add a
mirror modifier in this lesson to be able to work on to mirrored
meshes at the same time. As you can see, I have pureRef, open to look at ears of lions, even though it's
just a simple shape. And I'm not modelling
any details for now. It's already good to work with references from the beginning so that you know that you're
on the right track. Okay, to accommodate the ears, right-click on the
scene collection and create a new collection
and just call that head. I think the ears fit
in there quite well. By the way, I'm in front
view, 1 on the numpad. If you don't see the
grid in that view, you might have to press F5 on the numpad once because you're
still in perspective mode. And to be able to see the grid you want orthographic view. Before you create a new object, makes sure that your
3D cursor is still in the center by
pressing Shift C, then any new object that you add will appear
in the center. Then press Shift
A, mesh and cube, scale the cube
by pressing S and moving your mouse so that
it has about ears size. Now move it by pressing G and
then place it on the ear, are on the approximate place
where the ear will be later. Once you have the ears up, put your reference aside. Now we're going to
add a modifier. And to do that, go
to the wrench symbol here, click on Add Modifier and
add a mirror modifier. And it's already preset
to mirror on the x-axis. That is correct. It is supposed to be mirrored on the other side and the
direction of the x-axis. But nothing seems
to happen either. And that's because by default, the modifier always mirrors
on the origin of the object. In this case, it's in
the center of the cube. That's the little orange
dot you see there. You can change that too. But what's even more handy is
to create a mirror object, Shift A and empty. And for example, choose
the axis or arrows. I hide my reference by clicking on the eye at the top
of the outline to see that my arrows are
actually sitting where they are supposed to
be - in the center. I like having my
auxiliary objects in their own collection. So I create a new one named "Helpers" and put my
arrows in there. Then in the outliner, I call it Mirror. And empty objects, by the way, are just that: helper objects, which helps you to
build your scene. That's why they are called empties, because they are empty of any geometry and won't
show up in any render. Now I can go to the
mirror modifier and choose my empty arrows
as the mirror object, then the cube will automatically be mirrored at that object. Make sure your ears are roughly where you want
them to be later. The placement doesn't
have to be perfect yet. As I said, it's important not to get too caught up in the
details in the beginning, but to build the basic framework
first, the foundation. Now I press 3 on my numpad and move the cube back a
bit with G and Y. Tab into edit mode, 7 on
the numpad for the top view. Now scale with S. And again along the axis. In the references, you can see
very well that the ears of the lion always go a bit
further back on the outer side. Therefore, rotate them
along the Z axis with R and Z. The last thing you
can do is to add a subdivision surface modifier. You could do that
here by clicking the wrench and add modifier. But I'm just going to
hit CTRL and 2, that automatically adds one modifier with two subdivision layers. If you don't have the
same view as I do, and you don't see
the rounded shape as well as the cage of verts, then click on the little buttons at the top of the modifier. There you can set the different
levels of how you want to see the subdivided
version in edit mode. So either the verts and the
sub-divided mesh together, only the rounded mesh, or you can also
hide it completely. That's about it for the ears. As I said, it's
really important not to go into too much
detail in the beginning, but to focus on the basics. Double-click on the ears
and call them ears. In the next lessons, we
continue with the head. We're going to create it using a really cool method, metaballs. It's going to be a lot of fun. See you there!
8. Metaballs Introduction: Maybe you also remember those
times when you were a kid or you work at Google and you played in one
of those ball pits. I always get this feeling when using metaballs for sculpting. Can it get much
better than this? Nope. They're totally straightforward and pretty self-explanatory. Metaballs are not meshes
yet with verts and faces, but there are procedural objects. They are created by a
mathematical function that interacts with the other
metaballs based on proximity. They attract and can even
merge with each other. Let's just play around
with the Mballs a bit. And I'll explain some
things about how their work and what to keep in mind when sculpting with them. It's really very
simple and they're totally awesome to
create geometry with. So how do we create
a metaball? Just like normal geometry, shift A, or up here under Add. Now choose metaballs, and let's
choose a simple ball shape. Here it sits now. To make it a little
bit more interesting, I'll quickly go over to
the colored material, which you can see because I'm
in material preview mode. See the button up here. Yeah, and what can
we do with the Mball now? We can, for example, just copy it with Shift D and
make a second metaball. And the third, now we create
a little carbon ring. And that's actually exactly
what these metaballs are far. These kind of procedural objects were developed for
modelling atoms. Now when you click this
conglomerate anywhere, they're all selected
at the same time. One also has a
brightly colored ring, and that's the parent
of all these metaballs, the papa-blop, so
to speak, or mama. You can see this in the outline because he doesn't
have a number. Other children of this
metaball have a number and you can select them
individually by their rings. And you can also move
them individually. But only the papa
blob is selected when you click somewhere on
the Mballs themselves. Now you can scale
that one and it will change the resolution
of the other metaballs. You can see here that the surface of all
of them is changing. If I scale papa blob smaller, you can see that the
others' resolution becomes finer and finer. Scale him up, then
they are getting coarser and coarser and have
fewer faces, or polygons. The higher the resolution, the slower Blender gets. Switching to edit mode. you have the possibility to change the influence radius of the Mball so that it has more or less attraction
to the other Mballs. But to be honest, I hardly ever use this function. And because I promised you an uncomplicated way of working, we won't go into it any further. Of course, you can play
around with the two rings, the green and the red one
in the edit mode and make them bigger or smaller
and explore what happens. But as I said, we don't need that for now. You can also create other Mball shapes with
Shift A while in Edit mode. But we will mostly stick
to the spheres here. If you want to make
a new parent ball, then you have to
give it a new name. For example, "my ball" Then it isn't part of the
first family anymore. It doesn't affect the
others in any way, and it can start its
own little Mball family. We can give the
newly Mball parent a new material with a new color. Now, only the ones
with the same color, like and influence each other. The greens are simply
ignored and so are the reds. And in this way, we can have
multiple blob families. Now at some point, we want to convert
the whole thing into an actual mesh on which
we can sculpt. For this, go to object, convert and then mesh (or right click). Then you'll see that all these individual
metaballs that were part of one family are now part
of one single object. If you switch to Edit Mode, see that they have verts and faces now and that you
can edit them normally, just like any old regular mesh. As you can probably
already tell, I totally love metaballs. It's so easy to
intuitively create new geometry without having
to worry about much at all. For key combos, you only
need Shift D to copy them. S for scaling and G to move. And it doesn't take
much time to build complex shapes very fast. It is a bit like quickly throwing and sticking
lumps of clay together with the edit bonus of having no gravity
to worry about. So let's do just that and create the basic shape of the
lions head with metaballs...
9. Basic Shape with Mballs: Before we get started, let's make our references
unclickable. So we're not moving our sketches around
accidentally all the time. Here's how to do it in case
you missed it the first time. At the top right
of the outliner, you have a funnel icon. Click on it, and then
you'll see this arrow. And if that's activated, then you can lock or unlock objects are a whole collection. Also lock the helpers collection and lock
the ears as well. So shift A, Mball, and Ball. Scale that one ball
with S and just bring it right there to the
middle of the lions head. Don't forget that you also
have the different options on the T menu on the left
to scale, rotate and move. Now it's a matter of recreating the basic
shape of the lion. Not every little detail, but really just an
approximation as if we were children
playing with play-doh. Remember, with shift a,
you can copy a new one from the first Mball. We can also add a
new shape, shift a. This one will be automatically part of the Mball family. Here, for example,
I added an ellipse. Don't pay attention
to symmetry yet, that will come later. Let's just build our
basic form so that it roughly matches the outline of the references and sketches. You can create only
half of the face and we're going to mirror it to
the other side afterwards. And also, we can
ignore the mane for now because we are going to
sculpt it in a different way. Creating with Mballs is really a very uninhibited way
of building geometry. You don't have to
think much about it. If we now scale the
papa blop a bit, the resolution of the
whole surface changes. So let's not make it too fine
and not to coarse, as well. As a guide on what level
of detail you should work. Here I leave some indentation at roughly where the
eyes are going to be. Here the cheekbone is implied. I constantly use Shift
D to add the next Mball, or shift a and then
the desired shape. But in 99% of the time, the balls are sufficient. And as mentioned, we're only going to create
one-half of the face. But if something sticks
out there in the center, that's not a problem. So we don't build up both
halves at the same time. I've only taken care of
the right side so far. The left, I haven't
paid attention to at all. Everything that
is sticking out on the left side, we will cut
that off in a moment. I did mention that the metaballs are only procedurally generated. So they're still based on a mathematical
function and they're not really sculptable geometry yet. Now we'll change that.
While having the Mballs selected, go to Object,
Convert to, mesh (or right click). Now when we switch to
edit mode with tab, we see that our blob family
has actually become a mesh, a continuous nice
surface with voerts which we can now process just as if we had
painstakingly crafted this from a cube by extruding
and rotating and scaling with all these
different commands and multiple mouse clicks. Only now, this was quite as easy as snipping our
fingers like this. We can just continue
to work with it and sculpt on the
object directly. Super easy. I hope you enjoyed this
basic introduction to metaballs sculpting as much as I did when I first
discovered it. And let's now continue
fashioning our lion.
10. Sculpting Interface: Next, we're going to
start sculpting with this basic blob to add a bit
more of the facial features. Here, I opened my
additional lion references with pureRef again. So please open those
if you have them for an even better
sculpting experience. As you can see here, I already mirrored the blob and I will show you how to do exactly
that in sculpt mode. Switch to the
sculpting workspace where everything is already
prepared for sculpting, that we can get
started right away. In this workspace,
everything works normally. We can rotate the model, zoom in and out, etc. But some things are set up differently to make for a
smoother sculpting experience. Think of it like switching to a different room in your house. The first one was setup for
building the basic model. This one is now ideally
set up to sculpt, and you can also customize
it further if you like. If you click up here, you can see that the shading
has changed a little bit because matcap
has been turned on. That's a different
kind of visualization. It still has nothing
to do with rendering, it's just internal to the
program. A representation to make it easier for you
to work with the object. This way, you can
see the surface a little bit better
because the shadows are rendered a little bit
more intensely and the whole structure of the
model comes out more clearly. You can also try out
if you like some of the other
visualizations better. For now, I stick with
the default setting. On the left side,
there's the brush menu. It has taken the place of the T menu and can
be opened just like it. You can hide and unhide it and you can scroll
quite a bit down. There are lots of other
brushes that you can use to ultimately
edit the model. Here at the top-left
of the 3D view port, you can see which brush
is currently selected. The settings for the
selective brush, the radius, the strength, and some other options. Slightly
separated from there, on the right side, you can see settings that do not only apply to a single brush, but which influence
the behavior of more or less all brushes
with some exceptions. For example, whether
your brushstrokes are mirrored or whether
dyntopo is turned on. You'll get to know these
in this class as well. On the far right, you should be familiar
with the menu as a whole. So the items haven't
changed much. You can find all these
settings here as well, mirroring the settings at
the top of the 3D view port. In the panel on the right, it is a little bit
more comfortable to get an overview because
you don't have to open up the
menus individually, like at the top. For example, here you find
the menu item dyntopo, and that corresponds to
this menu item at the top. What we can also do here is copy our brush and thereby
create new custom brushes. Let's now mirror our object, which is called
symmetrizing here. Just open the mirror
menu tab and then you will see the symmetrize
button at the bottom. Here you can choose which
direction you want. For our lion, it would
be positive X to negative X as the right side of the x-axis marks
the positive area. And voila, you got
yourself a mirrored blob. I'm sure this
will come in handy for you in future
Sculpting sessions. Also, make sure you play around with the other functions
in this tab as well. They can be quite
a lot of fun. If you, for example, choose the x-axis, you
see that your brush, depending on where you move it, we'll make a blue dot appear on the other side of
the model as well. This is then where
your mirrored brush strokes will appear. You have the option at
anytime during sSculpting to mirror your brushstrokes
across different axes, X, Y, or Z, or all three at the same time. Very useful during
sculpting is to open up a second 3D view port. So that while
you're sculpting on some details are close-up
or in a specific angle. You always have the
opportunity to observe the result of your
actions from a distance. Let's do the following. Create a new viewport element
here on the right between the outliner and
the other options and make it a 3D view port. Now, we can navigate
here exactly in the same way as in the
big one on the left side. Let's choose a
frontal viewpoint. Another useful thing for you to know before getting started, we can switch back
to object mode, while being in the
Sculpting workspace, for example, to strategically
replace our references. Of course, we could
also go back into the layout workspace at the top. But then our view
might change a bit. And sometimes it's useful
to keep everything in the same perspective
when switching. So we can switch over to object mode and move this
reference to the side. I then copy it again with Shift D and move
it back directly behind the model. So that when making the whole
thing transparent, I can see if I'm following
the shape correctly. Again, it always depends
entirely on the project. But here I make sure
that I have both. And yes, I could
have just copied the original one to spare
me one additional step. Another quirk of
metaballs is that when you convert all
your Mballs to geometry, that the shading is
automatically set to smooth. This is sometimes quite
fancy, for example, for rendering, but you don't see the individual
faces of the model. And to change that, let's go to the menu point:
object and shade flat (or right click) And you can finally distinguish
the individual faces on the surface to make the whole thing a bit
more sculpting friendly. I'd like to have a few
more faces from the start. And that's why we are now using the subdivision surface
modifier again, which you'll also have
to add in object mode. And you'll see that
the whole model is now a bit smoother. You can see some artifacts
here on the surface because we didn't have
all quad geometry, but this doesn't matter
here for Sculpting. Make sure to apply the
modifier before continuing. For a really in-depth
introduction into modifiers and especially
this modifier, please go over to my Blender beginners class
and then come back here. Because then you will
know all the basics necessary to really get a
grip on the next lessons. Now, we're going to switch
back to the sculpt mode. Either do that with Control Tab and 2, or just switch back to the sculpt
mode at the top-left. Next, let's finally
leave the preparations behind and get started sculpting!
11. Sculpting Go!: So let's dive into sculpting. Right now we have a
pretty shapeless head. Now we want to go into a little more detail and we're
going to loosely block in those details like eye sockets and the overall
shape of the snout. No need to go really tiny yet. It's important to
know that if you press F, you can change the
size of the brush. If you press Shift F, you can change the
strength of the brush. You can also do this up here in the brush menu and by
just right-clicking. I'm just going to use
the uppermost brush, the draw brush first. You can also select it
with X as a shortcut. Turn on the sculpt
mirror in the x-axis. If you hold down control
then the brush subtracts and if you sculpt or draw normally than the
brush adds material. Since we have a
mirror turned on, every brush stroke
gets mirrored. If you hold down Shift
while sculpting, you automatically switch
to the smooth brush. It's also to be found here
on the left side menu. And you can also
select it directly. But you will most often access it during sculpting
by holding Shift. At the moment the model still looks like a misshapen potato. Don't fret, that's
not a problem at all. What's important is
that you emphasize the places where the eyes and
the nose will be later on. So that we clarify the
basic shape a bit more. Let's now activate dyntopo to
really dive into sculpting. We want to use it so
that we can have a lot of detail and some areas while not having too many verts and faces in areas where
we don't need so many. Because the more vertices, the more of your computers
resources Blender uses up. So it makes sense to
only create many faces and finer resolution in the areas where
this really is needed. If you look at this
area in edit mode and paint over it with
the draw brush, you will see that the faces just move outwards, but no additional faces, and therefore no additional
vertices have been added. To create new faces,
you use dyntopo. If we turn on dyntopo
and draw something new and then go
into the edit mode, we will see that we have
created new faces here. The actual topology has changed. For a detailed introduction into
the technique of dyntopo, I will refer you again to my Blender class for
Absolute Beginners. Here in Sculpting dyntopo
does not affect all brushes. You always have to
try it out a bit, but many are affected
and will help you get the right amount
of detail onto your model. You can also adjust
the amount of faces created so that it is
stronger or weaker. by changing the detail size
in the dyntopo settings. Dyntopo should only be used
if you don't have any UV maps or vertex detail because dyntopo will
screw this up for you, all modifiers should be applied. And since this is
exactly the case for us, ignore that little
warning that pops up. Another great brush I love to use often is the
clay strips brush. It's great for
building up geometry in a controlled
and quick manner. The shortcut is usually
something else, but I like to change
the shortcut to C. So just right-click on the
brush, click, assign shortcut, and press C. I'm going to reduce the number of pixels in
dyntopo a little bit. I will go to around nine, but this is also a question
of trial and error. I like to use this
brush for defining the different planes of my object in a more
precise manner, building material up and then smoothing it out
afterwards with shift. For example, here
under the eye socket for the nose bridge,
or at the snout. We can use it to
add some material there to define the
snout shape more. In general, I'm not
thinking in details yet, but only in different
distinct planes which are defined by the basic
geometry of our object. You can also adjust the strength of the
smooth brush itself, of course, if you
select it directly on the left and use Shift
F and lower the number. Let's go back to the clay strips brush and built up more
geometry here at the jaw. Always smooth it out so that it becomes a nice even surface. Dyntopo really works
like constantly applying new material
exactly where you need it. Don't forget to adjust
the detail size of dyntopo if you feel
it is necessary, but don't lower it too much. Because we want to
stay in this level of detail for this step
in the workflow. The detail size of dyntopo is a good indicator at what
stage we are currently. Here, for example, I'm now working at this plane that I've
shaded dark on my sketch. Let's say we want to get rid of some material to
define a certain area. This case, we just use CTRL to clear
away some material, then smooth it again. Thus, we can define
the different planes. of our model
in the 3D space, the clay strip brush is
very nice for that. And wherever you see little
bumps in the surface maybe also leftover from
the metaballs surface. We can also use the
same technique. The smooth brush
itself does not create new geometry and it is also
not affected by dyntopo. So whenever we smooth the
whole thing after painting new geometry, it doesn't
change the faces. And as you can see, with just a few brush strokes, we've already refined
the basic shape to such an extent that the whole thing looks much more lion-ish now
than it did before. And in the process,
I also looked at some references of lions skulls. It's always good to also be aware of what's
going on underneath. So you also understand where's the bone that's
supporting the eyebrow, or make up the
bridge of the nose, what bones form the
jaw, and so on. I look at all of this for preparation and during the
sculpting process as needed. But anatomy, of course, is a whole topic in itself, and it takes a lot of time
to study it thoroughly. Therefore, I will not
go into it too deeply. Now, the sketches we have made ourselves are another
important orientation. For example, going
into side view with 3 and turning on
transparency with Alt Z, I see that my lions shape doesn't really match
my sketch yet. And to change that, of course, we could now clear some of
our geometry with a brush. But I can also just use
G for the Grab Brush, increase the size of it, and then just drag
the geometry with a brush to where I need it. To get really good results
with a grab brush and only affect the area
that you want to affect, It is important to play
around with the size and strength until you
get the effect you want. In-between, Don't forget to
save. Nicely done. You've come far already. Let's get into the next
lesson where we will finally give our
animal it's eyes.
12. Eyes: In this lesson, let's give the lion his eyes, or of course, the animal that you
have chosen to model. For projects like this, it's very handy to include
all basic shapes early, so you can keep track of the proportions throughout
the modelling process. Let's go back to object mode. We're just going to
add a UV sphere. Very simple. Press
Alt Z to turn on transparency mode so you can see them when
we create them. Then press Shift a and mesh
UV sphere, by the way, it is called UV sphere because in contrast to the ecosphere, it consists almost completely of quotes and therefore has a
very good geometry to play UV map to unit that when you're working with textures
for entering for us, it's currently purely
about the geometry itself because the UV sphere, it's also nicely
suited for eyes. I inserted the sphere into
the Reference Collection, which is currently hidden. Therefore, we can see
it yet because of that, a drag and drop it into the head collection
in the outliner. Now we can see that for some reason this
Sphere was important. It is quiet, the
gigantic object, so does not directly visible
because it is too huge. It is so big that you
can see the inside of the sphere and
the small viewport. If I zoom out, but
you can see that our balls actually way too big. And because of the
viewport view settings, it is also getting
clubbed. In Blender. The 3D viewport has
its own view settings. And this built-in view has
certain distance limitations. Just as if we were
playing a 3D game. If you want to
broaden this limit, you can do so in the
end menu under view, simply raise the end
value to a higher number, like ten thousands or
100,000, for example. By the way, the same goes for very small distances
and objects there. You can lower the start value and then the clipping
should disappear. Also are Sphere is
very much to huge. I would just press
S and 0.1 a few times to scale it to an
approximate eyeball size. So once I get the square
to the appropriate size, I'll turn my head back
on in the outliner, makes sure that you're still in the transparency mode all set. And then go to front mode
with an unpaired one. Then use G to replace the
sphere where the I should be. It is important to keep
the eyes anatomy in mind. It's partly hidden
behind the eyelids. A large part of the eyeball
is not visible at all. The biggest part is
inside the skull, inside the eye sockets. So I use the sketches, a guide, and make sure that
the visible part of the eyeball corresponds to the actual size of the
eyeball off the animal. Of course, anatomical
drawings can be a great help here to understand
these size relations. If you can find some of those, this will help you
tremendously to grasp where the
eyeballs should sit. And Edward size and also at what distance both eyes
should be from each other. The eye, it doesn't sit exactly in the middle
of the head either. So I'll move it forward on the y-axis so that it's
roughly where it should be. Of course, we can always adjust the whole
thing later still. And if you have trouble
selecting it in the viewport is surely can select it in
the outliner at anytime. Let's add a mirror modifier
like with the Ears. First select the
I, then the ear, then press Control L, and choose Copy modifiers. You can leave the
subject modern. Please don't worry, doesn't
look really cool yet. You can see that the is somehow
still floating a bit too freely and that the
eye sockets and the islets are not yet
really well-defined. We're still just setting
things up at this stage, placing the eyeballs at their approximate
spot now will help us greatly when sculpting
the eyelids and their surrounding anatomy
in greater detail. They act as key guides towards which we can
orient ourselves. And thus, we have prepared
the eyes of the Lion of cars. The placement also varies
between different animals. Suggest try to
estimate the eye spot using a references and
find a good middle ground. There's no single
right place because each animal is also
unique in its own way. Of course. Let's continue
refining our sculpt. Some are, and continue
to add more details.
13. Refine the Shape - Techniques & Insights: You have come quite far
already on your journey towards being able to sculpt your own beautiful
ideas from scratch. Let's continue refining
our lion and slowly making our way into
the more intricate details. I think this is one of the most important lessons
in this whole course. You will hopefully gain a direct understanding of
the ease of sculpting. I will show you
what is important and what might be unnecessary. Please enjoy. We have edited our shortcut to the
class strips brush so that it is quickly
available with C. When going out and
back into sculpt mode, dyntopo is often turned off and you need to reactivate
it with the shortcut Control D. We will now refine our sculpt and we will start by concentrating on the eyes. Because they are very expressive and they are very
important for a good design. Even more so for a portrait, which this basically is, a
three-dimensional portrait. I would now like to have a little bit more
detail and dyntopo. So let's go for around 8. Nice - That will do. Now we can just draw
more material where it makes the shape of the
lion more recognizable. I start by building some material up without
caring about the exact shape. Same principle as with the
big overall head shape. But now on a smaller scale, I tried to go along with the flow direction of the
specific form, I am working on. My brush strokes going along
the upper and lower eyelids. The eyelids are like hoods, or covers that fold
over the eyeball, both from the top
and the bottom. The top eyelid is usually
slightly more pronounced, but this can vary. And to give it that
nice sharp edge, we can switch to
the crease brush, which is accessible with Shift C. As the name implies,
this creates creases. It pulls the vertices together
and leaves a groove. But once you hold CTRL, it can give you
a nice crisp edge. And this can be
helpful to define the fold of the eyelid
a little bit more. I'm not quite satisfied
with where my material is, but I don't want to
change the overall shape. So here I go again for
the grab brush with G. Let's increase the size a bit, lower the intensity a little. And then we can quickly
move material where it needs to go without changing
too much of the shape. And in this moment I
realized that the lions eye is just a little bit too low. So I tried to check
periodically if it's still in a place that makes
sense for this design. Hence here I make it a
little bit smaller because my lion shouldn't have super
bulgy eyes or something. And then of course, the eyelid material is
now in the wrong spot. We can just pull this over with a grab brush without changing
the underlying shapes. We can quickly readjust. What I also like to do is rotate the eyes with
R, X and 90. Then you have this part
of the sphere in front, which looks a little
bit like the pupil. So right now, this doesn't
look like much yet. But it's normal that in the beginning your
sculpt might look weird. Like a, well, strange animal
or ugly or stuff like this. Don't worry about it. I would say that 99 percent of any sculpt looked
weird at some point. I'd suggest have to get through this weird face to get
to the good stuff. I also want to
emphasize the edges of the eyelids with this brush. It's called draw sharp. And with it, we can
engrave the surface kind of. With a clay strip brush, we can clean up the
surface directly next to this to give it
a cleaner appearance. Now this is all a little
bit more defined. Dyntopo has turned off again because I rotated the
eye in object mode. Need to remember checking
if it is really on. I also fill the inside
of the eye, behind and next to the eyeballs, with some material and smooth it out. Because in reality,
the eyeball sits very snugly in its socket and
is surrounded by tissue. And I constantly look around the thing I'm sculpting on from all sides to make sure that in all dimensions it looks
fine and agreeable. So I think this is now a nice, slightly more refined and anatomically realistic
foundation for the eyes. Additionally, you
can watch out for specific unique
details that are characteristic for your
animal and that stand out. See that above the eye, the lion possesses these spots. And I just mark
them loosely here. There can be defined a
little bit more, but later. Also I give the nose this
crease that it has in the center and
some more smoothing. Okay, that should be it for
the eyes at the moment. A few more words about dyntopo. When it's set relative detail. The more you zoom in, the more detailed your brush
strokes become. This way, not only does the detail size setting
influence your brushstrokes, but also how close you zoom in. This is good because it gives
you the ability to quickly zoom in and out and create
shapes on different levels. Though, I highly
recommend to not get too close at this stage. To not get lost in
the details to quickly. I know I said this already, but this is one of the most common
pitfalls as a beginner. Let's continue with the nose. When you look at it from
the side in my sketch, you'll see that the nose
has a kind of humpy bridge. And the tip of the nose has this kind of triangular shape. Here, I'm building the nose
shape by first outlining the lower part that is
recessed with the crease brush. Then I use the same brush
while holding CTRL to emphasize the part that
sticks out the most. Then I fill the surface between
them with clay strips. And I'll also draw
very near towards the upper edge to bolster
the edge created. Afterwards I smooth
everything over. Careful to not draw
over the edges. By smoothing very near
to the upper edge, it is possible to
define it very clearly. Let's quickly look at two more very nice brushes
for clean edge creation. First, the pinch brush can
help you pull geometry together to define
previously created edges. On a thin geometry, this can lead to very
high and thin edges, which should be
avoided for sculpting. So this brush is ideal to reinforce
somewhat existent edges, for more visual clarity. The scrape brush
scrapes material off on a very flat plane, hence enabling you to give
the object a clear cut look. It is nearly as if you've scraped off the surface with the
edge of a knife, which can leave very
sharp and refined edges. General, it's a lot
of fun to build shapes with very little effort. Actually, when I started
out with sculpting, I always thought that it
must be so complicated. And you have to do so
much to achieve results. But this is not true. Imagine Picasso. He sometimes drew
these magnificent pictures with very few brushstrokes. And the same can be
true for sculpting. You can achieve
beautiful results without having to go overboard, and do a lot. I think one of the most
important insights I had in the last years where I practiced
and practiced sculpting. Was that doing less often makes for much, much
better results. So I invite you to try
to see where you want to go and try to go there
with minimal effort. Don't struggle. That's what one of my favorite yoga teachers likes to say. Here with the nose and snout, I try to follow
the plants again. I strive to find the
distinct direction the different plants look in. And I always confirm
with my sketches. Here, for example, I
see that the chin, it's a lot too low. We don't need so much chin. From the front, I see that this is a little
bit too broad. So I bring it in some more. So you see, I do it in a
very uncomplicated way. This is the way the sculpting
makes the most sense to me. I focused on one place
at a time while I also try to see the overall picture. And I tried to as best as I
can to work with the planes. I change the size of
the brush accordingly. And I always go to
my references so that I have the best way of
working from reality. Some brushes are not
affected by dyntopo. For example, draw
sharp is not affected. The crease brush, however, is. Usually if I don't do
something with ease, I realize that I
struggle or start to be unfocused and I
do something that is not with a clear
goal in mind. I notice that I need to step back and look at it from
a little bit further away so that I can understand what I'm
doing from a distance. And also very important. Once you have the basic
shape established, leave it at first. You don't have to draw
endlessly in one space. It's not necessary. Just create with a clear
goal and path and mind. Once you have that first
satisfactory result, stop for now and return to it later for the next
round, so to speak. Using the different references, I have an easier time to see
the line from all sides, the lions head and to recognize the places where I can
improve something. Notice how I just followed
my own advice and went from the snout back to the eye for
some further refinement. Also important is to
change the size of the brush according
to what you're doing. If you feel that you don't
make progress, that you're stuck This is very often because you probably use the wrong size of brush for the thing that
you want to accomplish. Very simple thing,
but very powerful to know: the size matters. Throughout I constantly
go back to my reference again and again to understand the shape
better and better. I know I'm repeating
myself here, but it is so
important to go back to your references regularly. I also, as I mentioned, have looked at pictures
of skulls from cats and lions so that I can see the
underlying structure and understand where
everything is. Because everything
has its place. And as an artistic touch, I want to draw a
little heart up here that integrates into the
shape of the lions head. Just like this. In general, just lay the base, the groundwork for
continuing later on. And you see, we already
have created a quite convincing shape with
relatively few brush strokes. No struggling and
little effort required. And this is the ease which you
can develop with practice.
14. Dyntopo Details: A few more in-depth details on dyntopo, to show you some
things you can do with it. You don't have to follow along. But feel free to try dyntopo out as much as you can
to get a feel for it. Right now we work
in relative detail and the setting is
subdivide collapse. This means that our
brush creates geometry relative to how far we are
zoomed out from the model. The further away we are, the coarser the
geometry becomes. If we zoom in a lot, it becomes very fine. Now here we have a few options. First, we can adjust the general detail size
but we can also decide if we only want to
collapse edges or if we only want to
subdivide them or both. By default, subdivide
collaps is enabled, which means that we subdivide
edges if they are coarser and collapse edges if they are finer than our detail size. If we choose to only
collapse edges, we can not create smaller
geometry than there already is, but we can collapse them
into coarser detail. The opposite is true
for subdivide only. Here you cannot collapse
the geometry any further. So this is a good option if we already have quite
a lot of detail. And we want to make sure that even if we sculpt from far away, if we're zoomed out a lot, we don't want to lose
our details again. For example, here on the nose, if we choose subdivide collapse and then sculpt from far away, the nose detail would
become very coarse again. And we would have to zoom in
more to retain our details. But if we choose
only subdivide, then it will not
collapse any edges. And so we can create
more geometry here, even though we are zoomed
out, without destroying our carefully created shape. Okay, then the next thing is, we can choose
constant detail. Constant detail is
useful as well. We can have constant details no matter how far we're
zoomed in or zoomed out. We always create the same amount of detail with our brush. Here we have the same
options of only subdividing, collapsing or both. Constant detail is very good if you are
sculpting on a specific part of your model. And you want to work on
it from far away first, you want to stay in
one level of detail so that you don't get lost
in the super tiny parts, but focused on the
overall shape. Even if you are zooming and
more during the process. One of the coolest features of constant detail is
the ability to use the eyedropper
tool and just grab the desired resolution from
any part of your model. Not unlike if you would
use an eyedropper in Photoshop to sample a color. Here we also have
this extra option of detailed flood fill. This can be used to quickly give the whole mesh the level
of detail we want. If we set it to 9, Blender might load a
little while and then the whole mesh is
much finer grained. But this is not always useful as this very fine resolution is rather for small
intricate details. And it's not very
useful to create large or medium-size details. It will also slow down
your PC to much, which would contradict
the purpose of dyntopo in the first place. So you can imagine detail
flood fill like a subdivide and unsubdivide mod that is applied immediately
during sculpting. With 1, it becomes
very coarse again. Okay, so this is
constant detail. You can also always turn on
smooth shading here as well. But I like to see
my exact geometry when sculpting because
it is important to know the exact surface when you want to 3D print
something later on. Then the next dyntopo
setting is brush detail. That's cool because it depends
on how big our brush is. Actually I don't use
brush detail so much, but maybe that's just
because I haven't found a workflow where this particular
setting works for me. So feel free to try it out in different situations and
see what you can make of it. These are the different ways
of generating topology, dynamically in Blender. I personally mostly use relative detail with
subdivide collapse. But once you get
to a certain level of detail on your sculpt, it can be also very useful
to switch to only subdivide so that your details to not get destroyed once you zoom out. And I also like the constant
detail because you can just set it to whatever you want
and it will stay that way. You can control exactly how
much detail you will create, no matter how far away you
are or how big your brush is. A similar effect can be achieved with relative detail when you keep it at
subdivide edges and you don't want to
collapse anything more. You can also zoom out without
hurting your geometry. You would just create more
details if you zoom in more. That's just why I really like to use relative
detail because it flows nicely with my particular
artistic approach. Going from big to the small. And at a certain point, not going back to the bigger again, because the
overall shape should be set and just focusing
on the smaller details. Maybe for you, a different set of combinations work better. Be sure to try them
all thoroughly. So this is it for this
particular lesson. Next, let's continue
with the mane, where I'm going to show you another distinct
way of sculpting.
15. Mane: Sphere and Snakehook: Let's move on to the mane now, or with any other hair or fur
you need for your animal. For the mane, we will again use a slightly different way
of building geometry. To do that, we switch
out of the sculpt mode first. You can click
up here of course, or you can hit
control tab and then 4 to go back into
the object mode. Now I'm going to click
on "Toggle X Ray" up here. You can also do that with ALT + Z. Then you see everything
translucent. And I'll hide my references for now to have a
bit more overview. At this point, I'm hiding
my head collection, but I will turn it on
again in a second. Let's add a new sphere
in this collection. It is pretty huge now. It doesn't really
have to be that big. Maybe it is already
in the right size for you or even
smaller than the head, but for me, it is a bit too big and I need to scale it down. I turn the head back on once to see how big
it actually is. Here in my small window, we already see that the lion is actually very small
compared to the sphere. Or the sphere is
scaled much too large. I'll scale it down with S and typing .1 to scale
it to 10% of its size. Now it has the right size. Let's move it with G and Z a little bit up and
a little bit back. Let's turn transparency
off again. That's now our
base for the mane. What are we going
to do with it now? First, let's save. Now
with the sphere selected, let's switch back to
sculpt mode, control tab and 2. Here I have now accidentally turned on
a multiresolution modifier, but that doesn't really
have to be there, I don't need it here at all. If you need more info
on the multires modifier, then you can check out my
blender beginner's class. We are now building
the entire mane from this simple sphere. If you're creating
different hair or fur, you can also always start
with this technique. But this technique is
actually very basic and you can basically
create anything with it. You will see in a moment. Let's turn the
references back on. And also dyntopo. The
detail size is allright like that, at around 7
pixel and relative detail. Next I press K, and that is the shortcut
for the snake hook. The snake hook is similar
to the grab brush, which you can activate with G, that you can use to easily
grab and move geometry around. The difference is
that the snake hook creates new geometry
in the process. If I pull on this, now you see you can actually pull out
snakes with your hook. You can create quite a lot of new geometry without
much effort. The bigger you make the brush, the more geometry
you can pull out. You can also see that new verts
are created through dyntopo at the same time. And we don't have a problem of not
having enough vertices, which we would if
dyntopo were turned off. You can create new
geometry really quickly with this. Very very handy. Since I don't have a mane
here in this frontal sketch, I replace the image here. For this, you can select
the reference you want to change and go
to the data properties. If you click on the
folder symbol here, then you can simply
select any other image. Since I've conveniently
already sketched a lion from the front where you can at least see the
shape of the mane quite well, I am just going to choose this. Let's take a look at it with
transparent mode again and scale the lion about as big as the 3D model
for our reference. After that, I make my
sketches unclickable again. Before I start, I move the sphere into my
head collection, if it is not already in there and call the
whole thing "mane". Switch to sculpt mode, dyntopo needs to
be switched on. Also make sure that the
sculpting mirror is turned off. Now let's continue
with the snake hook. Use F for the size of the brush
and shift F for the strength. You can also configure
it as a shortcut on your tablet or you
can use right click. I also have set
Control Shift and Alt as hot key combinations
for ease of navigation on my tablet. Often though, I use the tablet in combination
with the keyboard. Having the left
hand on my keyboard and the right hand on
the tablet with a pen. Though I am sure this varies
for different setups. Then just go ahead and pull some geometry out
of the sphere here. Because of dyntopo, we always have enough new
geometry to work with. Sometimes you pull something
out with a snake hook, but the whole thing
is just totally flat and you can't get a decent
three dimensional shape. That is why I'm
constantly moving around the object to see whether I'm actually creating
enough geometry in all three dimensions. Again, I'm not looking
at the details at all at first. Just making
sure that they have a big block of geometry that
matches the basic shape, very similar to the lion's head
in the beginning. I'm putting a melon shaped
helmet on my lions head. For now, and in each position, I keep looking at
the sketches with a lion's mane to see roughly
where I need geometry, which I can then refine later. That's already more than
enough to start with; a good foundation on which you can then build
the details later. Very nice. You've already
learned to use the snake hook. Next I'm going to show
you a cool trick for sketching out your ideas
in Blender directly, so that you can
easily use them as a three dimensional
reference for your shapes.
16. Annotate Tool: Sketch in 3D: Now we start to add details to
the basic shape of the mane. We will not sculpt every
single hair that would be nonsensical and also
much too time-consuming. What I want to do
here is to define blocks of hair and
emphasize them. If you look at pictures of hair, you will also see
that hair actually always aggregates and
they form strands. In many cases, also in the case of the lion, these are sometimes thinner
and sometimes thicker. What matters to build
up the shape well, is the flow direction of these strands. With
each type of hair, this is a little different. For the lion, our references show soft
curves, very slightly curly. Now we have two options. You can start sculpting
on the object directly, or you scroll all
the way down here in the brush menu and use
the annotate tool. It's a great way to sketch the flow direction of the
hair as a visual guide. If we try that now, you see that most
likely the line is not drawn on the
surface of the lion, but somewhere in the
center of the viewport. With control + left mouse button, you can delete your lines again. Because I want my lines
to be drawn on the lion, I go up here and
click on surface. And then I can draw directly
on the surface of the mane. You see the whole thing is then also displayed on the mane. Here the ears are going to pop out once the mane
has more definition. If you don't stay on the
surface with your sketch, then it looks a little
bit funny right away. Make sure that you
really stay on the surface and don't
paint across the edge. I don't always use
the annotate tool, but especially with
more complex concepts, it really helps a lot. It gives you the
chance beforehand to approximate where are
the shapes will go. And you can play with them a bit without the actual
sculpting effort. You can easily draw
an erase your ideas. Since I'm planning on flattening
the line at the back of the head so that it's wearable as a pendant
or wall decoration. I'm not going to sketch the shape all the
way around the head, just at the front and the side. Of course, you are
free to design and sketch around the entire head. So I think that's
enough for now. I'll fix some little mistakes
here and there...aaand nicely done. If you want to get started with sculpting and you need a
little visual guidance, then definitely give the
annotate tool a try. Remember, I used it in
the object mode, but you can work with it directly in the sculpt mode as well.
17. Mane: Shape Design: So let's sculpt. Let's get out of
the annotate tool. Small checklist before
getting started. If you are in object mode: is
the mane selected: check, then switch to sculpt mode
if you aren't already there with control tab and 2.
In sculpt mode, check if dyntopo
is turned on, very important: check, set it to
about these settings. Then, is your file saved before
starting to sculpt: check. One helpful tip,
with shift and space, you open a list
with all brushes. Where you can also see the
annotate tool, shortcut is D. You can see all
the shortcuts for all the brushes and can select them. This is quite practical. If you need this
menu, shift + space it is. You can also right-click on any tool and add it to quick favorites. And then you can press Q at anytime to see all
your favorites. And this time I start with a very basic draw
brush, shortcut is X. Another important
thing to keep in mind when using brushes. Check the brush menu up here
and select this option. Front faces only. Usually, in most cases, we don't need to also sculpt
on the back of the mesh. And if it happens, you will probably be
extremely annoyed because you mess up the backside of your
model without realizing it. That's what happens to
me from time-to-time. And anyone who has perhaps
seen another class of mine, where we sculpt
together, knows that it upsets me terribly every time. So spare yourself the stress and make sure to have a quick look here under the
brush menu item, the rest can stay
the same for now. And now, I'm proceeding
quite intuitively. Check if the size
of dyntopo fits, the exact pixel setting of dyntopo is not
even that important. Just whether it fits the detail size of
the object right now. I think it fits quite nicely. Not too big, not too small. The draw brush is always quite aggressively building
up new geometry. It always seems to create
very high humps very quickly. But to create such a basic
shape, that is wonderful, you can set it to
high strength with Shift F or right-click
and then just keep smoothing it with Shift and really build the basic shape up. You could, in theory, also turn on some
auto smoothing in the brush menu or
with right-click. If you want to have
your brushstrokes automatically smoothed
each time you do some. And of course the strokes are made with the annotate tool, are helpful guides, but not a template for
the perfect shape. This means that a
bit of instinct is also required and of course, regularly referring
back to the references. So keep looking at
pictures of lions. See how these hairs
grow out of the head, how it is moved by the wind. How individual strands separate. That always helps a lot. Again, don't go into
high detail right now. If the melon helmet
was the first stage. then this is the second
stage of detail, which only shows
the basic direction and structure of the mane. Maybe now a little
sentence on the ears. Because what I'm currently
noticing is that we used box modeling to create
the ears at the beginning. But I think now that it doesn't necessarily make that
much sense in this model. That's why I'm just
building up the ears with two courageous brush
strokes from the head. 1 (NUMPAD), go to front view, hit ALT + Z to see the sketch. G for the grab brush, make the brush a
bit bigger and then move the ears so that they don't look so huge and correspond a bit
better with the sketch. And we already have
some fluffy ears. I also make sure that I adjust the whole mane shape
according to the face with a grab brush so that
the places where the face should still
be visible are exposed. And besides, you can always still change everything later. It's a matter of finding
a rough basic foundation now. Of course, always with the help of your
trusted references. If this happens to you that you navigate close and
the model disappears, then it's probably
because you're in perspective mode and
you are way too close. And if you want to avoid that, just press 5 on your numpad and get out of perspective mode. Then you are an orthographic
view mode again. And you should be
able to zoom in closer without flying
into your model. And in the navigation
preferences, you can also turn off
auto perspective. This means that you don't
automatically switch to perspective view once
you navigate freely. Now, if you navigate to
any of the numpad views, 1, 3, 7, etc, and then
move out of there. Then the perspective view
doesn't come on automatically. And now that the basic
shape of the mane is already quite advanced. Let's switch back to the
face to adjust it a bit more. Congratulations on
making it this far, so far! <3
18. Sculpt and Switch: To continue, let's give
the shape a little more of a slightly sloping tear drop
shape so that it is slightly asymmetrical
but not too much. With the snakehook, we can
refine the mane a bit more. Sometimes hair developes
such small peaks where the strands end, and separate from
the basic shape. Especially when the
hair is slightly curly. And I'm going to pull
those peaks out here with my snakehook and then make a little indentation
under there. Such a small tip that detaches from the overall
volume of the hair. It gives the whole thing a
more natural look and feel. Because not all strands of hair simply disappear
in the mass, but sometimes stand out
from the entire hairstyle. Now we're going to refine
the mane a bit more and also adjust the face
at the same time. Because sometimes it is
really useful to work on corresponding objects
together, quasi simultaneously. In this way, you can adapt
the shapes to each other. First, I will make the
annotate tool disappear again. Because as soon as we have blocked our strands
out sufficiently. We don't need these little
sketches here on the mane anymore. To make these
sketches disappear. scroll down here to the annotate
tool in the T menu, and then click on the
note menu up here. You can just make
all these sketches disappear or delete
them completely. This too, by the way, can be undone
with CTRL Z. So now that we have
the basic mane shape, we can deepen and
refine it a bit more. As I said, sometimes it is quite useful to work on both
objects at the same time. And thus we can switch between the lion's head
and the mane during the sculpt process, without actually going out
of the sculpt mode. And it works like this. You hover over the unselected
object and press Alt Q. The lions head
lights up briefly, and then you can
directly sculpt on it. You see after switching objects, the mirror mode is
now turned on again. Now if you go back to
the mane with ALT Q, it will be turned off. And all the settings
are the same as before, the switching,
except for dyntopo. Unfortunately, the dyntopo
often turns itself off. So you should always
take an extra look to make sure that it
is really turned on. Remember our little checklist. Now that we have warmed up
our artistic muscles a bit, Let's get into the
most fun part, defining the details
and really dive deep into the sculpting process. Come and join me!
19. The Process of Creation: Now the next phase begins, where we will give the
animal more personality and try to bring out a little
bit more realism as well. First, we can now delete
the separate ears because we've
already sculpted the the ears directly
out of the mane. I think that this makes
more sense in this case. Of course, stuff like this can sometimes occur
in your workflow, you notice while progressing
in your design that some ideas you have imagined simply don't
work out anymore. And then you just adapt to the flow. An artist
always needs to alternate between
adapting to what is there and reshaping it
into something new. You know already how to switch between the individual
objects in sculpt mode. Now we can start arranging both shapes in more detail
and arrange them together. Let's continue with the face. Check that the mirror and
dyntopo is turned on. Now I will use the grab
brush with G and take a closer look at how the
lion looks from all sides, starting from the
front, I noticed, for example, that the cheeks
are much, much narrower here. Our lion doesn't have such an extremely round
face. In-between, I switch back to the mane
and move it so that I can see a bit more of the
lion's face here. So I adapt the objects
nicely to each other, gradually moving closer
to the main features, you could also start with the
small details in the face. But I found it more supportive, if you work from the
bigger to the smaller, if you already took care
of the outer edges, they also form a
kind of canvas for the main features to
be more expressive. I want the lions hair to look
dynamic so that it first curves to the front and then
flows back along his head. That way it forms a
nice expressive wave. But not only do I
want it that way, I also see it in the many
pictures of lions I look at. Now that we have the
basic shape going, we can also opt to turn
off our references inside Blender to get a bit more of an unobstructed
view at our model. I also look for the other distinctive features
of the lion. For instance, I noticed that
usually the forehead of the lion is a bit
flatter than the nose. At the same time the forehead is often rather high. So I bring the mane up a it
with the grab brush. You should pay attention
to things like that when you build a
creature like this, no matter which one, whether it is a lion or some other animal
or even a human. The basic principle of creating believable geometry
always stays the same. At the mouth, I remove a bit of material and make
sure that there's a small indentation
because many lions have a small opening or
recess here at the mouth. You see, we are closing in, I'm
starting to get more detailed to make individual facial
features stand out a bit more. For this, I now lower the detail
size in dyntopo a bit more. Now it is also time to zoom in on our references and try to understand these
smaller details. The eyebrows are a single edge which I create with
the crease brush. The shortcut for me is Shift C. I also decided here to amplify the heart shape at the forehead of the lion
a little bit more. I still always try to think in basic shapes, sphere,
cylinder, etc. The upper and lower eyelid is stretched over the eyeball
from above and below. Those are basically two
relatively flat strips of muscle which are
spanned around a ball. That's exactly what
I am sculpting. The eyeball is held in place by the skin and muscle
that surrounds it. Small, uneven spots are
also filled up with a clay strip brush and
smoothed over afterwards. To create a clean edge, I build up some material on both sides of the desired edge. And then smooth surface
from both sides will shift without actually
touching the center. So that in the end,
one clean edge remains. To make the eye section
more believable, I look at it from
all directions again and make sure that
the strips of muscle, which form the
eyelids, are really the same thickness
around the whole eyeball. This is why I'm
using the grab brush to bring some parts in more. I also pay attention
to the eyelid fold, which is the region on the
edges of the eye where the upper eyelid
usually folds in just a little bit
over the opening. This can be more or less
accentuated in different eye types. Here, the cheek forms a
different plan than the snout. There is a rather distinct edge visible between
these two sections. The more distinction and clarity
you have in your design, the more aesthetic
it often becomes, because there's a visual
statement that gives the viewer orientation
and he or she doesn't have to guess because the eye follows these distinctions
and also expects them. This is how we recognize where
something begins or ends. You see, I really don't
use many brushes, and I don't use many
brushstrokes either. Often, as I mentioned before, we tend to overwork our sculptures because we
don't know what we aim for. So at the moment, I mostly switch back and
forth between G and C, the grab brush and clay strip brush. Of course, we can use other
brushes if necessary, and I encourage you
to try them all. But oftentimes, as I said, less is more. Throughout
the sculpting, of course, it is
important to constantly check, that we have a
meaningful shape in all three views and also
in the three-quarter view, which is always a good view
to present a shape to someone. If you take a look at marketing, like ads for shoes or something, often they're presented
in the side view, but very often also in
a three-quarter view. I'm flying around the
model all the time, making adjustments
here in there. But I don't go into too
much detail now either. I try to be as
clear as possible in the statements I
make so to speak. With that, you can
create a shape that convinces in a relatively
short amount of time. And I see that many lions here have those lips that
hang down a bit. Like many dogs do as well. So I incorporate
those a bit too. But actually not too
much because I think they make the whole lion
look a bit brutish. And I want him to have
a little bit more of a disney-like, stylized and also a little bit of
an elegant appearance. You see, I really
don't do much at all. And I don't change a lot
in the big shape anymore. The overall form is
already as good as set. We worked from the
big to the small, and the overall shape gets determined in the
earlier stages. It is also good to
stay in one level of detail until we're satisfied. Because each time we switch, we have to adjust our
tools and our minds. Of course, this also
depends on experience and on the project
you're working on. But it is a good starting point to not get confused
and also to not get lost and spend huge amount of time on some relatively
small detail. Great work so far. Let's continue in the next
lesson with giving the eyes some are character. The eyes are the window of the soul. So they're especially
important for any artistic character
and art project.
20. Stylized Irises: In this lesson, let's
make some small, but important
adjustments to the eyes, which I think always looks very, very chic on models like this. Let's select the eyes
in Object mode, then go to Edit mode. It is important for this
step that the spheres are already rotated 90
degrees on the x-axis. This means that the poles of
the UV spheres face forward. Select the pole vertice. Now we can use G and Y to
pull this vert in a bit, moving only this one vert wouldn't look
very cool though. So here's how we do it. Go up and switch on proportional
editing, or press O. And if we now use G and Y
for moving the one vert, the surrounding verts
will move with it. We can adjust the circle of
influence with the scroll wheel and then pull the vert inside the eye until those
words start to move, which would make the
outer edge of the iris, again, look at references to get an idea how this could
and should look. You can control that
from the front as well. And it's a bit
back-and-forth from here. Because of course you want
to find the perfect shape. But I don't really
like it that way yet. The behavior of
proportional editing doesn't quite fit here yet. Let's try it a little
differently and adjust our fall off type for
proportional editing. That looks pretty cool already. Then I look at it from
the front as well. Turn transparency off with ALT Z back to the object mode with tab Ah yes, that's swell. And of course I gaze
deeply into the eyes of lions to see if that fits
our particular model. This seems quite
adequate already. Press forward slash / on the numpad, which isolates the eyes. This makes it a bit
easier to work on. Alt click on one of the edges to select one ring of vertices. Then we can scroll down
to make the circle of influence so small again that we don't take anything
with us here and adjust the whole thing a
tad more so that the indent looks
really spherical. To get out of isolation, press / on the numpad again. Let's see how it looks
from a bit further away. Sweet. You can already see
the lifelike 3D effect that this type of
eye style gives us. The irises still seem a
little bit too big for me. So again, select the whole
ring with alt click. And I move the whole thing
slightly outwards again. If it doesn't quite want to work
the way we want it to, we can do these
adjustments manually. Finally, I would like to increase the size of this
outer ring slightly. So I select it with alt click
and then I press G twice. Thus we can slide the
selection along the edges. Let's make it just a bit bigger. Classy. That size
looks adequate. Now we can also subdivide our eyes with control + 1
to make them smooth. To keep this edge sharp, we can activate edge crease for it. While still having the
ring of verts selected, go to the N menu under item and increase the crease to one. That's a bit too harsh a crease
for me, so I reduce the crease
value to 0.8. That looks pretty cool. Now, the light that gets
reflected from the indents, gives a different impression
depending on the angle from which
you look at them. It gives the eyes a very lifelike
and dynamic appearance. Now, once you go back
to the sculpt mode, the irises act as very
nice references for you to know where the
eyelids should sit, exactly. Alt + Q to make sure we actually
have the face selected, not the eyes or the main. Grab the grab brush and gently pull the geometry
closer to the eye. The grab brush
can be quite strong, so make sure you lower the
intensity with Shift F, if you get the feeling that it is. These small spots seem to be a common
appearance for lions. So I emphasize this region
above the eyes as well. And for that, I'm using
the layer brush because it's really great at creating additional layers of geometry. Then I utilize the
crease brush to emphasize the edges of
these spots a bit more. I tend to use these tools with
quite a bit of restraint. It is not necessary
to harshly dig into our material to get
the desired effects, in many cases. You'll see
me zoom in and out again throughout these steps to get
a good overall impression. And of course, don't forget your second viewport here
if you opened one up earlier, where you can see the model
from afar and also in perspective mode if it's
necessary at some point. Nifty. Well, so much for that. And now I'm saving again. Very well done so
far. If you have been working along
with me completely. You must have already
learned like a ton. You have already leveled
up your sculpting game, big time. I hope you're
still motivated. And next, we're going
to combine the head and the mane into one mesh. And this way we can sculpt
on them as a whole, creating soft transitions
between both parts and also prepare our model for flawless
printing if so desired.
21. Combine Mane and Head: To put the head and
the mane together, first switch to object mode, and now we have several options. I could select both
options and then go to Object and join (or Control J). Now it looks as if that
was one single element. You can also use G and move
that as one single object. But if we now go to
Edit Mode with tab, then we see that the
lions head is still there. As you can see in here. It just overlaps with the mane. This means that the two meshes
have become one object, but they are not
properly connected. It's not a continuous
outer shell. We just put one
inside the other. We don't want that in this case because we'd like
both meshes to be one single mesh and to be
directly connected where they are touching each other as if somebody had
sewn them together. Here's how we're going to do it. First, I go to File and Revert to get back
to the last safe. And if you did not save, we can separate it
easily in Edit mode. I go back to the
separate objects again. The modifier we are using is the Boolean modifier, which can be found in
the modifier menu of course. With it, you can either fuse
things together, cut one out of the other, or create the
difference of two. There is also a
quicker way to fuse both meshes together by
using the Bool Tool. This you may find in the
Preferences under Add-ons. It is already available
internally in Blender: type "Bool" and activate it. Once switched on, you can get this Bool Tool here in the
N menu on the right side, under Edit, you can see very clearly what happens
if you press these buttons. Brush Boolean creates
the modifier and a brush which you can move
and alter the boolean result. Auto Boolean directly
applies it so that booling things is only one
click away instead of many. The active object
is always the one to which the operation happens. We want to unite our pieces. For that, let's switch
our modifier to union. Same thing as doing iz up here, and click Apply. And if we go into the edit mode, this is what you should see. Namely that there is no longer any geometry
in the middle. The lions head and mane should
be perfectly connected. Short, check: with ALT A,
deselect everything, then go to Select, select all by trade and
choose non manifold. I can also do this with the
shortcut Shift Control Alt M, which I set up beforehand. Most probably there
would be some vertices selected at the seam between
the head and the mane. This is where non
manifolds most often happen when you bool
something together. At the part where the two
objects intersect. Now you can see
that at least for me, nothing is selected. And that's great because
that's how it should be. Checking for non manifolds is very important to check if Boolean operations were
topologically successful. If you always have two faces
coming from a single edge, not more, not less. Failed booleans often result
from or lead to non manifolds. And non manifolds lead to
non-water tight objects. Especially for 3D
printable objects, they are not useful. And for all other problems, you're welcome to look at one of my earlier classes: "Blender In-Depth: Jewelry Design
Foundations in 3D", where I have a few
lessons dedicated just to solving various
booling problems. Amazing. Now you have learned a
lot about how to combine objects with Booleans
and what to watch out for. In the next lesson, we will really enhance
our models character by further accentuating
the hairstyle. Join me.
22. Sculpt All Together: Join me, in truly giving
our model character now through the
quality of the hair. Both meshes have
become one now. And because it is now one mesh, we can refine the seams between
the two former objects. At least for me, we can see that the mirror mode
is still turned on. But we don't want
that here because the mane should not be
completely symmetrical. From now on, we'll mainly go into the asymmetrical sculpting. This is a usual progression for sculpting projects such as this. First create the basic shape symmetrically to
quickly make progress. Then introduce
asymmetry once you're satisfied with a basic model
to make it come to life. Because in real life, nothing is perfectly
symmetrical. However, we can turn it back on at anytime as
the need arises. But if we then
sculpt on something that is already asymmetrical, the results might look weird. And once I started
sculpting on here, I discovered that the
separate mane object is also still sitting there. Actually, we can delete it now because we don't
need it anymore. Why did we connect
these two meshes? Because we want to adjust them to each other and make them really become one. Turn
dyntopo on for this. We will use the clay
strip brush again. If you have a very
sharp edge here and you don't want to
destroy it so much, but just soften it. Then apply a very gentle, very weak brush stroke. And the smaller dyntopo
detail size is set, the finer the underlying
geometry remains. Now you can really define the transitions from the hair to the head without
always having to keep this crisp
edge in between, because this is also not
how it looks in reality. I continue to define the
different strands of the hair. And of course, don't
forget the little ears. I also work on them individually compared to
as in mirror mode, because first, they don't
require that much effort. And second, they are not
perfectly symmetrical, anyway. Also, of course, it always depends on your chosen
subject you want to sculpt. Here, I emphasize the
shape of the ear a bit more, giving it a
clear, cup-like shape. In-between, you can always peek here into the
right-hand view port to grasp the overall look, so that you don't adjust
too much or too little. And as always, look
at your references. I mostly use the clay strip and the draw brush with C and X here, as well as G to move
the geometry around. Sometimes I also switch up
the viewport shading during sculpting to get impressions of the shape under different
lighting conditions. In the sculpting workspace, it is already on Matcap. And the red shading is
one of my favorites. If you aim to print and
cast the whole thing later, you can turn on the
silver shading for a quick look at how
this might turn out. Or choose a different
lighting angle, which already brings out
the shapes in another way. And always look from all
sides at what you are doing. Also from above. Here we can see now that the
ear has a bit of rotation, albeit only on the right side. So the other one should
be adjusted accordingly. And again, utilizing
the grab brush. We could also use
the rotate brush. Sometimes this one works even
better than the grab brush, in such cases. To quickly hollow out
the inside of the ear, we can use the draw
brush with X and holding Control and just dig into
the ear a bit like that. Really getting out
the ear wax here. Then you usually already
get a nice cavity. But the lions ears are often
not completely hollowed out. There are also small
hairs in front and inside of them that
makes them disappear a bit behind the main. You needn't be too strict with yourself and give the
the form a bit of freedom. Once I have created a form
that I like to some extent, then I let go of the
spot where I was. I don't look at it
for some moments to not over-engineer it,
so to speak. Getting back at one spot with fresh eyes recurrently
is often, much more rewarding than trying
to perfect it in one go. Now I just realized
that front faces only was not turned on for
the clay strip brush. That is why this little
dent became visible. I mean, who would
want that kind of surprise mess up their model? I can't really remember
any moments when I did not want it activated. Well, now that
we've turned it on, we can follow the mane
in a gentle curve, which we have already
built in here earlier. While recording this, I just realized that it
might be a great idea to turn front faces
only on for all brushes. And then save a new
default file. Wow, (sarcasm) I'm such a genius, realizing this after how many
hours of using Blender? (/sarcasm) Alright, in-between, I keep changing the strength and also the fineness of my brush. I always find it important that the forms are really
well-defined and not muddeled so that they don't
have wishy-washy transitions. But that you see clearly, that's where one thing begins. That is where the
other thing begins. You really get involved and follow the different
sections with your eyes. Where am I actually right now? What am I actually looking at? When it comes to the mane, I don't think it's
that important that it has super high resolution. The dyntopo is almost a
bit too fine for me here, because the look of
the mane thrives on the fact that it has such
a beautiful structure. Lions hair is shaggy after all. I'm also experimenting
a bit which brushes might give the
effect needed right now. It also differs from
model to model. And I always like to
experiment in between. For example, the
draw sharp brush is always quite aggressive and often needs some down-regulation. I also like to first
create little recesses, little canyons when
sculpting the hair, and then fill it
up from both sides from left and right
with a clay strip brush. This way, we can get the impression of
individual strands. The lion's face itself, I will keep relatively
smooth, also because it has
much finer detail. But when it comes to the mane, it can get a bit
wilder, a bit courser. You could in theory also model some individual strands as
singular objects and then afterwards bool them
to the lion so that it has some more definition
in the hairstyle. But I think this is not
needed here right now. Of course, the whole thing can also be applied a bit
to the head itself. But I find this contrast between the beautiful smooth head
and the rougher mane particularly appealing. Contrast can make things
more interesting. From my references, I
can see that sometimes the curves of the hair are
going against each other. Especially when
they're a bit wavy. They don't all fall in
such a rank and file way, but also sometimes
compliment each other in their rhythm and even contradict. This kind of smaller detail can also
look very attractive. I mean, most people
and animals have some shorter hair throughout
their longer overall hair length. You might have
noticed that I very rarely use shift right now. So I smooth very
little because I find the structure so appealing. You can play with it very well, even if you normally aim
for a very even surface. Sometimes you can use
structure to increase visual interest and contrast
with the smooth parts. We can also create
some smaller strands with our snakehook (K). Then smooth it out a little and then add to it with
the clay strip brush. Oh, here's a small, very deep hole that was
created through booling. We can fill these
quickly and smooth the model like this if
they're not too deep. Sometimes with such
geometry holes, it can also help to set
dyntopo Details size, very coarse and make the whole
disappear in that way. Then afterwards set it to small detail size
again to clean it up. Another way of filling
such crevices would be with the aptly-named
fill brush. With it, you can simply fill up any
canyons in your geometry. As always in Blender, there are multiple ways
to achieve any shape. For the strands, I make sure that I just do nice loose swings with my wrist. It really is a lot like drawing, especially when using a tablet. As I'm going to end up
cutting this around here. So we could either
hang it on the wall, or just put it on
a piece of jewelry I'm not sculpting the
backside of the mane. Of course it's up to you
to really live it out. A thing about intuition
when sculpting, sometimes it is the case that I just have a certain
brush selected. But I want to do
something specific that another brush might
be better suited for. But then I just use the
one I've selected by zooming in or moving or
changing the size, etcetera. So sometimes, and that will
become more with experience. It just the case that we can intuitively rely on what
arises in the flow. I don't try compulsively to find the right brush for what
I'm doing all the time, but just allow the thing that
works in that exact moment. Now I want to make this wave
on the bangs of the lion, so to speak, a little
bit cooler and maybe make it look like
an anime hairstyle. And also don't forget the
parts behind the year. Can you dent that in a bit? Because in my references, I see that hair is
flowing around and over things which
are underneath. And therefore I will create
more strands behind the year, which parts the flow
of the hair around it. If I want to have clear
sections like this, I usually go there with control and carve
some material out. So instead of trying to
sculpt the edge directly, just carve away
material from one or both sides until an
edge emerges naturally. The clay strip brush, as you've probably noticed, is one of my absolute favorites, because it's just so quick to
create beautiful surfaces. And it's also really well suited for creating
those kind of edges. That actually already
looks pretty neat after a relatively
short amount of time. What still needs some work, are the transitions
between face and mane. I want them to look really
chic and not too wishy-washy. You should really be
able to see where the strands begin and
grow out of the head, where the ears begin, etc. Sometimes, especially when
spending too long time at one point, we notice
that we're getting nowhere, we're kinda getting lost. That is a good sign to
go back a few steps and either start again or leave
the part alone for some time. Over-engineering is a real enemy
of artists and designers. And it can really lead
to a lot of frustration. If you don't stop early enough. Especially when sculpting,
it is sometimes super important that you can take
a few more steps back. This is why we're setting the undo steps to 50
in my beginners class. Sometimes it is really helpful. I don't need to add
another strand, at least for now. At the moment, my hand
doesn't seem willing to sculpt anything there
that I really like. Just leave it be and get back
to where you were before. So what I am going to do now is I'm going to work a little
bit more on the whole model. I will show you a few more
refinements now to see how to bring the lion to
life a little bit more. How to embellish the whole
thing a little more. How to make it slightly
nicer and also what to watch out for when indulging in this perfectionism at the end. And plus some extra tips for some potentially
tricky parts. And I'm going to go through
most of it in time-lapse. So if you want to, stay tuned, sit back, and enjoy! And maybe learn a thing or two :)
23. Details and Refinement: Hello there! Much of this lesson is about manipulating and adjusting
the last details. This work is very much
characterized by perfectionism, and it is basically about taking the model to that next
level of development. Sometimes this phase,
this final phase, even lasts as long as the whole creation of
the model earlier. Depending on how much love and attention to detail you
want to put into it. You may be familiar
with the 80:20 rule, also known as Pareto principle, which says you can
achieve 80% of the results in 20% of the time. And then the remaining 20%
of the results will take the remaining
80% of the time. Therefore, a large part of this lesson will also
be shown in time-lapse. So be aware that you can
quickly overdo it in this phase without really achieving any
significant improvement. The trick is to become mindful of what the
results should look like. And where editing is
actually still necessary. Or what may have been
good enough or even just right for a
long time, already. In this last session, I worked on such parts as
reducing the chin a bit and making the eye lids more
elegant and clearly defined. I also tried to make the
cheekbones more expressive. And I refined some
parts of the mane. I also set the detail size of dyntopo lower here so that I could keep a smooth
surface. Of course, you can also slow down the
playback speed at anytime, if you would like to understand
exactly what I did there. Throughout the whole
process, I again, kept looking at references, not only from lions, but also from other statues and sculpture that might
have a similar style and where I felt my
model could profit from inclusion of a particular
artistic expression as well. Here I paid particular
attention to the eye so that the eye lids really stretch around the eyeball
from all directions. And that the surfaces show
even and gentle curves. For this, I used the
grab brush a lot and adjusted the curves of the
model with fine movements. At the same time, I smoothed the surface and defined the indentations
very evenly. Note that if you're
working for 3D printing, you should rather make
the indentations a little deeper and
the elevations a little higher because after machining and maybe after
grinding and polishing, the whole thing will overall
be smoothed out a bit. And the details will
slightly disappear. Here I add the finer details on the point where the
mane and head meet. Because in reality
they hairline is not one perfectly trimmed edge. Some hairs grow somewhat
outside of the main scalp area. And this makes the transition rather soft and a bit fuzzy. To help us with finally
finalizing the shape. Let us now also take
a look at masking. Masking is an essential
ability that every 3D sculptor needs to handle tricky parts of the model much
more gracefully.
24. Masking: One essential technique
that we definitely need as sculptors again and
again is masking. It is especially needed when you want to
sculpt on one part of an object without influencing
another at the same time. As an example, I want to add some material here
under the chin, but it's quite
difficult to edit the mane without also
altering the chin. By the way, this part is a good example of
over-engineering. Actually, the mane under the chin had already
been quite good, but I dabbled around with it too much and smoothed
it out too much. Hence I'd like to
correct this now. To make this task easier, I can use the mask brush. This brush can be found a little bit further down in the menu. You may use it just like
any other normal brush. And if you hold down Control, you can of course, erase the masked areas again. As with any other brush, you can also change
the fall-off so that the edges of your brushstrokes
are more defined. You can additionally increase
the strength so that you're masking becomes completely
opaque and less transparent. With ALT + M, you can simply
delete the entire mask again. Unfortunately, the masking
brush has a problem. If I tried to paint
the chin from below, then a certain part
of the mane is automatically masked as well. That said, this
brush suffers from the same problem as
many other brushes. Namely that it alters all the geometry in
the environment. And not necessarily only what you want to affect
at this moment. But of course, we have some
more tricks in our toolbox, namely, one of it is
the box mask brush. You can actually draw
masking boxes with it. Anything inside this box
will automatically be completely masked without
masking any adjacent areas. If you click and hold down on
the box mask brush icon you can also select
the lasso mask brush or the line mask brush. The lasso mask brush works in a similar way to the
lasso tool in Photoshop. You can freely draw
and the area you encircle with your
lasso is then masked. If you hold control as
with any masking brush, you may unmask again as needed, or you use the line mask brush. And it really masks everything on the dark
side of the force, uhm on the dark side of the line,
of course. Just with all masking, you can always completely
erase it by hitting Alt + M. A third and also very
practical possibility to exclude things from
sculpting is the box hide. It does exactly
what the name says. Namely, it hides
the entire surface that is inside the
box when you drag it. And if you sculpt
now and then reverse the whole thing with holding
control and box hide. Then you can see that
really only the part that was visible was altered. Hiding things in that way, is also very useful if some parts of your
model are blocking the view and or
access to other parts. So you have quite a few options to exclude things
from being edited. Another example for box
hide, admittedly, that looks a bit macabre now, but it will further
solidify my point that this tool is
really, really useful. Now suppose I just want to turn the right side of the
heart into something else. With control, I undo the
whole thing and we're already seeing how
wonderfully this works. You could sculpt this form
without any problems, without affecting the heart on the other side in the slightest. Wonderful. And well done! You have already
improved your Blender understanding in huge ways. We are already pretty
much at the finish line. So next we're going to cut
the backside from the lion, and we're going to do
it in the sculpt mode. No Booleans required, yes!
25. Cut It: Now that our work enters
the final stages, we can evaluate where
would be the best place to flatten the
backside of our head. Because at the end of the day, I want to make half
a bust that might be useful for a pendant or
to hang on the wall. I might have mentioned
this already. To check out where
we might cut it, let's first pretend we
already have a wall here. Go to the object mode
and quickly create a cube with Shift + A
or under: Add and cube. It's way too big right now. So I scale it down again a
bit with "S 0 . 1" and then move it slightly behind the lion with G and Y. It's still a bit too big, so further down...and here, I wanted to scale around the 3D cursor because
that's where my lion is. So you can use this
button up here to make the 3D cursor the reference
point, scale it even smaller... and this way it looks better. Then in the transparency mode with ALT + Z or the
button up here, we can already see
very well where the cube is, whether it is in the right
place to cut the lion. And maybe here approximately. We can have a look at it
without transparency and get a good impression of how the sculpture
would look on a wall, or hanging on the skin. Another useful trick for
previewing such things, go to this yellow button
here in Object Properties. Scroll down a bit and then
go to Viewport Display. Under display as, choose Wire. Now we can see the
location of the cube, while still having an unobstructed
view of our lion. That's really useful sometimes. If you want to see the
stuff you're cutting, just turn on the wire mode. Now there are several options. First would be adding
a Boolean modifier, but I already showed
you this way. Remember to always turn off
the Booleans before moving any booling part or
your PC might protest. Great. That would be one
option. Important: save a version now to be
able to come back to the uncut version of
the lion if needed. The second variant
is actually doing this directly inside
the sculpt mode. We can leave the cube here
for visual reference. Then go back to sculpt mode. And there's a brush
further down here, which is conveniently clearly labeled with a pair of scissors. With this brush, you
can simply cut out a box or a free form
from an object. Sometimes it takes a
really long time to calculate the result. But it is so useful when
you sculpt and need to get rid of certain parts
without much hassle. I'll do that now. And I'm right on the side view. Pull this out, let go. And attention, this
is irreversible. Unlike an unapplied
Boolean modifier, you're doing this for real. And it's done. In edit mode, you can see that the back
now consists of two giant faces. In sculpt mode, you can see that the back has
become a different color. This means this part is
now a different face set. These face sets are very useful for marking
different parts of the model during sculpting
for additional operations. In this case, for example, we could select the
operation face set and extract face set. That means, extracting
what is now selected and making
it a new mesh object. And I show you that. Bang, and we're already
in object mode. And I have created a
completely new mesh and object from the flat back. But back to sculpt mode. We can also grow the
face set which we are on top of with our cursor. We can also add
additional face sets with a face set brush. And if we'd now wanted
to extract one of them, we can choose it by
using our eyedropper. For example, the ear. By the way, if you have
now painted a lot of face sets just for the fun
of it, and that annoys you... Then you can select Make
Face Set from Visible. And that combines all the different visible
face sets into one. Okay, this was just a
small excourse into this useful face
set functionality. This is what our lion
looks like now and we did not need a
Boolean modifier for it, but we were able to do
it all in sculpt mode. If you'd like to visualize
your lion a little bit better, you can do it wonderfully
with the viewport shading. For this, you have to
first set a material. You can do that down
here on the right in the material properties.
Create a new material, and let's say you
want the lion to be a nice golden yellow tone, set the base color and
increase metallic to one. You can also choose the
same material for the eyes. One material can be shared
across multiple objects. You can also reduce
the roughness a bit. And then you can
already visualize the lion wonderfully in gold. How the whole thing could look
like when cast and printed, without even having
to use the rendering. And don't forget to bool
the eyes to the lions head so that they are part of the mesh once you're satisfied
with everything. Well done. So this was the easy thing of flattening the
back of our model. And I promise you that we would also hollow out
the model as well. So let's continue and
do exactly this to make it more lightweight and to reduce the amount
of material used.
26. Hollow Out with Meshmixer: In case you want
to make something really lightweight and reduce the amount of material used in the printing or
casting process. You can hollow out your model. First, safe, another
incremental version to be able to quickly get back to this stage in case you needed. Make sure to bool the eyes to the lion before you
open up the model, If you haven't already. We need an open mesh
to make this work. Hence, we will delete the faces which make up the flat
backside of the model. In any case, it could
be that there are some extra geometry inside,
just floating around. If you want to get rid of
these floating pieces of mesh, which can be created
during sculpting. Select the lion, press Control L to select all the connected
verts on this mesh. Then go up to Select and choose Invert to select everything
except the lion. And then you can just hit X to delete this extra geometry. Back to object mode. Another save version
just in case. And now we will add a solidify modifier
to the lions head. This is going to give this super thin mesh some thickness. Now we can control
the thickness of the mesh through our
modifier options. To make the modifier
true to its numbers, press Control A (in the 3D viewport),
and apply all transformations. When we add the solidify mod, it can be that our new
geometry is overlapping itself. It may be that we have to
try out different amounts of thickness to get an
acceptable result. And maybe we also
need to smooth out that backside afterwards
through sculpting. You also want to be careful not to make the
material too thin. Or otherwise the front might always be affected when
sculpting the back. 1 mm is probably a minimum. Then you have to keep
track of the weight, also. You can do this with
the JewelCraft add-on. Apply the solidify modifier, if you are satisfied. You can try to clean up the backside a little
bit by sculpting. I guarantee you
this is going to be a painstaking process
and probably it's not going to work out
anyway because at some point you are going
to ruin the front faces. If you want to be careful that
you check for each brush, you use front phases only. But with such a
complex geometry, we could also try masking. We can just paint the front of the lion with a masking tool. If you want to delete
the whole mask, press Alt M. Front faces
only was not turned on. Now we can be almost sure that we won't alter
the front of the model. But still, it is very
hard to properly clean up this inside model geometry. So we have another
alternative. Export a version of your lion where you haven't yet hollowed
out the backside, but it should already
be flattened. While having the
model selected go to File, Export and make sure to select selection only in the STL menu to not export, any other of our unused
stuff floating around. Now, download and
install Meshmixer. You can find it under this link, which is also in
the description. You maybe want to opt
out of them gathering, your usage data
during installation. Then open up Meshmixer and load your previously
exported lion STL. You can hide the grid and the 3D printer surface under View so that it doesn't
get in the way. First hollow out
you model by going to edit and choose hollow. Now you can set the
thickness of the model. You can either go by eye, are you use the needed thickness you found out with the
JewelCraft add-on weighing function,
and the solidify mod. Afterwards, just click accept. Now we only need to cut the
backside of the object. First, go to Edit,
create pivot point, select snap to face, center, and choose the world
frame as a coordinate. Click on the flattened back
to set your reference point, which works similar to
how it does in blender. Again, go to Edit
and choose plane cut. Now you can orient the cut on the pivot point by clicking on it, so that the cut will be exactly perpendicular
to the lion. Now you can pull on
the arrow that faces the lions front and pull
until the shell is gone. And we can see the opening. For this purpose, it
might be useful to cut the lion a bit further
back before doing this, so that you have
some material left. You may notice that the inner surface is much smoother than
it was in blender, which might not be a good thing depending on what you need. But for our intents and
purposes and for 3D printing, this is exactly what we want. Now we can export
the STL file again. Comparing it to
the original lion it might be much larger. Now, we can quickly take care
of this in blender again. Let's re-import the
STL into Blender. Now, we use the
decimate modifier. You can see that
the face count is shown at the bottom
of the mod. We want to reduce this
value by lowering the ratio while still keeping the appearance of
the lion intact. 0.8 works. 0.6 also still works well. This would still be more than
enough detail to print it, in the size that we
are planning for. 0.4 doesn't work anymore, as you can see, 0.5 also. So let's stick with 0.6. Let's re-export the STL to
check how much smaller it is. Now, we can see the file size has
been reduced a lot from around 50,000 kB
to around 30,000. Which means that it's only at around 60% of its prior size. Which makes sense since we set the ratio at the modifier to 0.6 and fewer faces means
less data to store. Now, last but not
least, for printing, let's check the file
out in a slicer. We can check if it
gets sliced well, even if we don't want
to print it ourselves. But if you do happen
to have a 3D printer, you will need to do this. I am not going to go deeply into the slicer settings as this is a
whole topic in itself, depending on what material
you're using and what for and what kind of
3D printer you have. But just some basic
thoughts on what to watch out for in a
model like this. I am using Prusa
slicer and just load the model or drag
and drop it in here. Try slicing it in the highest quality setting and
check out the layers. If you worked rather
detail oriented, it should all get
sliced well and no missing geometry or
holes should be visible. Congratulations,
your model is now printable in a lightweight
material saving fashion. Alright, to finish up, let's now look at
the render setup I used on the
presentation rendering.
27. Bonus: Render Setup: Ladies and gentlemen, let's
check out the render setup to achieve this slightly
dramatic and might I say, pretty darn cool looking
lighting effect for our model. You may find the
complete render setup .blend file in the
class resources. If you haven't already, now is a perfect time to
download those so that you may follow along my explanations
of each aspect of the scene. First, let's take a look at our render settings
from top to bottom. These are pretty
straightforward. I've chosen cycles
for this setup, in contrast to the
title slides and the vortex animation in the
beginning of each lesson, these were done with Eevee.
De-noise for the viewport as well as the final render
is turned on, so that our artwork is
properly noise-free. I've chosen 2000 samples
to make sure to get a really high detailed picture and because I didn't care
about a quick render. But usually for a static scene, you might get away with 100 to 200 samples without a
noticeable lack in quality. Although with particularly
low settings, the denoising might take a
bit longer respectively. Here are three versions, slightly zoomed in with
100, 200 and 2000 samples. Here are the same
three versions. Without de-noising, you'll see how much of a
difference denoising makes. Be sure to have it turned on, especially with a
low sample count. Basically, all other settings are at the default except
for the sample count. In the second menu, you
will spot my format, which I set to 3,840 x 2160, which is quite a
high resolution and would be the equivalent
of 4K on YouTube. Basically, all my
other render settings here are at the default. Let's now move on to
the actual scene. I quickly check if
camera to view is turned off so that I want move my
cameras around for now. As you can see, the
render preview in the viewport is turned on and
gets updated in real time. I have opened a new panel with
a shader editor down here. But for now, our world
environment color is a simple dark gray. This is also visible
on the right. under the World button. We could also alter the
environment lighting here, and it will be
visible on the lion. The reason we don't see
the different color of the background is because behind the lion
there is a black plane. Let's take a look at
the actual setup now. First I switched
the render preview off and choose the solid mode where have turned on Matcap to have a metallic
preview of the lion. We're looking at
three cameras for different angles and four lights. The cameras look a bit weird and we're going to
fix this very soon. We can select a camera
and with control + 0, we can look through it
towards our object. On the right in the camera settings, you may see that I
switch the camera to orthographic and
not perspective. This works in the same way
as the orthographic and perspective view in the
3D view port itself. The orthographic scale
allows us to zoom in or out so that we don't have
to move the camera around for different
views constantly. It is clever to duplicate them until we have the
main angles covered. We may also switch to
perspective mode in the camera. Then we can also see the
Matcap metallic effect on the background plane. Notice that the scale settings have now switched
to focal length, just as with a lens
on an actual camera. Then I tried to close
the shader editor, but I kinda messed up the
panels and tried to fix it for an embarrassingly
long amount of time. Honestly, these things
are sometimes just to finicky. Constantly, when
I thought "now I got it", the next panel appeared. My girl, finally, you got it. Okay, back to the topic at hand. After playing around
with the placement of my panels for I
don't know how long. And also with my lion for a bid, I produced another render
which was quite satisfying. Don't forget to click
on Image, Save As, and save your picture in your
preferred rendering folder. I like to have a dedicated
Render Output folder in the same folder where
I keep my blend files, especially for larger projects. Now let's do something about these hideously large cameras. Well, is it size? No, that isn't it. Let's check under
view-port display as these cameras might not
have downsized accordingly. When we set the units
in our scene to millimeters. And there we go, setting them to 10
mm instead of 1,000 mm does the trick indeed. Now we can move on to the lights. You may discern that our
lights are called points, but I previously set
them to be spotlights in each light's setting. The reason I chose spots
because they emit a clearly directed light beam
and are nicely controllable, just like a spotlight on a stage that is focused
on the main actor. Hence, they're able to produce nicely dramatic
lighting effects. For soft, evenly
distributed light, you might want to opt for a point light or an
area plane instead. We can also turn on a preview of the lighting effect in
the preview window. But I found this to
be quite slow and usually just test it out
on the scene itself. But if you want a
clear view of what your light is doing, check here. In the viewport, you may move the direction of the light
around with the arrow. The radius, by
default is set to 250, And we will not alter this here. Looking at the whole
scene from the top, my lighting setup
consists of four lights, one of which acts
as a primary spot light, and one which is behind our
model for dramatic effect, and to bring out the
silhouette of the model. The lights have different
spots sizes which you may find under beam
shape in the settings. The tighter the cone, the more concentrated
is the beam. Three of the lights sit
at around 45 degrees, the fourth being a bit softer at around 120 degrees,
to cast a soft yellow, kinda ambient light
around the lions features. In general, I choose
the placement of the lights for my
sculpture so that the features are clearly
defined while still having a clear main
light source as well. Two are shining from the left. One being this softer
yellow, orange light. And the second one
which casts a stronger, more directed and less saturated pale yellow
light from the left. The softer light is
set to 30 watts, and the harder beam
is set to 80 watts, which works well in these
default exposure settings. In the front right there sits a blue light with a lower
wattage of 20 watts, which gives a soft blue in opposite to the warm
yellow orange tone coming from the left. Since the main light is coming
directly from the left, it is also there to light up the otherwise very dark
right side of the face. The back light I placed directly behind the
object and set it to 70 watts so that only
the silhouette of the object is lit up looking
at it from the front. Why did I choose
these light colors? First, they look pretty cool, but then there's also a bit
of color theory behind it. Blue is the
complimentary of orange, which gives it a nice contrast towards the main light source. I have toned the backlight
a bit more towards the pink, hence introducing a bit of blue into the red and
visually marrying the soft blue glow together with the backlight forming violet, Together with the yellow orange, this forms a harmonious
trio of colors. So, yes, knowing a bit about
color theory definitely may help you choose a really
nice and harmonious, colorful light theme
for your scene. Now what about the plane
and the background? Since it is dark, couldn't we just set the
background itself to black and omit the plane? Yes and no. Now if I set the world
background to completely black, it will affect the shadow
on the lion as well, and it becomes a bit
too dark for my taste. If we instead set a black
plane as a backdrop, we can leave the world
background at a dark gray, hence leaving the shadows on the lion's face
slightly brighter. Of course, play around with
all of these as you like. This is just the thing
that I found worked really well for this
particular model. The material of the lion is
a standard material with a metallic value set to one and the roughness at around 0.5, the eyes have the same material, a little bit of a
lower roughness to make them a bit shinier. Now, what about the
material of the plane? It's also very simple. Just another standard material where the color is set to black. I also made it metallic so
that it is truly black. Try turning off the
metallic effect, it makes a big difference. Another fun thing you can do is give the
background some texture. If you'd like to try that. Here you may see my node setup, which alters the
material properties. In this case, I
used a mix shader to combine two
principle BDSFs. One just of a dark
brown metallic color, and then I plucked a wave
texture node into the other. You can create those nodes just as any other object
which shift a. The search function is
especially nice for those nodes because
there are so many. Try adjusting the texture
values and see what happens. Well, that was my walkthrough of this basic but very
effective render setup. Have fun adjusting it
for your own project. And if you want to share
your creation with us, please do so in the
project gallery. It will be a very cool
show off piece indeed. If you want to present
it on social media, please tag @Phialo_Design so
that I can reshare your work. Now, after a lot of tweaking, we are basically finished. <3 Big congratulations <3 And now please enjoy
the outro video...
28. Outro - Final thoughts: Hello there. I'm thrilled to have
you here for the outro. If you've only peeked
into this lesson, I invite you to try out
some of the earlier ones. I guarantee you won't regret it. If you had a great time and
learned something valuable. Here are a few things you can do to enhance your
class experience. Classy. Share your project pictures with us in the project gallery. I will provide
feedback and you can receive likes and give
others likes as well. Let's celebrate each
other's creations. Leave me a review. Your constructive feedback is immensely helpful
for both of us. Share your thoughts about the class and help me
improve future lessons. Additionally, your review will help spread the word
about the class. So if you enjoyed it or
have any suggestions, don't hesitate to share. Tag me on Instagram
@Phialo_Design when you post your designs. I love to see your
work and of course, reshare it with the community. Don't forget to check
out my other classes or explore my free content
on YouTube. For now. I wish you a fantastic day and thank you for being
a part of this class. Most importantly, keep
exploring and creating art. See you around...