Transcripts
1. Intro to 3D with Nomad Sculpt (1.76+): What's up guys drug-free Dave, here and welcome
to Introduction to 3D with nomad sculptor.
Hope you're excited. I actually got accepted to my art school back in
1999 as a 3D major. But I don't know if it was
the teachers or applications, but it just never clicked. I just never understood
3D cut to 20 years later, I discover nomads, God, I never thought
that I'd be able to do 3D or get into that world. But now that I am completely obsessed with nomad scoped and completely obsessed with 3D. I'm happy to bring
this class to you. This is a more recent class because nomad goes
through a lot of updates. You don't have to
have any experience with nomad scope for this class. I know how it feels
to be completely lost into here and see 3D work. And think that this is, I'll never be able to
do things like that to feel that there's some
sort of gatekeeping. Like you watch a
video and people are talking about terms
and you literally, it feels like they're talking
in a different language. I completely understand
that because I was there not so long ago. It is accessible and
you can do it 100%. You can do it. And I'm just here to help. There's so many different
applications for 3D art. You can prototype jewelry, you can make jewelry, get it printed by
those machines. There's 3D printers. You can get your hair
3D object printed. You can print out
your 3D characters, pretty much anything you want in 3D now you can print out, I'm really excited
that you're here, and I hope that you're as
excited as I am to make these classes and bring you these classes and teach you
everything that I know. And let me tell you, I'm
learning new stuff every day. Once I can figure
it out in my head, I love to make tutorials and
just show people how to do it because I was completely
lost when I started. So now you don't have to be. So we're going to learn
how to start a project. How to add shapes, which are called primitives. How to block them out
to make our character, we're going to learn how
to use all the tools. I'm going to walk you
through all of the menus. And of course there's a lot, so you're not going to
remember everything. But we'll sort of
work in a way that you'll have to continue to do certain things and then
you'll get used to them and you'll get used to where they
are and why you need them. We're not gonna do
anything really crazy or really advanced. We're going to walk
through everything step-by-step slowly. So you shouldn't have an
issue following along. If you do, just pause, you can always go
back and just follow and see exactly what I'm doing. It's really amazing what
we can do on just tablets nowadays and things that you
can create a nomad sculpt, the sky is the limit and
it keeps getting better. So I can't say that 3D is easy or that it's not difficult, because it's not easy.
And it's very difficult. But you can do it.
And then once you can do it, you can get better at it. So with that said,
let's move on to the next video class project.
2. Class Project: So welcome to the class project. As you know. I'm not really into
giving homework. You just have to create
some cool 3D stuff. And that's essentially what
we're gonna do in this class. We're just going to
create cool 3D stuff. My main goal for this is to just show you how
to start everything, starting a project,
adding shapes, putting the shapes together, using the tools that make them look how you
want them to look, lighting it, post-process,
that's your scene. So obviously that's
the bare bones of it. Now it'll take a while
before you can master it. Because it's a lot it's a lot to wrap, to wrap
your mind around. But I guarantee that you can do it and just have fun with it. And of course I'm always here. You can write comments in the discussion tab.
That's what it is. You can write comments
in the discussion tab. I'm happy to answer
any questions. And nomad might update tomorrow if they do,
and there's changes, just write them in
the discussions because I'll have
to figure those out and I'm more than happy to work it out and
get you an answer. I think you're all
set to get started. Again, this class project, take everything that I teach
you and just make some cool, interesting, weird 3D
things, 3D objects. Once you start having
fun with it and understanding enough
to have fun with it, then you're on the right track. Alright, no stress. This is gonna be fun. I'm
passionate about doing 3D. And I'm also passionate
about trying to explain things in a way that
anyone can understand. So let's move on to the next
video, getting started. So you can get started
on your 3D journey.
3. New Project, MatCaps, Primitives, & Gizmo: What's up, guys? Welcome to getting started. I know when you open nomad, it can be a little confusing. But I'm going to try
to make this as easy and fun as possible. So right now we're using 1.76. Hopefully the next updates
shouldn't change too much, but I just thought
it was time for a new update with nomads scope. So you should see something
like this when you open. And we'll just go over a lot of this
things on the screen. So hopefully things will just
start making sense to you. As I go along. I'll try not to get too much
into the sizes of things. Because to me that was the first thing that
made 3D sculpting very confusing was
low poly, high poly. And sort of getting ahead of myself and then
watching a lot of videos where things were very advanced when I just wanted
to make cool looking things. So just keep that in mind. I really like to sculpt, to
have fun and make 3D art. So if I do point out
some things size-wise, it's just so our
sculpt doesn't get out of hand because it is important, but not really right now while you're trying to
get to learn everything, there's gonna be a
sphere at the start. This is this little sphere here. This will tell you like
where you are in space. Obviously, if you
can tap front and this is the very
front of our sphere. This is also called
a mesh or a 3D mesh. And as we manipulate it, it'll always be the 3D mesh. Right now it's a sphere. There's lots of different
names for things. So that's another thing that can be very confusing
when it comes to 3D. But it's a 3D mesh. It's a 3D sphere. This is our 3D object
and this whole thing is our 3D project or our 3D world. So the first thing that
I do when I sculpt as I change from lit PBR. Lit PBR is just the fact
that this is white. This is the sphere is a color. And there's a certain lighting
from the environment. And I find it a little
harder to sculpt that way because white is just very difficult to see when
you're sculpting. So the first thing I'm
gonna do is go here to this little sun icon
and see it has lit PBR. And I always just change it
to mat cap for a long time. I thought it was my cat, but I always change it to Matt cat. So you can click on these little thing if you
want to read more about it. But this is what I use. You can tap here and you have a bunch of different makeups. Matt caps. So there are lots of different colors and
they sort of make your 3D mesh look a certain way. But I use this one
to sculpt with. And also I don't
really like the grid. So if you want to
get rid of the grid, see if I can choose
the right one. Is it this one? Yes. So you go to this little cog and you can check and
uncheck Grid here. You'll notice that in the
next one over there is these shortcuts add shortcuts,
add lock selection. And maybe voxel. Remember, you can
add that as well. So these are the shortcuts so that I don't always
have to come in here. I want to turn the grid off. I can just do it from here. And things like that. I don't really like the grid. So now we have the
grid turned off. And remember if you
get turned around, just use this
little guy up here. That's the top. You can just go
back to the front. And as I move it around, if I want it to stay this
in this orientation. Sometimes I just tilted a
little bit and then hit front because it's in the
front and you tap it, it's going to flip to the back. So like if you want it to move
it or something like that, not flip to the back. Just tilted a little bit
and then just hit front and it'll front itself. So this first icon here, this little nomads coped icon. This, you really want
to have to use much. There's a turntable and you
can play around with that after you have a mesh, we can't really
see this turning, but it's actually turning. It's actually spinning.
So that's kinda cool. Not too much here. This is more just information. But I wanted to go in order. This is our information about
our scene, about our mesh. Obviously, this is our sphere. And 98.3 k is a lot. Usually when you're doing
any sort of sculpt, I tend to not want to go higher than 5 million
even in constructing it. Now that I've been doing
3D for a long time, I usually can sculpt
what I need to sculpt and have it be maybe
2 million Macs. But this is something you'll
learn as you go along. A simple way that we can
reduce this size is, let's just go to this
window here, the scene. And let's delete this sphere. By tapping the delete button. And now we can just
add a new sphere. So you just hit the Add
and then you hit sphere. So now we have a new sphere and you see the number is 6,000. And that's something that I
always do when I start off. I don't know why that opening
sphere is just so large, but I was just replaced
it with a regular sphere. Okay, so let's go back
to this project icon. This is everything
that you would expect. We have saved, Save As e.g. I'll save this as Skillshare beginner 2023. So now our project is saved. Of course you have
open ad to seeing new advanced import
add the scene. So if there's something
you download it for, I'll probably have a few
little things that I've made. If you want to add
them to the scene, then just tap Add To
seen minor in assets, but there'll be
wherever you save them. And let's say you want
the, the backdrop. So I call it a fresh backdrop. You just select it
and then open it. And it'll open like so. Let's go back to the front. So now we can see our sphere
and we have the backdrop. The backdrops only 385. Let's hide the backdrop.
So just tap on it. And then go to our scene
again in the little i, and then just hides
the backdrop. Now let's tap on the sphere and then bring it back
to the center. Okay, so back in this folder, autosave, I turned mine off. You should probably
leave yours on, but I find it annoying. So I have mine turned off. Export. We have I think it's GL, TF, OBJ, STL, and nomad. When I'm saving things in nomad, I usually just use nomad. If you have about ten
things and you just want to save particular things, then you do this checkbox. And this just means that like right now I only
have one object, so it's just going to
save that one object. Otherwise, if you
don't have it and you save it as nomad
and you export, there's just going to
export everything. Okay, render. All render means is to make the image to create
a final image. So render just means like
if you ever look at a, an image of a 3D object or a
3D scene, That's a render. So you can do it with the
transparent background. That means obviously
no background. It'll just be black hair, it'll just be transparent. Show interface. This
is your interface. So that means it'll show
all of this information. Render ratio. Obviously,
I keep mine up high. Just so it's the
highest it can be. And of course you have
all the sizes down here, and these are just
your export size and it exports in PNG. You see once you hit
it, if it's really big, like if you do for k, this little pop-up will
happen and that's fine. Just make sure that
you save it first. Anytime you're going to export, save it, then go back and
then you can do this. So if it does crash, at least you already saved it. You'll be able to open
it up and either make some changes or
figure out something so it doesn't crash
when you export it. So I think that's everything
in this project window. Everything is pretty
self-explanatory. The next one is our scene. Scene is obviously
where our meshes are. Obviously you see our sphere. You see it here,
and it's yellow. And that just means that
it's not validated. So essentially what that means is it's not exactly
part of our scene yet. There are some
things you can do. So as much as I would like
to just stay on this scene. Everything is connected. So I do have to jump around
a little bit. So e.g. if I go to fresh backdrop, you see this changes. If I go back to sphere, you see this changes. And this is because
it's not validated. Which means that there's just some other
options that we can do before we make it a
concrete part of the scene. So when you go here, you have parameters,
subdivisions, so you can play
around with that. And this is just subdividing it so that it's way low poly, low poly, obviously,
super small size. And this is made up of polygons and they're just less of them. So when there's less of them, then it starts to
look like that. So you have all these
options which you can just, you know, leave them for now. But I just wanted to
show you a little bit of these extra options here. We have our sphere and there are a few things that we can do. If you go all the way
to the top right. This is, these are our tools. And there's not many of them. The only tool that we're
seeing right now is the gizmo. And the gizmo, I can just move
it around and control it. So if we tap on gizmo hoops to be tapped one Gizmo up here. The gizmo is just essentially
it's just a controller. I'm going to make
it a little bit thicker so you can
see it clearly. This is the controller. You can move it up and
down with the green arrow, left and right with
the red arrow. Then if you tilt it, see
there's forward and back. You also have this
orange this orange ring. Let me make it smaller so
you can see the orange ring. So this orange ring is just
size, bigger and smaller. Then you have these
little things too, which can be kind of annoying, but I usually use these
spheres that stretches, it, stretches it, things like that. So you have a lot of,
a lot of options with the gizmo even
before you validate, but you can validate. And you'll just have
more options and more tools that we'll
get, we'll get to later. Alright, So I just wanted to
be irregular sphere again. So I'll just put it back
to a regular sphere, a double tap to undo. And then I'll just validate.
4. Primitives & Repeaters: Okay, so the gizmo is
really, really important. That's something that
we're going to use a lot because everything we do, we're going to be moving
moving it around. But if you'll notice
that if I tap front, there's a red line going across this fear and it's not straight. So that just means that while I was moving this around or
doing something with it, I changed the symmetry
of the sphere. So I don't want to get too deep into symmetry because
it's very confusing. But there's always going to
be two types of symmetry. There's going to be
the world's symmetry, which is the whole project,
which is everything. Then there's a local symmetry, which is the sphere. So no matter where
I move the sphere, this red line is
the local symmetry. Going down. See even if I tilt it, that red line is
the local symmetry. And what I think is
really important is keeping the world symmetry and keeping the local symmetry. So there are ways that I can get this back to be straight, because right now if I
press front, it's not. You can go here to the
gizmo and you can hit Move origin and reset. Now if I tap front, oops, I accidentally hit Undo. So now I'm on the back. Let's look at the front. So now when I tap front, this is straight down.
So that's one way. The other way is just
to delete the sphere in the scene and add a new
sphere and then validated. And I know that's
a bit confusing. But for a lot of
the things that you can make and probably what
will make in this tutorial. We want everything
to be symmetrical. We want to be able to use the symmetry of our sphere
and of the project. So it's just a lot easier
if we can use the symmetry. And if everything is
lined up and straight. Back to the Scene menu, we have our fresh
backdrop which is hidden. We have our sphere. And this is where you
add different shapes. Always keep in mind that when
you're doing 3D modeling, when you want to
model something, even if you look
around your desk, Everything is made up of shapes. Some things might
have rounder edges. Some things might be
cylindrical or boxy. But everything is
essentially made of shapes. So let's shrink this. Let's go to our scene. And let's add, let's
say we wanted to add like a little table
or a pedestal. The best thing for that would be a box. Now we add the box. And anytime you add a primitive, we go to the ID here you see
these are called primitives. It just means primitive shape. So that's how that is a
shape. Just a primitive. That's just the raw shape that
you can later make things. Again, they have
to validate thing here we can go ahead
and validate it. And now you see the box
here. We have our gizmo. So if we wanted
to make this like a pedestal or like a table, then we just have to adjust it so that it works how
we want it to work. So let's shrink it to
get shrink it down. Then we use the orange
ring and make it bigger. And then we can
shrink it down again. Something like that. Let's zoom out a little bit. And let's bring it down some. So we have something like this. That can be our, you know, our little floor for our sphere even though
it's going through. But we might make something with this later,
but that's fine. Of course we can go to add
and we have different shapes. So let's add a cylinder. Now we have a cylinder here, and there's other
options that you can do. Obviously, we haven't
validated yet. And this is one of the
things that you want to do before you validate like so
let's say we have a cylinder, but we want to make like a, Let's say this is
a ice cream cone. Like this is a snow cone
or something upside down. And we term want to
turn this into a cone. Of course, we could
just add a cone, but just as in a, just as an example of what we
can do before we validate. So for our cylinder, you see we have gizmo here. Now it's a little tricky and
you'll probably forget this. But you can tap gizmo and
now there's more options. So just remember, when you add a shape and the gizmos there
and you don't see this, then you can tap it, see how it goes. It's a little tricky
because it's, it's harder, it's easy to
forget that that's there. So if I tap the gizmo now we
have all these nodes here. See we have two green ones and one orange one
and outer thighs, just like playing around with
these to see what they do. See this stretches it. Just stretches this side. This one makes it wider. Now you see radius
here and you see Edit. Obviously. Edit just
brings back those nodes. You can't really do much
with it unless you tap Edit. Radius. Radius will always give you different node options. So there's a few other
tools that use nodes. Anytime you see nodes, the radius will affect how
those nodes, those nodes work. So if we tap on radius, now you see there's
two orange ones. Now we can make a cone
where we can make a bucket or a lamp
shade really easily. So if I bring this together, like so, you know, that, that will be
like the snow cone. But obviously the easiest
thing would be to use a cone. But I want to show you
how to use this cylinder. Another thing with cylinder, you can do whole and then you can make a hole in the middle. You see that there's the orange and then
there's the blue. And the bluish is the
width of the whole. So there's lots of things you
can do with the cylinder. And also for each
shape. Before you. Before you validate,
you can tap mirror. So let's go back to our gizmo. So now that we have
mirror checked, this happens in the scene. See there's a mirror here and the cylinder is
underneath the mirror. So basically what that
means is if you tap on the cylinder and then you
tap on the red arrow, now you have to, in anything you do
will just be mirrored. So if we wanted to make like cat ears or something like that, you can use your Gizmo and just move things over like that. If you tap it, it goes away. Okay, so let's validate that. Let's say this is what
we want, we validate. So now we have a red
mirror and a red cylinder. This mirror is
called a repeater. Repeater just means that it just repeats whatever is connected to it underneath
in a certain way. So that's a repeater. So this mirror is
just a repeater. And there's other repeaters. So I'll show you some
of the other ones. I'll just so let's say e.g. let's add a torus. Torus is just like a ring. You have to be careful
sometimes when you add, it will go into the repeater. So just long press and
then just drag it out. And if you want to rename these, just tap on the three dots name, let's call it ring. So let's bring the
tourists, the tourists up. Let's say we want to make
it a little bit thicker. So remember you can tap
gizmo and now you have these options here that
you can experiment with. Okay, so let's say it was
kinda doughnut shaped, but we want to use
another repeater so you can always go
back into your scene. Add. These are your repeaters. So we have array. An array is like if you wanted
to make a donut wall, you could, you would use array. Again. Don't get confused with the
gizmo of the gizmo is there. You can tap it and you
have all these options. And here's a little cheat
for things like array. If you look at your Gizmo,
green is up and down, red is left and right. Blue is back-and-forth. So remember that. So when
you're using the array, we have a red count, a green count, and a blue count. So you just slide on the number. You see. They all pop up like that. Size is just the distance
in between them. That's all that is. So let's say we want to move
everything over. Just go back to your gizmo, move it over and
tap gizmo again. For the green count. C. If we go, they go up. For the blue. They
go over like that. And let's say we want to
separate these and we just have to expand the size
in-between them. Okay, So if we do
add and we do curve, again, we have the nodes C, we stretch the nodes out. We want to add two more
here to kind of make a curve and we want to make
these fill that curve. You could just change the count. Just like that. We
don't want it closed. Again. We have radius here. So that just means
it affects the node. So if we tap that once, one side can be bigger,
one side can be smaller. We tap it again. Three is anyone you
can adjust any one of these to make it bigger
or smaller. It's creepy. It looks like a caterpillar. So let's curve and then you can just kinda keep going with it to make different things
that you might want to make. Remember, I don't know how
my donut cut like that. But if I want to put it back to the regular size or irregular
orientation for front, I'm just going to go reset. And then I'll go back to my
gizmo and then raise it up.
5. Repeaters & Voxel Merging: I want to go ahead
and validate it in our ring is validated. So you can play around with
these other ones radial. Notice that nothing
is happening here. And this is very
confusing about radio. So when you add Radial, you can't be on the radial line, you have to be on the ring. So that's very
important with radial. Radial is this. If
you wanted to make a circle using these, you'll notice that
we're on radio, but nothing is there. So you do have to go back to the radio to get to the options. But the options are
hidden right now because of the gizmo. So tap Gizmo. So radio y is four. So if we put it to ten, you see these little
circle nodes there. And the reason why
those are there is because it's repeating. But they're not moved out. So they're all within
the same doughnut. If you go back to gizmo and
then you go back to ring, then you can see
the separate ones. So that's radial. So just remember when you're
doing Radial, you might have to
go back and forth to get two different options. If you want to move it,
then you have to go to the ring and move it like that. But if you want the options, you have to go to radial
and then you can adjust it. Okay. I'm just going
to drag the ring out, delete the radial and reset
this, move it back up. And the last repeater is mirror. That's the same thing that
we've already played with. Let's go to our gizmo. We go to the ring, move it over. And now
it's just mirrored. If I didn't say
before these rings, just obviously they
just turn it in space. They turn it on its own axis, bring it out of the ring, and delete the mirror. Okay? Anytime you want to affect a certain mesh, you just tap it. And I think a good
exercise would be too. Let's make a sphere and
make two ears and nose. Let's get rid of all
this other stuff. So we'll go to our scene. And for the rain, we can
just delete this mirror. You can tap on the
eyes to make sure it's the right thing we can delete. Now if we want to
make two years, you would add a sphere. You can move it up, shrink it. Tap mirror. Can move it out like
this. You can stretch it. And maybe you want
them to be coming out. Instead of like
pointing straight up, you can use that blue ring and
just tilt it a little bit. Then you can move it down. And let's move it to the back. Maybe we want them facing back a little bit so you can
just bend it like that. And easy way if you
want to make a nose, you can tap on this
sphere we already have, and then you can hit Clone. So you hit Clone. Now
we have another one. It's the same as before, but you can just manipulate
it and move it around, shrink it, something like that. And this is how
these look in here. Obviously the ears or a mirror. And then we have
the extra sphere that we made for the nose. And it's always good
to label everything. That way you don't get confused. Once you if we like the ears and we want to leave him there, you can select both of these
Validate, Join children. Joined children just
means that it will make, this will be one piece
when we join them. Ears. So remember before when I was telling you that I
want everything to be in the middle and in the
center because of symmetry. So here's a little trick
that I like to do. Let's tap on the sphere. You see this red line, yours might not have that, but this is how you put it,
this is how you add it. So go to symmetry, this little option here. And then just scroll
down to show line. So now once you have show line, anything you tap on, you'll see the symmetry line. So if I'm on this
sphere and let's just say we're gonna get to
the tools and a little bit. But let's just say
we want to use drag. You see there's two dots. That's because symmetry is on. Turn it off. There's
only one dot, which means one side. But if I want everything
to be symmetrical, tap symmetry, which is the same thing as
turning it on here. See how this changes. But if I want both
sides and symmetry is on napkins in both sides. So if I wanted to adjust
this a little bit, Let's say I wanted to use Move, make the tool a little bit
bigger. You could do that. And it will be equal
on both sides. I'm going to tap on the ears. You don't see it because
we're still working with the center of the world.
The world center. So I can use the tool and
it'll happen on both. That'll be very helpful
when you're making things because there's two eyes, two ears, two arms, two legs. So symmetry is very important. And that's why it's good
to keep everything in the center and not move
everything from left to right. Okay, so just to kinda go
back over what we just did. This is our scene. This is all our shapes. In all the things that
we've added here. These are our
repeaters if we need. But right now, just
focus on the shapes. Just experiment with those. If you want to make things easier, want to use primitives, you want to use these shapes.
That's where those are. And I just stop. I mean, those
those heels on the floor above above my
apartment or so loud. Okay. So back to the scene. Let's see. I think
that's pretty much it. That's pretty much it. Obviously very important. This is where you
add your shapes. So let's say we wanted to, we like this, but we want
to join them together. Let's say we want to
join them together so we can move
everything at once. You can select everything. And then you can use your Gizmo. You can do it that way and you can move
everything at once. Let's take the box away. And you can move it like that. So that's one way
to move everything. You can also, you can select whatever you want to be together and
you can join them. Now, there's join and voxel, and they're very different. Join sort of means like
to group them together, except you can always
separate them. So I've just joined all these
shapes and it says ears. But if I want to, I can press the three little dots
and I can separate it. And now you see this
blue thing here. But now we have everything
is separate again. So that's join.
So let's go back. So now we have these
three shapes again. But if we want to add them
all together and then solidify them and make
it really smooth and make it like one head. You take all of them,
select all of them. You can do a voxel merge. Voxel merge and box will re mesh are
essentially the same. But since we have multiple things that
we're merging together, It's a voxel merge. So just tap voxel. Then this window will pop up. And voxel merging is just how you solidify different meshes into one solid mesh and
they can't be separated. And this resolution number will, this is essentially
how it will build it. It might add polygons, so it might make
it really dense. If we put this
number really high, you'll see if you go higher, it starts to get to the red. That's very, very high. That's a high number,
high density. You don't usually need
to go up into the red. So let's say we want to
just do it at like 200. 200 will solidify them. It'll keep all of
the meshes soft. I like to call them
like clay is mama name CLI have a holistically
it keeps it fairly soft. So 200 is usually a safe bet. So we move that to 200. We don't really have to
worry about these right now. And then we do voxel merge. So now it's a mashed. It just says ears. Let's rename that to head. So now if we look at it, you can see that
everything is connected. It's no longer separate. But we want it smooth. We want it to look like a
nice smooth, like one piece. We don't want these like, you know, these things here. So in order to do that, then we just need to
use the smooth tool. Once you have this smooth tool, you want to make sure
you have symmetry on. Because remember all of
these are still symmetrical. We see this line
down the middle. So you want to smooth it evenly. You don't want to have
to smooth one side and then some of the other side. So make sure that
symmetry is on. Can bring the size up. This is intensity and
this is your size. My intensity usually stays
up to around like 75. And then you just move away. Zoom in so you can kinda see
how nice it starts to look. And also notice that it doesn't move the clay quite a bit. If you wanted it
to move the clay more like if you want it to be simplified more than you would voxel remeshing
it at a lower number. Because I'm Clay
would be much softer. The lower the number is. Okay. So now you see that
it's one piece.
6. Dyntopo, Cloning, Instances & Decimation: Like I was saying, if I
really want to minimize this more than all voxel Ramesh. So I'll go back here, back to voxel and ramesh. I'll bring it down to like 75. Then 3D mesh. And you might
see me do this down here. So this is the voxel
shortcut where you just swipe up and then you
change the resolution. Then you can just hit voxels.
So it's the same thing. I might just do it
from down here more often because I'm
used to that now. So now we've lowered it to 75 resolution and you see
how much more it moves. Because the clay is much
more soft and you see how you even lose a
lot of the shape. So just remember that's because it's a very, very low number. I just undo, undid those low numbers when it
comes to doing details. So let's just take
like crease, e.g. the crease tool doesn't
look that good. And that's because again
it's at a low number. So you see how that looks. So I'll undo it. Voxel Ramesh at like 400. So now I have auxiliary
meshed at 400. You see all these little things. I'll just smooth those
out really quick. So I have auxiliary
diminished at 400, which makes our
mesh much denser. And when things were denser, you can see details better. If I go back to crease. See the crease is a lot cleaner. So just remember, high
density, high res. You can do detail, whether it'd be
painting or anything. That's where you do
your high detail. But if you drop it down to 75, you see that details gone.
But that might be good. Say you didn't say you made
this but you didn't like it. Now you can just smooth it out. And then you can bring
it back up to a median. Let's say just like 200. Not too hard, not too
soft, right in the middle. Okay, so back to our Scene menu. We kinda went over this clone. Creates a clone. Let's go to where it
gizmo, move it over. So we've made a clone of this. Now this is exactly the same as this, but they're separate. They're just cloned. So if I
take drag and I drag here, nothing happens to this one. This is on its own. So this is the,
this is the clone. So let's delete that. We'll tap back on this and notice the very
last one is instance. If your instance, it almost
looks the same as clone. You can move it over
just like clone. But it's instance. So just remember if
something is instance, then this is a, this is a cloned
instance of this. So now there are
instances of one another. So if I take drag
and I drag this, it happens to that instance. Now it's essentially
just a clone. So that's the only
difference between clone, clone an instance. I don't use instance too much, but there could be times
where it's useful. Usually I'll just either clone or if I really want
to make two of them, you can probably just mirror it. Okay, so let's move
into the next window, which is like multirate
as sub-divide. There's voxel, didn't
Topo and Deci UV. So a lot of these things
are very confusing, but I'll just go over
them fairly quickly just in just to show
you. But it's okay. You don't really have
to remember a lot of this right now, but I
want to be thorough. So let's tap on the head, go to our scene
and just hide it. Let's tap on the ground just
so that goes, goes away. All right, so let's
add a sphere. A sphere. Now we have a regular
sphere, 6,146. Let's validate it. So first, we have multirate
is multi-rate, essentially. The multi-resolution. I don't use it that much. I think this is the best
way to kinda show you. So let's say I just want
to do details on this. So I have my sphere,
but I wanna do details. And I'm like, oh, that doesn't
look, that isn't the good. I want more details. If you voxel Ramesh high,
that's how you get detail. So you think, okay,
so let's voxel. Let's rematch high
because I want details. Let's go crazy. 500 3D mesh. So now you have all of these
that you have to smooth out. The reason why that these are here is because we
voxel remeshing it, added a bunch of polygons. And I don't know, that's just the way
that it calculates out and it's kind of annoying. But you can sub-divide it. And then you can
voxel remission high. And there's much less like you could have
subdivided again. But there's much less of them because it's starting
out with more polygons. Why don't you explain
this to me like I'm five. Essentially, what
subdividing is. Let's see if I can show
you on the wireframe. Let's use a box. So let's see if I can explain
this a little more clearly. Let's turn on the wireframe. We have a new box. If you want
to turn on the wireframe, I think you can go to this icon. You can turn it on here. Or you can just put the, where is it Here? The display settings. So let's say I, this
is our box I go into. It's not validated, so
it's still a primitive. And I bring the, let's see, is it this one? Yeah, I bring the box
topology down to super low poly C. Now there's
only like 123. There's only nine squares
that make up our box. So this is super low poly.
It looks kinda weird. But if I validate it and go
here and subdivided, see it. Divided all of these, divided all our squares up. So that's what subdividing does. But again, I don't
really use it too much. But that's so you can
see what it does. So voxel, we sort of went over. We can use Do the
resolution higher or lower. Here's your information of
the mesh that you're on. It'll show the information here. This is the information
for the scene. You don't want this to
be in the millions. So dynamic topology. When you turn it
on, all that does is even though this might
not be a high res mesh, it will if you use a tool. So if I use crease, it will as I go along, it will make the area where
the tool is high risk, but only that area. So I can go like this. See, and it looks
really high res, even though the box
technically isn't. So as I go, It's
adding polygons, adding polygons to just this
area to make this clear. So that's dynamic topology. I always go in and turn it off. Otherwise, it stays on
and accidentally use it. So I always just turn it off. So let's delete this. Let's go into our scene
and delete this box. Let's bring back the head. This head is 132 k. So that's a lot. And there is a way to lower the polygon count and still
kinda make things look good. But we have to do is
they have to be smooth. So this is pretty smooth. Smooth everything out. But if you want to, if
we want to lower this, like say we wanted
to use the array. So we'd have like 40 of them. We don't want them
all to be 132 k. So if you want to lower the size than just go
back to that menu, go to decimate UV window. So decimation is what we want. Here's my options, are,
here's my settings. So he decimated and it'll
bring this size down. So I go decimate. Now at 66. Still looks pretty good.
Sometimes they get lost. We'd go back to decimate again. 33 still looks pretty good. And so on and so forth. You see it starts to sort of starts to look weird
if you go too far. So I'll just go back to maybe something like this
where it's a lot smaller, still looks fairly good. But that would be a way
to lower sizes of things. Even this is better than, you know, over 100,000 polygons
for this little shape. But just remember
that you want to do that after it's
said and done. You don't want to
really do it now because then if you decide, oh, I want to do this, it really doesn't work because
it's really low poly. So that's really something that you would do
towards the end. Or if you, once you really
get used to using it, really get used to what you want and you know what you want. That's when you'd use decimate.
7. Background Options, Camera Views, & LitPBR: Okay, So I'm not gonna
do the auto UVs. That's pretty complicated. I wouldn't, I wouldn't worry
about most of this stuff. Everything except
just like voxels, the only thing that you
really have to practice with, because if you want to be
putting things together, these are the things
you'll learn in time. So next, we have the materials. And this is something that I usually do
later on when I get to the materials later because
you can't really do them when we're in
Metcalf mat cap. So remember we changed
it from let PBR. So we'll come back
to that in a second. We'll come back to the
materials in a second. So shading, obviously we
have lit PBR make cap. I don't use these. Needs are met caps. So that's that window. In a minute, we'll
go back to PBR. May have post-process. So this is once you've
finished everything, post-process just
makes everything is like the finishing touches. This is what your
render will look like. So that's post-process. There's a lot of options there, and we'll touch on these later. But for now, let's turn it off because it will drain
your battery as well. It really does a lot of processing on what you've
done in your project. So here we have background. You can do an environment
or you can do a color. Here's where you
would change the color of the background. Or you can use a
reference image. So let's say we wanted
to use this image. You can just import any
image you want really. So let's say go to
photos, will import. Let's say we import this. We can't really see it probably because we have this here. So there it is. This is also good if you
want to use a reference. Just remember that it's in this little picture window
and the reference image. But you can transform. And once you tap transform, just use your fingers and you
can move it how you want. Let's say we want
that as a background. You can do that. Tap it once and then
you're back to this. And then if you
want it to go away, obviously there's overlay. There's opacity,
things like that. So you can adjust all
those things as needed. If you just want to go back, just uncheck reference image. And if you want to make your
reference image blurry, if you bring your
reference image back, that's something that
you do in post-process. So e.g. you'd, you'd go on post-process and you
would do depth of field. There's options like this. You can change the
blurriness of it. And you want to tap,
if you tap your mesh, that's what will be in focus and the background
will be blurry. But we'll get into that later. So let's turn off
reference image and turn off post-process. Okay, so slope this last option here is they're a
little camera icon. We have orthographic
and perspective. If I tap perspective, you can see that
just changes a lot. And you can adjust the you can adjust it as
though it's like a different, like this kinda
looks like a GoPro. So that gives you
a lot of options. But if you get
something you really like, you can do add view. This is, I usually
rename it like one. I usually just do it numerical. So then if you like that view, you can always like change it. If you want to go back to it. You can just press it. And just remember if
you're in orthographic but you have a view save
and you go to it, it switches it to whether it was perspective or orthographic. So let's put this
back down to ten. And let's say that this
is just a nice review. Can add another
one, name it too. Then we have both of these. So I'm going to delete this
and just use this one. Okay, so let's go back to here. We wanted to talk about the PBR and stuff like
that and the coloring. So let's go back
to lit PBR. Okay. Alright, so let
PBR now everything is white, background is gray. This is what I would set it to when I'm ready
to like color, whatever it is I have. And since this is just for art, see how it's not as, not as smooth as
I normally like. So I'm just going to
make it smoother. So I'm gonna go to voxel. And I'm going to put the
resolution to like 300. Then voxel 3D mesh it. And unfortunately, you know, it's all crazy like that. But I'll just smooth it out. You can actually make
some different shapes if you've played
around or if you added some different shapes to
this, that's perfectly fine. Because you can even
make just simple shapes look really pretty. That's like the coolest thing
about 3D is once you start making just cool shapes
and you really get a handle on smoothing
and things like that. You can make some really
beautiful stuff very easily. Let's add something
else just for fun. Let's add another sphere. Mirror. See here's
my mirror here. And then with the gizmo, lets say we want to add. So let's stretch it and feel free to just
have fun with it. So we stretch it out
and it's validated. And let's use a tool
that's used the Move tool. And let's push this down. And let's say maybe we'll
move it to the back and twist it back. And you can do yours anyway, just kinda like, you know, just experiment
adding some shapes. You know, you can clone it. And then you have to, you
can make one a little wider, maybe like tilted down a
little bit, stretch it out. So maybe something like that. So let's, so we
have our mirrors, this is what we just put in. Let's select all of these. Will tap the mirror last. So this option comes up, well validated join children. So now we have the box, the head, and let's voxel. Remember, we want to
smooth out about, smooth these parts
out and connect them. So we go here. We mesh 2 ", pretty good. But let's go 300. Let's
live dangerously. Okay. I'm just gonna
save real quick. And then I'll use smooth and I'll just smooth
all this out. Remember symmetries
on, so I'm not, so I don't have to
worry about the other side because
everything I'm doing here I know is going to be
happening on the other side. Let's use another tool. So let's tap front. Now we can see this bottom. And notice how we're, we're kind of seeing
like the top surface. Let's go back to orthographic. So this is why I sculpt and orthographic because I
don't have that problem. So let's use trim. And when we're using trim, your trim might be
somewhere else. By the way, when you using trim, I like to use the rectangle. So there's lots of different
options with the trim. If you want to cut things, the triangle and the line
usually work really well, especially for cuts like this. So I'm going to
choose rectangle. Then I'll just make a
rectangle like this. And I cut the bottom of that. Anytime I usually
use the trim tool, I usually just
voxel re Michigan. And then I kinda just smooth, although I can't really see it. I'm just going to smooth
out the bottom a little bit before we cut. Because I want that, oops, I want the bottom
part to be smooth. So that's why I'm smoothing
out this bottom part. Okay, so I'm gonna bring
this back down and tap front and bring it back down. I just wanted to make, make
it a little more interesting. The shape that we're
working with now.
8. Roughness, Glossiness, & Backdrop: So once you've played
around and added shapes and added
cones and boxes, whatever you wanna do, this is really a chance to have fun. So one thing that I like to
do is change the highlight, the change the roughness and the subtleness of these colors. I don't like everything
to look the same, sort of like plasticky,
plasticky and glossy. I don't really like that. I like to start with a
base of everything being met and then adding
the Gloss if I want to, I usually add gloss
to like eyes. So really quick, Let's
just add some eyes. Will add some spheres. Sphere. We'll use our gizmo. And this doesn't have
to be like eyes. If you made some other shape
that doesn't have them, just had some spheres in so
we can very be the surface. I'll tap mirror. And let's just add some
eyes here like this. So we'll validate them.
Let's call that I. So we'll go back to the scene. And we kinda like these so we can validate the whole thing. Join children. Now we can
just name it two eyes. And let's use another tool. So let's say we really
liked the eyes. Let's use layer sub symmetry on. And let's make the
radius about 50. If we like this, make sure
we're tapped on the head. And then you can just use
layer and you can make a sort of hi socket area. I usually do it close on the bottom and then a little
bit higher on the top. So something like that. When you using layer,
you can't go like that and then try to go again
because it'll go deeper. So you just want to keep, keep it and do the whole thing. So now that you've made that, you can make it a little bit
deeper if you want or not. Let's just use smooth and
let's just smooth this. So that's a really
simple way to just make like an eye socket area. So now let's change the
head so the head is white. Now, let's go to this
little circle here. You tap that. And we have our
painting options. So let's move it to white. And let's move the roughness
to like 0.5, 50 or so. So once you once you move
that to 550 to paint all. So that paints the whole head. And now you see the difference
between the eyes and this. So let's tap on the eyes. Will go here. Let's turn the roughness
all the way down. Paint all. We can even make
us even more reflective. If we go up to these options, the materials, you
might forget this, but I think it's fine. I do this usually
when I'm making eyes, I go up to the materials and
I put the reflectance up. So that makes it even
more reflective. Okay, so now we have
the eyes and the head. And notice how different these two look,
the surfaces look. That makes a big
difference when you're sculpting content view to just kinda see it without
those things on it. Let's make we have a floor, but let's make a proper backdrop since we already have
this floor area. So let's just tap on the floor. We use our gizmo,
will stretch it out. Let's stretch it
out this way too. Let's clone it. And then we'll take the arrow
and move the cone out. And let's say we want to meet, do it at 90 degrees. You can always kind of guess
and rotate it like that. But another way to simply
make those turns and those, those changes is you
go here to snap. So once you tap snap,
you'll see it says 90. You can tap on it and change
to whatever you want. Right now. 90 is perfect because I wanted to do at 90 degrees. So anytime snap is on, when you snap it down like this, It's going to move 90 degrees. There's also snap
for the directional. So that's if you want to. Let's see if we just do one. I don't really use
this too much, but I can see how it
can be very helpful. And that just moves
it in increments. Instead of if you turn it off, instead of just being
able to move it freely, it just moves it
in set increments. So let's just put this on
the back of our floor. We'll raise it up. Then we kinda just have
a backdrop like that. There's no point in having
these separate I don't think if you're not sure if you want to join
them or box will merge them. You can actually
make one of them. The children. I know that sounds weird. But you go into the scene. So we have box, box1. Now it's important
to name these. So let's say this
is the back wall. This is the floor. So let's put the floor
underneath the back wall. But notice how I've
connected them. So now they're both together. So I can move them
around as one. But they're not joined
in a voxel re meshed. So just remember, you can
do that with any of these. Like e.g. if I was to
make the head and make separate horns or ears and I didn't want
to join them yet. You can just put them
underneath and do the whole Children thing and
that way they're connected. But you can still make your
decision later if you, when you want to join them
or Vauxhall rematch them. So let's switch everything. I guess at some point in time I switched it back
to orthographic. Let's switch back
to perspective. Let's expand our floor. So I'm going to tap on the
floor and use the gizmo will take both of these, which is expand it this way. I feel like this, our
head is kinda low. So let's say I want to lift
the whole thing up and just put a pedestal underneath. So let's do, let's go back to our scene and let's
add a cylinder. So I'll just stretch
it out like this. So let's take the
head, the eyes. Let's move it up and just put it right on top of our cylinder. Okay, so that's a
little bit better, at least we have some sort
of make it a little fatter. If I want, if you
want to work smarter. Again, you can remember
that you can place the bottom right at the edge. And then you can tap gizmo. And you have these
options here where you can just move the
top and the bottom. Sometimes I get lazy and I
just do this stretching. But that is the easier
and smarter way to do it. I'll go back to gizmo. And once you like it, we can just validate it view. So now we have
something like this. I like this view here. So here's a good
opportunity to add a, another view that we
can always go back to since we've changed it. So you can go here. Add view. Let's make this one, since we don't have a one. Because now that
will look like that and it's not good.
So we have that one. You can also replace them. I say we didn't like to. You could go to
whatever you want. Let's say we want to change
the view to side view. Something like this. You can always go
into it and then for two instead of pressing it, press this, and it
will update it. So now we have
both of our views.
9. Creating a Custom Smooth Tool: So now is a good time to add other things to your
scene if you want to. E.g. you can have a table
instead of a cylinder. You can make it a box. You can clone the
head and the eyes. You can just make a brand new one and you can put them around. So here's a good time to just experiment with just making
shapes and things like that. So e.g. let's say I
want to add a box, go to my gizmo, stretch it out. Let's say I move this towards the back wall and
then I shrink it. Here's an easy way to make. Now there's like a
little floorboard. I don't know, but you can do
all sorts of little details. If you really want to make
a lot of these things, it's really important
to make sure to keep these numbers down. Because you can
make a whole room, like obviously my other videos, I make whole rooms
and things like that. So you can make them. But that's when you
have to be really careful with the poly count, which is the scene vertices. Because if you start adding
a bunch of things, um, it can get out of control really quickly and it just
slows down the system. And it's good to be efficient
now that will take time to learn how to do all the
things and learn how to get what you want. At the lowest size. There are ways to do it. One way was to decimate, smooth it out and decimate. There's another tool that
will help you when you want to make things like this
are just things like boxes. So let's add a box. Let's go ahead and validate this one that I am going to validate the one
that I just made. But let's make a box, because this one is going
to be our test box. Let's mirror it. And let's bring
it out like this. Let's make it a little bigger. Alright, so let's
validate this box. So let's say you want this box, but you don't want the
edges to be sharp. You could go to Symmetry and see how we have
the red symmetry. You could select the
green and the blue. And then turn mixture
of symmetry is on. And you can serve as smooth and it'll smooth all the sides. And this is what I did at
first when I wanted to make things like
a rounded square. So here's how I do this shape. Now, I'm just going to
turn these backoff. If you have a box or if you
have any shape and you want to uniformly smooth out the
whole thing, you can make. What I have here is a
girl rounded edge tool. Take your smooth tool, tap it, and then hit Clone
when name is smooth edge. So now we have edge here. So this is the same
as the regular smooth because we haven't
changed the options yet. So to change the options first, you have these things up here. If you tap here, then there's these which I don't really use. I have mine off. I also wanted to show you what my
exact settings are. So if you go over to
the little pencil here, there's lots of options that
will affect your tools. So this first one, stroke edge, I have that off for stroke. Put lock radius. So dot is usually like normal. The normal tools
are dot loc radius just means that instead of just doing it at a certain point, like instead of smoothing
at certain points, you would drag out
from the middle. And it'll, it'll
do it uniformly. That's why we locked radius. You don't really need
to understand it now, but I just feel like I need
to tell you lock radius. And that's it for this window. Alpha. So alpha should look
something like this. You don't really need to
change anything here. Fall off. So this
is your fall off. We want to change this to flat because we want it to be
uniform even at the edges. So you don't really
need to understand it, but right now we'll just
tap it and then go to flat. So you want your fall off, you want the preset to be flat. That's all you have to do here. So that's fall off. Filter. This is mine. I don't I never do
anything with that. Pressure. Very important. So we have the pressure radius
and pressure intensity. We want to change
both of these two flat up before we do that, turn off global settings. So essentially
global settings are just general settings
for every shape. So if we left that
and we changed, this, would change it for
all of the other tools. Really annoying. Make sure you have that off. Let's just go to preset. Preset. We want this flat. So with tap it
flat, Tap it flat. Boom, that's it. Okay, so let's tap this again to bring
our little tools up. So now we have our
brush or new tool. Tap it, save. Yes. So now you have
the rounded edge. So what this does is instead
of using the smooth, it just moves everything out. So you have to
whatever the shape is starting in the
middle and drag out. He saw that, right? I'll go I'll go a little bit closer
and I'll do it again. I'll just start in
the middle and drag out and it smooths everything. So I'm going to show
you what it's doing. I'm going to turn
on the wireframe. I'm wireframe was very
confusing to me when I started. So I'm gonna do the same thing. Make it a little bit smaller. So see how it changes the edges. It rounds them out, but it
still looks like a square. So I'll turn the
wireframe off for now. So essentially, you
can keep doing this. And it will make it smoother
and smoother and smoother. And go back to the beginning. Now if you want a really, really smooth and really
round and sort of to round, then of course, remember
voxel remeshing low. Remember voxel remeshing low. All the tools are
going to be very, they're really
going to be strong in the mesh is
gonna be very weak. So if we do it now, let's
make it even lower. Like 50 box where you mesh. So if we do it now, it'll just get softer
really quickly. So you can make a
nice rounded square. So the reason why I am
telling you this and the reason why this
is important is because let's say we want to add a bunch of these squares. So right now there are 6,536. It's not that bad. But you always want to make
it smaller if you can. Remember I said you
want to round out the edges and then
you can decimate. Now you can do it better
with a round edge tool. Trust me. So we have our square, but we want to make a dish
looking as sharp as possible. So let's voxel
greenish at like 300. So voxel remiss that at 300, very sharp, I'm just going to save, so I
don't lose everything. But now we can still
use that rounded edge. So let's just drag a couple of times with
the rounded edge brush. Okay, so now it
still looks sharp, but the edges are
rounded a little bit. So now we can
decimate it's 563 K. So we go here. Here. So now we can decimate it more. So we'll do 123-45-6789. I'm just watching to see when it gets warped or looks weird. 1011. So when we look at sort of got a little bit
of discoloration, it looks a bit weird,
but it still looks fine. This is now it's 276. So that's very, very small. So it's very useful
when you want to make furniture and
things like that. That's how I do it. If I want to do it even this, the cylinder is pretty small so I don't have
to worry about it. This floorboard that
I made as 13,000. So I might just take that
and voxel Ramesh it. Let's maybe I'll do 300 again. And then just take the edge
brush and do the same thing. I'll just zoom out. So I have more room. I'll just kinda drag it along few times and then go back up here and
then just decimate. So now it's for 63. So that's a lot better. Just a lot smaller. Okay. We can do the same
thing with the walls. You don't really need, even
need to use the rounded edge. Let's say we see
if we do it once. It kinda makes it weird. So that's why I do
the voxel Ramesh. Because it'll sort of solidify voxel remeshing wall kind of solidify the shape a little
bit, a little bit better. So let's say we voxel
remeasure like to 25. Same with the bottom. So now I can do
the rounded edge. I'll do the same
with the bottom. Give it a nice rounded
edge treatment, and then go back to decimate and then just
decimate them down. 395 is good, so I'll just do
this until around the same. Okay, so now it's 292. So now we've, we've lowered
the size massively. In this. One last thing that I
want to show you is the reason why I'm doing that. This is the reason
why I'm doing that. So I'm just going to go ahead. I'm just going to add a box. Bring it up. You don't
have to add this box. I just want to show you. So now we have a box
and it's 656536. So if I validate it and
I just decimate it, see the difference
right now it's 3,000. If you decimate it,
it doesn't look good. Remember, the other
boxes are like 300. So now this is at 200
and it looks terrible. So that's the only reason why we had to go through
the whole thing of making the brush or making the Edge
tool and voxel remeshing. This is why. This
is the difference. This one is to 76. This one is 206, where it looks terrible. So I'll delete that one. And you can do this
with everything. We can do this with this head
because right now it's 224. The only reason I'm not
is because we want to do some coloring and I want to
show you these other tools. So we want to keep
this high res for now.
10. Lighting: Key Light & Edge light (Rim Light): Okay, so lighting is extremely complicated as with
everything else with 3D, but it doesn't have to be. So we have our scene. We haven't done anything
with lights yet. And I want to show you
some of these materials. But we need to have
we need to have our scene let using some
lighting so you can see them clearly closer
to what it would look like in the final render,
in the final image. So let's go back to our
view. Here's our view. Looks pretty good. I think I'm just going to
adjust it a little bit. Since we have those boxes, which is to just add a touch, usually use this line on
the bottom of the iPad. So that looks good. So I'm
just going to adjust this by tapping and
updating the view. So the easiest,
there's one thing that I see that I
did when I started. And I see a lot of people do is they just they make things and they share things and they don't do anything
with the lighting. And it really affects
how it looks. Even if you have a Cool, a cool sculpture or cool mesh, cool 3D project, the
lighting is very important. And there's a few
things that you can do just right off the bat to
make it look really cool. So here's the first one. So lighting here
is in this panel. We have the environment. And this is my own environment. This is the one that
I've included because this is the one that
I use all the time. And here are the lights. There's no lights yet. So first let me turn
off the environment and it will just be completely black because now
there's no lights. All of these lights are
from the environment. You can actually like,
you can adjust them. We'll probably adjust
this down to like one. But for now we're just
going to turn it completely off so that our scene
is completely black. And that's the
best way to light. So once you do add light, it just adds one light. It adds the sun, which
is like a world. Light is coming from
this direction. Even that makes the
scene look cool. It makes the scene
look like a 3D scene. You do four fingers and
it clears everything. So even this, which
is just super basic, makes the scene look much nicer. And all I did was
turn the environment off and add one light. Here, our lights. Let's start with this one. And the way that I do it, you can only add
four lights, nomad. So I use a key light. A key light is just your
main source of light, and that's what
this is right now. So this is my key light. The key light is always going
to light up everything. It's off to the corner. What I do is I position
my scene how I want it. And then I add this
light because it automatically always adds
from this direction. And I like it. So you can tap on this, this is the light for this sun. For this late, doesn't
matter where you move it. The only thing that matters
is if you rotate it. That's the only thing that
matters for this light. I'm going to tap Undo. There's
other light options here. So if you want to get
to your light options, you can press here. You can press here. These are the same
things pretty much as this shortcut bar up here. This is to show it. This is the type of light. So this is the Sun, this is the spotlight. This is a point light.
It's very bright. Let's go back to the Sun. This is the temperature
of the light. This is the intensity. So I'm gonna put the intensity
to like 1.41, 0.5 or so. This is the shadow. So of
course you want shadows. But what I like to do is
make the shadows soft. You have a gizmo and we'll press these three little dots and
we'll get onto softness. I like my shadows to be soft. Now notice how the shadows
are more shaded now. I just think that looks better. And again, the same
options are down here. If you open this icon and
you press this little light, these are the same options. So I'm gonna change this
one to a spotlight. Because a spotlight
will tend to give it a more It's not going
to light up so much. I just want to light
up our subject. So I'll tap spot. And it's very dark. So we'll tap on the light. And each light has like
different options. The spotlight is my favorite. So if I tap the three
dots, we have intensity, softness, cone angle, and then we have the
shadow and all that stuff. Cone angle is very important
for the spotlight. That just means how big the
light is opening or closing. So right now, as you can see, the light is a little too close, like we really can't even
see what we're doing. So the first thing
that I would do is open the cone angle. So you can do that here. As I do it, you notice that
this orange node is moving. That means that I can be here and I can
also do the same thing. But it's too bright
and it's too close. So just zoom out a little bit. Kind of move it up like this. Now, now that we move
it further away, maybe we can close
it up a little bit. Okay. I think that looks good,
but it's still too bright. So let's bring down the
intensity. Here we go. So it's kinda bright, but it's not, nothing
is blown out. I would say that this is good. So the only thing you want
to change now is how do you want this
falloff to look to? You wanted a little
more in front? Like this, like this. Do you want a more narrow so you can adjust
all of these things, but I think just the general, something like
this will be good. So this is just one light
with a soft shadow. So that's all,
that's all this is. So let's go back to our lights. So I like to rename the lights and you can do
them in numerical order, but I'd like to do key. So this is our key light, this is our main light. So if we go to our view, what will make
this scene better? First of all, it's pretty dark and especially the
shadow side is very dark. So the next thing that I
would do is either add a fill light to fill in some
light on this side, or maybe add an edge
light in the back. Rim light. So a rim
light will just give us a nice bright outline
light on this side. So to do that, all you have to do is add another
spotlight around here, pointing back,
pointing at our head. So let's do that. So again, we go here. We go, Add. Now this is of course
as r is the sun. So that's very bright. So we'll go to spotlight. And right now it's pointing
to that back wall. So we can move it over here. Let's spin it around. This using the gizmo does
take some getting used to, but that'll just take time. I still find the gizmo a
bit annoying sometimes. Okay, So let's go
back to our view. So now you see a nice, oops. Let's go back to our light here. While I'm here, I'll
just rename it to edge because it's like
a nice rim light. It's right on the edge. So you can use the little gizmo to move it around until you find
exactly what you like. Maybe you want more
of an edge light. Oops. Just be careful. I keep
touching those little nodes. I do find those annoying. They're cut, they kind of
get in the way sometimes. But personally, I think
I want my edge light. Yeah, maybe something like this. I think I like that. So I think this looks nice
for a nice edge light. So now we have our
key and our analyte.
11. Environment, Post Process, & More Lights: I did not press Record. Okay. So we have our two lights, but we also have
the environment. And the environment is
going to lighten up everything because right now
it's really dark and moody. The environment does a lot too. It's like an ambient light. And also whatever
the environment is, the reflections will be reflected in any services
that are glossy. If it's a glossy
floor, the glossy I, that's when your
environment really comes into play
and it can really have a cool effect on
your, on your scene. So we'll go back into here, will go down To environment. So if you tap on environment, you see it's much lighter now. Right now I have the
exposure and we'll put it at like 0.875 or so. Maybe we'll do a
little bit higher. So 0.0, 0.9. So as you see with the
environment, see that round. I can make it bigger. That's
the smart thing to do. So the environment really
affects everything. It also makes these
really nice round pops. So there's lots of environments. This is just the one
that I use myself. This is the one that I made. I'm gonna make a
little bit brighter, maybe to like just one. So this is one that I made. This is the one that's
included in the class. And you probably have something like might be like this
one, maybe this one. So these are all
different environments. You can see they all have different effects and they all affect the
scene differently. You can add any image
as an environment. And it will, the reflection will just be whatever
the image is. That's kinda what will be reflected any bright
parts in the image. Those would be kind of
like light sources. So if we tap on the environment, all these completely
changed the look. So they're really
fun to play with. But I, although these are cool, I wanted a specific look. So that's why I made these
these very specific ones because I wanted to
have a specific look. And this one just happens
to be the one that I use more often than not. So obviously, if you want
to bring this image in, just download it from the class, from the projects and resources. So it'll be in the resources. So just import it
from your photos, just AirDrop it or
save it on your iPad. And then just find the image In your photos and then
you can just tap it. So I wanted to do this image, tap it and then tap Add. And it will show up down here. These are all ones
that I've made myself. All these
different ones. So that's how you
add the environment. And the reason why I have it. The reason why I brought
it down to one is because I still like these
shadows and things like that. And this is another
confusing thing I think when people are
starting to work in 3D and work in Nomad, is that you'll do your
lighting and it's sometimes it's hard to get
things to be white. And I've gotten this question a lot before people say, Oh, you're seeing is white or whatever you are
making his white. How do I get it to be white? And that's because it's
things like environment, like someone might
have something like this and they're like
they can't get it. Uniformly bright. Things like the
environment help. But so we have our two lights. We have our environment. But there's also post-process. So this is good. We can edit on this,
we can make changes. It's pretty responsive. But when we're going
to do a render, the application takes everything into account and it makes
the best looking render, the best looking image
from what we have so far. So that's post-process. I love I wanted
to get to it now, but it only makes sense because it's sort of ties
into the environment. So if I turn on post-process, so things start to look
a little bit different. The first thing that
you see is obviously there's depth of field. When I tap on different things, some things go out of
focus by tap on this. So that's step the field. And that can look really cool. You know, depending on
what you're trying to do. That's depth of field. I'm just going to
turn it off for now so just to keep
everything clear. So if you'd like the moody, look like say you want the shadows to
be a little bit more, a little bit darker, but you'd like the reflection. And this is what
I liked. I liked the reflection from
the environment, but sometimes it makes
it a little bright. So that's where
all of these come into play. Ambient Occlusion. So just remember to play
around with ambient occlusion. You can make raise
the strength up and see how the shadows
get a bit darker. So I usually adjust these to
bring the curvature down. So I might do
something like this. This is usually around
where I have it. I don't usually
have it up too high because then it starts
looking a bit unnatural. But I usually have them
around here. Like this. Like maybe we'll
put them both in. 0.5 to make it easier or 0.4? Well, I guess they don't they don't they don't react how I want them to,
but that's okay. We'll put this a
little bit higher. So when you're
doing post-process, there's a lot that you can do. There's a lot of these things. And I would just say that play around with them, mess
around with them. That's the easiest way to
learn how everything works. Because everything is
so contingent on where you put your lights and
what you're making, and the look that you want. So it can be very different. But post-process is very
important to do that before you export it, like when you finished. The reason why I wanted to
show you post-process now, because we went back
to environment. Or is it C? If you turn it off,
it's really dark. It's still looks pretty cool. But you can turn
the environment on. And then maybe you
want to make it like a little bit darker. You can handle it this way. You can turn this down. So there's lots of options. And it's good to turn
on post-process to have a better idea of what it's gonna look like on the final render. Because when you
don't have it on, It looks pretty different. So that's kind of advanced, but it's just good to know
because when you're going to make art and you're
going to export, it's good to go into
post-process and just kinda see what
everything does. So if we turn it back on, I usually turn all
this stuff up. I'm not going to
keep this up now. I lose you only turn this up. What I'm about to export it, I'll turn it down now because it'll make everything
run really slow. This one, global illumination. It kinda just like it
makes the bounce lights, the bounce light very bright. So our room is
completely white now. So there's a lots of lights kinda bouncing off everything. And from what I see,
that's, that's what, that that's what that
sort of effects. I'll put it up a little bit. Okay, we went over
ambient occlusion. This kind of affects
the shadows. Turn it up a little bit more. That looks nice. Then we have depth of field. Blum. Blum will affect like e.g. I. Have a really
bright light here. So bloom will sort of effect that you can turn it up and it will sort of
glycerin little bit more. So that's bloom. But play around with these. I usually keep my settings here. For the, for the most part, I don't usually
adjust this too much. Tone mapping. This is sort of like
just a way of editing the colors and the exposure
and things like that. So let's just undo that. So it goes back to where it was. Contrast saturation. Sudo looks like
if I turn it off, It's not that much difference, a little bit darker
when I keep it on. This color grading, curvature,
chromatic aberration. And all of these really
affect the colors. So there's different ways to affect the colors.
Take colors out. So this is all about
editing your scene. Curvature, kinda give it, you can do some cool
effects with curvature. That I don't usually use. Chromatic Aberration. We'll just make it look
like it's unlike a TV or something kind of
gives a cool effect, adds a little bit of
light color to the edges. It's going to cool. It makes look like a TV screen. Then we have vignette. A vignette around the edge. Kinda, kinda gives
it that darker sort of photographic field. I tend to keep it off
because when I send these to my computer and I make
thumbnails or something, sometimes I need to adjust it. So I like to add the vignette on the computer
rather than here. Then you have things like
grain sharpness, pixel art. So there's lots of interesting
things that you can do that are kinda cool. So that's pretty
much post-process. Okay, So we do have
a few more lights, so let's just add another light. I like to add a
light from above. I like to add a cool
light pointing down. So let's add light. Let's make it a spotlight. Now let's move it up. I want to move it right over, right over the head. Pointed down. You can see it's very
bright right now. So easily position it
right over the top. I'll put it up a
little bit more. And then I'll change
the cone angle so it's focused pretty
much. Right there. You can see it's very bright. This is too blown out. So when you see
something like this, you want to lower the
intensity of that light. So we'll just lower
the intensity. That looks pretty good. And let's change the
temperature to something cool. Okay, I think that looks pretty good because there's
warms and cools. I like to have everything
usually fairly warm. And then I like to
add a cool light, maybe one cool light. So we have this sort
of overall warmness. But then we have
this cool light. And It's kind of hard to see
and it's a little nuanced. But when it's warm,
it's always a little more orangey and
yellow and warm. But adding this cool light will give that orange and that blue. And that always looks, that always looks cool. So if you watch
movies or TV shows, if you'll notice that when
they're recording things, they're always be the room might be warm or
they might be cool. And then in the
background that'd be like a very warm orange light, a spot of light or the view window with a different
color light coming in. And I like that kind of stuff. That kind of stuff is very cool. It adds a lot of dimension and it just makes it look
really, really nice.
12. Glow Effect & Point Light: Okay, so now that we're
working with post-process on, just remember, if your system, because I know some
of you are using, you may not be using iPad
Pros or you may be using phones or tablets that
aren't super powerful. So just remember, you
can adjust if you go into the post-process and you would just do
render resolution, you should be able
to still use it. If you turn this down, I'm going to keep mine
around one right now. If not, just turn it off, you'll just have to go back into post-process to see
how everything is going to look every now and again or when we make changes. But I think it would be
fun to add another light. We've used the spotlight, I showed you what
the Sun looks like, but there's three
different kinds of lights. There's also a point light. So point light is
a little tricky. I don't use it that much, but I think that it'd be fun to add like a little
dome light here. Maybe it's glowing. That's one of the fun
things I like to do a nomad is make things glow. And they don't
actually emit light. This is sort of a
trick because you can only add four lights so
I can make any object, we can make any object
appear that it's glowing, but it just won't really
omit a lot of light. Unfortunately, maybe one day we'll be able to
add more lights. So let's do this. I think it'll be pretty fun. This will be a fun example of using a different
light and seeing how, how we can manipulate
the light and manipulate the mesh to make
it look like it's glowing. So let's add a sphere. I'm just gonna go up to the
top so nothing gets lost. So we'll add sphere. Okay, so here's our sphere. We can go ahead and
validate it now. So we'll move it over with the gizmo and we'll move it up so it's kind of
on this pedestal. So this will be our, you know, this will be
like our glue, our glow. And let's make it, let's have a glow,
sort of greenish. But you can make
it, you can really make it glow any color. Maybe we'll do it like sort
of like a pinkish glow. So we'll try this first and we can always change it later. So right now it's
a pinkish glow. It doesn't really matter if it's glossy or matte right now. So hip pain all, and now that's pink. So here's our sphere. Let's rename it pink globe. So that's our paint globe. So now let's clone it. So we
tap on the three dots clone. So now we have pink globe one. Let's change the name to blink, blink, blink, glow, add. So now we have globe
and globe add. So for globe add, we're going to change
our first material. So as you see, here's our
scene with pink globe, PIN club, pink globe ad. That's very difficult
to say for some reason. Now we go to this
little sphere here. So this is our materials. So everything that we have
on the sea now is opaque. That's just kind of normal,
normal solid material. But we want to change
globe add to additive. And there's little
question mark. So if you want to read
more about them, you can. So we're gonna go to additive. So you probably can't see
it changes it a little bit, see how it's a
little bit lighter. So we go back in here. We're on additive and we
want to do always unlit. Let me just do it again
so you can see it. So here's the additive,
so here's opaque. Made it additive. Always unlit. You see how bright it is. And we can adjust the opacity. But once you, if you get too
high is just gonna be white. So we don't, we don't
want it to be that high. So something like that is fine. Okay, so now it's pink and you can actually
see a little bit of it shining over
here, which is nice. Okay, so now they're both pink and they're both
where we want it to be. It doesn't really look
like it's glowing now. But we have our post-process and it doesn't really
look like it's glowing. And that's mostly because the
scene is, is fairly bright. And we don't have,
and we can use another light to enhance this. So what I mean by that is, firstly, the lights are
bright in the scene. So this is our key light, that's our brightest light. Actually, what is this light? I think this lady is
supposed to be off. Let's turn this off. So what had happened is I was practicing this before and I left a light on I left
that that light on. So you're seeing will
probably look more like this since you're not have dumped them like me
and left the light on. So you're seeing should look
a little bit more like this. But it's still really
not bright enough. Like it feels like if
this is really glowing, then it should be
brighter than this. So just remember the key light. If I toggle that off, all of these lights is going
to make that brighter. You know what I mean? So if you have less lights, are the lights are dimmer. Things that are glowing
will appear brighter. So turn all these back on. Let's add another light
kind of above this. So we'll use a point light. So we'll add a light here. And let's just rename
this pink or less, just renaming Globe glow. So Globe glow is our last light, but we don't want it to be sun, we don't want it to be spot. We want it to be a point light. Very, very bright. So let's turn the
intensity down. And let's try to match
this pink color. I'll make it a
little bit darker. Okay, so now it's pretty much
matched this pink color. So let's move it over here. And the reason I
don't, the reason I don't use point
lights that much is because they tend not
to respect the shadows, like the correct shadows. So if I make it
really bright here, you can see that
there's a complete, this side shouldn't be this light because this
is in front of it. So that's the only
problem with point light, but I'm going to show
you how to manipulate it because we want this glow and we wanted to look realistic. Let's turn the intensity
back down a little bit. Maybe to like 3.75 or so or
for somewhere around there. Okay, so the first
thing that I would do is bring this slide up because we're mainly going to be looking
at it from here. And if I have this light back, if I move the light
back too much, you can sort of see
like the shadow. I kinda like it a little
more in the front. So it really looks like
this is giving off light. So that's the first thing. The second thing is there is
a way to get it to respect the shadows by going here
and turning on screen space. I don't really know
the science of screen space versus shadow map. I'm not really that
technical about it, but I know that it does
respect the shadows more so you can see
it more on this side. But you don't see it
that much down here. You don't see that much in
front of this or on this side. And that's a little
bit more proper UDC, some shadows around here,
which is unfortunate. But nomad is still trying to really find his feet and it's just
getting better and better. So hopefully the lights
will improve in time. So the next thing is, you see that it's this like
that white spot on top. I don't want that
to be too white. So I'm going to raise this up a little bit so that it
looks more natural hair. And also with this light, you can see that the light
is shining here as well. So you can fix that if you lower the cone angle or
if you angle it more to just be on our subject. So that will sort of get
the light off of these. So the next thing
that affects light, and they can really
change things is the surface of everything. We've already done additive. But there's also,
remember there's also, if we go to the paint, There's
also roughness and gloss. So let's do the background. So go to paint will go to wait. And we'll just make
it rough. Refer. That will be less light
shine on the background. E.g. here, this is very shiny. It looks like a shiny
floor, which is fine. But if you don't want that, then set this to tap on it, go to white and you just
change the roughness. If we were to make a glossy, then you can really see all of the lights and everything
in the reflection. And it's the same
thing for these two. Like I'll take this
cylinder will go to white and just make it a
little bit more rough. In that way, it's less glossy.
13. 3D Mesh Materials: Okay, so to continue
with the materials, remember we made that
one globe, the additive. So there's lots of cool things
that you can do with that. And just to experiment. So let's take the head e.g. if we change this to blending, you can adjust and it's like
almost like see-through. So that's blending. And there's obviously there's
options and stuff here. There's refraction which
turns it into like a, like a glass, like right now
it's like a frosted glass. Let's see if I can
get rid of that. And I'm just going to turn
Global Illumination off. That way. We don't have that
like haloing effect right now is frosted. So remember this is refraction. Refraction is sort
of like glass, like it makes it look
like, like thick glass. So there's reflectance, there's index of refraction
and there's pink glossy. So if you want this to be
not like frosted glass, you can do Paint Glossy. The thickness. Obviously, if you,
when you look in here, you see the thickness of
the sort of refraction. It makes it look how thick
and reflective the glasses. I guess it's not honest. I don't mean reflective,
but you know what I mean? It just makes the glass
look really thick. So you can adjust all of that. You can adjust the
index of refraction. You can make it like this. See now it's, it's more
see-through and it's more, it's not as distorted, but it looks a little
bit less like glass. It almost looks like a balloon. Now. We'll turn the index of
refraction up a little bit. Reflectance, like I was
showing you before. This makes everything that's
reflecting more clear. So that's refraction. I'm just gonna bring
this back down. Subsurface. Subsurface is really cool. You can see that
it's still glossy, so I'm going to
change this color to white and rough again
to where it was. Maybe like 0.5. Refraction is one of the coolest things that
no man has brought to us. I was really looking
forward to this. And let's turn off. I'm going to turn
off the key light, the top-down light. C. Now you can see, well, let's turn off the pink light as well. So this is subsurface. So this is exactly like subsurface scattering
is like if I take this flashlight and I shine
it through my fingers. So that's subsurface scattering. So this is light
underneath the surface of my skin and it's
bouncing around there. And that's why it has
that reddish glow. That's subsurface scatter. And it's really cool that
we have that in these because it just makes
everything look more realistic. Our skin, you know, when you see people's ears in the sunlight behind the ears, you can sort of
see through them. All that stuff we can
now do in a minute. So if you want to
really enhance that, want to have a light from behind some light source on your mesh. Obviously, the
thicker the meshes, the hardest going to
be to see-through. But these thinner
parts are very bright. But this edge light is
coming from behind. If I raise that intensity, then you can see
through it a lot more. So that's subsurface scatter. It's really cool and I'm
probably going to leave this as subsurface because that's
usually what I like. Anything anytime I'm
making something, I usually make it subsurface. If it's some sort of a nice, it looks somewhat organic. Alright, so let's turn on the
rest of these lights again. So that is subsurface. And then there's
a few other ones. Let's go back to our mesh here. Additive. Obviously it
kinda makes it sort of this photo airy,
light look dithering. Obviously you can
adjust that as well. I'll use dithering or blending. If I'm making like ear
fluffy, like little, I'll use some spheres to
make like little hairs in the ears or something
that'll puffy, round things then
I'll use dithering. So it's, so it's
not just to kinda, just kinda change it up.
So that's dithering. And maybe like clouds to, you can make like
really light clouds that you can see
through with dithering. So I'll put it back to sub-surface because that's
where I want to keep it. There is one thing with subsurface that I
forgot to mention. The default is like
their red color. It looks exactly like when I shine a light
through my fingers. But if you go to the surface
and you're on subsurface, you can change the color here. So you can adjust
the color of that, anything that you want. Okay. So I'll just put it back
to the normal normal ish color, something like that. I think that was pretty much it. I use it. I leave all these
on auto most of the time. So I think that's pretty
much it for the materials. Everything else is opaque. And it might be
fine if you want to change some of these to other. See, we changed them. So this is subsurface. Maybe this is fraction
or something like that. Oh, I forgot that they're actually they're still mirrored. There's these boxers
still mirrored. I was wondering why I did subsurface for one and it
came out the other one. As you can see, unfortunately, what little trick that we did, it doesn't show in here. But I don't want to get
too ahead of myself. Let's turn these
back to subsurface. You can also change
the depth as well. So by depth, if I take these or if I take this sphere
and I changed the depth, I bring it down, it
makes it more dense so you are seeing less
of the subsurface. If I raise it up really high
and you're seeing more, it almost makes it really,
really see-through. Okay? It looks good.
14. Sculpting Tools 1: Okay. So we have our scene is pretty much lit,
slip pretty well. So that's a little
more complicated. Some more of the fun
stuff is just playing with the tools and
figuring out the tools. So let's kinda dig into that. I'm gonna go ahead
and go back up here and turn off post-process. That way everything will just
be a little bit smoother. So I'm gonna zoom in
on our head here. And you know what, you
know what a good idea is. Let's take the
head and the eyes. I'm going to bring the
eyes. I'm going to drag it up towards the head. We have the head, the eyes. Let's take both of
these and clone it. So we have had one and eyes one and I'm going to drag
it so they're there, so that they're connected. I'm going to highlight
both of them were on the gizmo and I'm just going to move this to this pedestal. So now we have this, move, this one down there. So now we have this
head and these eyes. So we can sort of play with
and manipulate this one. So I'm just going to enlarge it and then I'm just
gonna save this view. I'm gonna do add view and
then rename it to three. So let's start with
the clay tool. So the clay tool is what I use. I guess I'm gonna
do some details. Or if I want, let's
say like cheeks, I might use the clay tool. So this adds clay. It's exactly what
it sounds like. So intensity can be around 50, doesn't have to be that big. I want to make sure
that I have symmetry on because this is symmetrical. I want everything I do
here to show up here. So just always check
for this symmetry. With clay. I can just
add clay like this. It might even, might even be worth it to go back
to two mat cap. So if I go here and I
go back to Mac cap, this is why I sculpt with this. I just think it's easier to see. So this is adding clay. And remember this is
a pretty high risk, like it's 224 K The head. So all the tools should be
fairly clean and clear. So anything you
do with the clay, you want to just afterwards
go and smooth it out. And sometimes I'll have to add clay smooth at Clay's smooth until you have what you
like. So that's clay. Brush is what I use. If I'm gonna, I'm
gonna do texture, which is a little complicated. But I'll usually use the brush. And then I'll go down here and tap this little white square
with a line through it. And I have a bunch of textures. But that's like a whole
another can of worms. So let's say if I was
to add a texture, so if you import an image, a texture image, your images
here, you're using brush. I would bring the
intensity down, the brush size up. You can see it's sort of
just adds that texture. And you can also, if you have like an image, the only thing that
you'd have to change for the image is right now we're
on dot and remember it. Remember I talked about dot. Dot kind of makes things
react like a paintbrush. So if I do this, we really can't, can't see it because it's sort of
acting like a paintbrush. But if we were to drag
it like a blanket. If you remember what that was, that was over here
in this option. The stroke and lock radius. So once you lock radius, then you can kinda see
it's not the clearest. But then you can see a little
bit more what that is. That's usually what I
use brush for this. I'm just going to set
this back to regular. And I think you
can also just add, but I never use brush to really add clay like that. I
would just use clay. So that's Brush. Drag is very useful. I use that a lot. So if I wanted to make
some changes to this, so there's drag and move. Drag tends to. So if I put, if I put drag, it tends to drag out exactly
where you want to drag it. Whereas move. Moves, moves, everything. See how move moves everything, even the stuff that's
sort of close to it. So move kind of moves a
bigger radius than drag. So if I wanted to,
if I was like, oh, I feel like I want these ears to be a little bit
closer together. Remember, I'm still in symmetry. I would kind of go like this
a little bit with move. I wouldn't do it with drag. Because with drag,
it'll just see that's, that's the only difference. I would use move if I
want everything to be sort of a nice smooth or move. But if I really wanted
to just alter it, then it will take drag, you know, make some
weird shapes like that. So let's do, let's just
alter this with move a little bit and drag. Okay, so I use drag and
I sort of altered this, but you notice this kind
of starts to break apart. And the reason why it's break
apart is breaking apart is because we're stretching
the polygons. So when that happens, you're going to have
to remember it. So remeshing it is going to recalculate all the polygons
and they won't be stretched, stretched anymore, but we'll probably just have to
smooth it back out. So let's just save
me, save my progress. And then we'll just go
back to voxel Ramesh. Let's just say we
measured it like 300. So we remixed it. And now you see that
it's not broken anymore, but we do need to smooth it out. So just remember that if the
clay starts to break up, then you need to remember it
and probably smooth it out. Okay? Okay, so that is
obviously the smooth tool. It pretty self-explanatory,
smooths out everything. We already have our
smooth edge if we need. So that's just smooth. Just moves everything
out and makes everything look nice
and pretty and clean. Mask. A mask will just
protect part of your mesh. So let's say if I want to, oops, if I want to mask the
mask all of this. I'm asked that part of the
antlers, the back too. So if I mask all
of that and then I take the gizmo and
I pull this away, see how that, that
stays in place. That can be useful. Like if you want to do something like let's say you
take the mask. There's different
options here too. There's different mask options. You make the brush really small and you want to
make like a heart. And to use some of
these other options. So let's say we
want to, we want to extract this heart
out a little bit. You can do invert. So now what we
painted is now free. Everything else is protected. So that's invert. And then we take our gizmo. And let's see, we see the cell. We want to pull this
completely out. And I hate to jump
into something else. But as you can see, this is pointing this way. This is pointing this way. Every having a problem with
the gizmo and you're like, Oh, I just want to move
it in one direction. But it's hard to do instead
of like going like this, to kinda get it
where you want it. You can adjust the pivot point. So you can adjust
the gizmo and then move it out exactly
how you want it. So that's what this is here, this pivot. You just tap it. And then you can adjust this. So let's say we
want to go straight outwards. Then you tap it again. Now you can pull it
straight outwards. And then when you're done,
go back to your mask. Go back to your mask
settings and hit Clear. And if I was doing
something like this and I wanted to keep it
nice and crisp, I might not smooth it because
I'll lose a lot of it. So what I might do, in fact, let me just save you real quick. What I might do here is
voxel remission really high. If I really want to
keep those details like maybe like 450. So voxel remeshing really high. And that'll solidify it. So then I'll take my smooth
and I'll smooth it out. I'll still try to be gentle. But then I might take pinch,
which is another tool. I don't kinda jumping around. I'll take pinch and
go around the edges. And that will pinch the
edges together and give you a nice clean edge. Really like using
pinch in that way. Okay, So select mask is
sort of the same thing, except you can use
these tools here. You can use lasso to just
like lasso whatever you want. Or you can use like
rectangle two. Easily just rectangle
off something. And then you can
then you have your, you can move it as you wish. Select mask. I usually
use that it seems to, It's just really clean. And I tend to use
that more than the, than the regular mask. Okay. So I think
we'll do paint next. I think I'll jump to
a new video for pain.
15. Sculpting Tools 2: Okay. Paint. And as you can see,
mine have kinda moved. So here's might be in
a different order. But to paint you
can't be in mat cap, which we are now. So we'll go here and
we'll go back to lit PBR. And then you see our shapes. So if we want to paint this red, we want to make sure
that we tap on it. Will go here, will adjust
the color that we want. We can adjust obviously again, the roughness or the gloss. Let's kinda pretty glossy. And then we'll do paint. So that is paint all. And again, that's here. You can adjust the
mental illness that makes it will
just look metal. It looks like a
Christmas ornament. There are built-in color. So if I tap here and then
I tap on this globe, there are ones that are
just kinda hear naturally. I think I might have made these. But e.g. if you want like
gold, you can do pain. All. My advice for gold is usually it's unless the lights are really bright and
it looks very dark. So what I do is I go back to the color and I usually
raise the roughness up. And that kinda lightens it so that it actually looks really nice with this pink glow on it. Although I don't know why, only when I zoom
in you can see it. Let's make the eyes black. Will turn the middle
of this down. And let's turn the
roughness down so that they're nice and glossy. Okay. So that's, that's
pretty much paint. But that was only paying all. Of course. Paint works like a paintbrush. So if I take a different color, so let's say I do like a
tap on the head again. So if I take like
this glossy blue, maybe I want to make it
a little more rough. And you can adjust these. You can just paint like normal. So let's do something
like a purple, maybe a little bit lighter, maybe a little bit glossier. And let's paint like
the tips of the, I guess antlers kinda
looks like antlers. So that's how you would paint. Here's a pro tip. Up here. There are layers. So let's say you
really like that, but you're not sure if you
may want to change this gold. You would go up here to
the layers, add a layer, and maybe rename it ends. I suppose. So we rename it ends. And now we go back to our
Russell on our paint. And we want to paint this now. So now we've painted the menu will paint
this little heart too. So now we've painted the ends, but you have a lot more control. You can change that. And you can go to base and you can adjust the whole
thing if you wanted to. And that will still be there. If you really want
this color again, but you've already changed it, or you really want
the gold again, then just press on the color. Press this little eyedrop. And now you have your gold, where you have your pink. And you can do this
with anything. The background. And the good thing about this is it not only saves the color, but it's also saves the
roughness and the metal minus c that all all that information is
with the eyedropper. Smudge. Obviously just smudges. But you wanna make sure that
you're on the right layer. Is he always on the base? I want to be on the ends
because that's what we colored. And smudge, just smudges. But if you're like
me, you probably want a smooth gradient. So to get a smooth gradient, you want to use smooth. But you want to
lower the intensity. If you use smooth and you lower the intensity all the way down, then it just will
smooth out the color. So what I would suggest
is taking smooth, cloning it, it'll
show up down here. Actually, I can get
rid of this brush. So it takes smooth clone it. And maybe smooth, smooth color. So it shows up down here. And all you have to do
is lower the intensity. Then go here, tap it, and then tap Save. So now you have a smooth
color, which is what I have. With the smooth color. You can go in here and we'll make this a
little bit smaller. You can smooth out the color. As you can see. It's not really
working this well. And I wonder if you can guess why it's
not working so well. The reason it's not
working so well is because it's such a high res, like it's so dense. So that's the only reason that
it's not working so well. But I'll show you how
to make it work well. And of course, this is
something you have to get used to when you're
modeling and when, At what point in time
you color things. So if you want to
get this smooth and make it really nice
and really blend, and go to voxel and maybe
bring it down to like 200. And voxel Ramesh. So now it's at like 200. I'm gonna go ahead and save. So now it's around 200. So let's see how our
smooth color works now. Now it blends
really, really nice. So just like with
everything else. Hi-res, you know,
it's hard to really, if it's high res and
everything is a bit more rigid and a bit more
crisp and clear. It's the same thing
with the colors. You can get crisp, crisper
lines, more crisp lines. But when you lower
it to like 200, then you can, you can sort
of blended it much better. So it doesn't really change the look of
this too much either. But if I, again, if I
wanted to do finer detail, I would voxel remission it. Hi again, which we're
probably going to do soon. Okay, So flatten. Just flattens. And I want to show you my
flattened tool settings. So these are my
flattened tool settings. I think I have anything here. Needs a symmetry or anything. So yeah, so these
are pretty much my flattened tool settings. And it works just like
you would expect. But it can make some
really beautiful effects. It's one of my favorite tools. Flatten this here. Let's see, we go
on the other side. We kinda flatten this side to flatten is really cool. It can give you some
really cool effects. Even on things like, um, like here I
might use flattened. And on things like the nose, say I want to flatten this
a little bit on the bottom. I might flatten it and
then smooth it out. And doesn't look
like it's smooth. But again, that's
because of the paint. That's again, that's
why I usually model in Metcalf.
It's easier to see. All right, so that's flattened. Is there anything
else? I want to find? The nose a little bit more. Smooth it out. Okay, So that's flattened. Let's hop over to a new video and we'll just
keep going down the line. But before I do that, just in
case I'm going to show you, I just want to click on the tools and just
show you my settings. So we did Clay. Really, it's just that
setting for clay, for brush. Not really much. For drag. My drag tool settings, Move, Move Tool Settings, smooth, mask. I don't think there's
anything crazy with mask. Select mask, paint, smudge that there's
anything crazy with smudge. Flatten? Yeah.
16. Fresh Mesh: Okay, let's see, Let's get
onto the layer right here. But let's start something else. Let's add a box. Will pull the box forward. Maybe we'll stretch it out, flatten it, will flatten
it a little bit more. Then we have this
little pedestal here. Just as a little refresher. Let's decimate the
box a little bit. So the first thing we
wanna do is validate. And then we want to, let's make it a
rounded edge box. So let's use our
rounded edge tool. Make sure they were
tapped on the box and then drag from the middle. Let's do that multiple times. Now we have a nice rounded box. So now let's go to here
and let's decimate it. So we'll go here to see UV. Right now it's 7,972. What's decimated a few times. Okay, Now it's 500,
still looks good. So now we just made
a rounded edge, front platform. Let's rename it. So now we have a front platform. I'm just going to
lower it a little bit. There we go. So let's put
something else on here. Let's make a sphere. And gizmo, Let's move
our sphere up here. Let's flatten it a little bit. Let's move it over. Actually, you know what,
let's not move it over. Let's just work
on it right here. Let's make it bigger too,
and let's stretch it. So we'll do something
like this right here. So let's validate it. And let's voxel remission high. So we'll voxel rematch. That's the same thing
with going here. Voxel, let's voxel
remission it at like 350. I'm gonna save first,
save my progress. It's voxel Ramesh at 03:50. Okay, now let's use our
rounded, our rounded edge. Let's use that on this sphere to get rid
of those little squares. I just, sometimes I
just keep doing this until it's nice and clear. Okay, so now we have
another little sphere. And let's, let's
flatten the head. So let's take flatten brush, and let's just flatten this. Whoops. Got to make sure
that you turn symmetry on symmetries of bugger. So let's flatten this here. And then let's smooth this out. Okay? So now we can kinda just make a
little, a little character. Let's make, let's
take another sphere. So let's name this one body. So we'll rename that one body. Let's make another
sphere mirror. Now let's tap on the sphere. Gizmo. Let's move as kinda separate it. And let's move it up. And let's shrink it.
And let's make this like like little legs. So let's stretch it out. And I really like making
little characters like this. You can just kinda follow along. I'm just going to sort
of twisted so they're kind of in his in the body. Maybe I'll push them
in a little bit more, but I want I want the feet
to be a little bit bigger at the ends so we can go ahead
and validate these fears. There is still mirror here. So let's use drag or let's use, we can use move or drag. I think I'll use drag. And the sense they're mirrored. That's the only reason I
don't have to do symmetry. Because if I touched symmetry, then it's, it's gonna be the
symmetry of just one sphere. So that can be kinda tricky
sometimes even myself, I have to make sure I
know what I'm doing, but we don't need symmetry now because the spheres
are mirrored, so they're just mirroring from
both sides on both sides. So now we have two little VDS. Let's make two more spheres. So let's add a sphere and see the sphere is now
within this mirror. So we use our gizmo
will move it up. And I don't think
we have to yeah, we don't have to
tap mirror here. Remember because we made this fear and it's
already in this mirror. So that's why we don't
have to press mirror here. If we did, it would just
be like a double mirror. So let's move it up
and let's shrink it. Let's bring it in
a little further. Now let's use,
let's validate it. And let's use move
will bring them, bring the size of
the Move tool down. And let's just kinda make
some sort of like arms. So we'll just make some
sort of like arms. Maybe we'll kinda do it. So it looks like he's
almost resting is all his little
hands on his legs. In a sense, something like that. But it's just sometimes I
just like to manipulate the manipulate the
clay like that. See if I want to just
stretch this out. It's kinda hard with, with move, but I'll
use drag to dislike. Drag it up into the
body a little bit. You can still obviously
you can still kinda manipulated as you need. Now it looks like a little
character that's sitting. And we're going to use all
these for the next tools. I know I'm making
another character, but I also think
this is a good way to brush up on things that
we've already learned. Because this is how I
would build a character. Okay, so we have this mirror. So let's go ahead and
add another circle in this mirror, or another sphere. So we'll add another sphere. Whoops, I just touched
something else. So I have to go back in
here and touch my sphere. Will bring it out
or bring it up. Can separate the two, shrink it. Okay, so let's make
it kinda like this. I really liked making these
characters with these kind of big ears kinda
coming out the back. So I'm gonna validate,
I'll use move. I like to make the
move tool really big. And then sort of
push on one side, kind of gives it a
nicely curved effect. Then I'll just maybe
adjust this a little bit. But again, this is
another spot where you just can really just
have fun with it. Just sort of make random, random characters like I already liked this
character a lot. It looks funny. So this character is
looking pretty good. So let's just join the, we want to get my tail to, let's give them a little tail. So the important
part about the tail, so let's use sphere. I use lots of spheres is we
don't want it to be mirrored. So we'll go back to
the scene and let's bring this one out
of the mirror. So now it's just his own little
sphere. We can shrink it. It's also a good way
to make like fins. You just shrink them like this. But this is a tail, so I'm going to validate and
then I'll use maybe drag. I'll make sure symmetry is on. And I'll just kinda drag
the tail out a little bit. Just kinda make it like
a cute little tail. Notice how I'm just kinda
pushing and pulling on it until it's slopes the
way I want it to slope. So I think that's pretty
good. So let's join the ears, the body and the tail. The tail, here's the body. And what is the 0 and the ears? Is that what I wanted to do? Okay, So the ears are
part of this mirror. So to make it easier, I'm just going to
bring these out. And see I have one year now, but I'm just going to press
Add and then just do mirror. Now the other one pops up. So I'll take these two
Validate Join children. And now I have the ears, the tail, and the body. So I select all of them. Voxel. Let's do it at like 350 again.
And let's do it at 400. Let's really live crazy. 400. I'm going to
save my progress. And then we'll unbox
what we measure at 400. Okay, So now all of
these are solidified. And let's go ahead
and smooth out. Make sure symmetries on. We'll go ahead and
smooth this out. In another way. You can also do rounded edge. But I find that rounded edge sometimes isn't as
aggressive as I like. So I'll just take smooth and just put a little more
pressure on on it. Okay, good. So now we had this
have I can other little character that we can help us to help us with
the rest of the tools. So this was excuse me, this was supposed to
be the tools video. But the next one is
going to be actually be sculpting tools,
video number three. But isn't good so far. We're going to have some
fun with this character. Promise you.
17. Sculpting Tools 3: Alright, so let's get
back to the tools. And another little tidbit. Well, we just did
here is blocking out. So we just blocked
out this character. And blocking out just
means that we're just used primitive shapes to formulate
what we want to make. So that's blocking
out the character, just making it really simple. Let's move on to the next. The next tool, which is layer. Layer, is something that
I'll just show you. So see it kinda adds
another layer to our mesh. It's kind of a weird shape.
But you can also hit sub. So all of these tools, you can, not all of them, but you'll notice some of
them like inflate crease. They all have the sub. So for layer, this is the
sub, takes away a layer. Pretty simple. The only thing with
layer is you want to like if you want to
make something like this, then you just make sure that
it's the shape you want. Because if you take the
stylus often and you go back, it'll start erasing a new layer. But I like to use
layer for sort of like I, what is it called? So I usually will make
something like this eye socket. That's what it is. So this is how I usually
do like an eye socket. I'll make a shape like that. And then I'll kinda, and then after that I'll smooth it out. And that's usually how
I do my eye sockets. And of course you can change
the depth if you want. You can actually use
clay and sub two. If you want to just give it
some more depth like this. And then just remember
to just smooth it out. You'll remember
because it looks, it looks bad unless
you smooth it out. But that's what I do
to make eye sockets. And I like using
you can also use clay and sub two to
do that as well. But it's just a
little bit messier. But you know, it's sort
of the same thing. Smooth it like so. Okay, so since
we're doing layer, I'm just going to actually
do it with layer so I can stay faithful to what
we're doing now. So this is the front. Everything is lean back so far. That's okay. So let's layer some eye sockets. How do I want? I feel like I want well, actually I think it's okay. So I usually do something flat like that and
then do this for the eye. Well, let's do another layer. Okay, and we can use clay and sub and just kinda bring
that down a little bit. So now we have some eye sockets. We'll just use Smith
and spread them out. Okay. If you want
to, if you want to add some more clay here, maybe you think it's too thin. You can just use
clay and you can add some to this little middle area. And you might want to
smooth it out with the smooth tool that you can get some
really nice shapes, you know, some really nice,
nice sculpting shapes. Okay, so that's layer. So inflate, inflate. Obviously you just inflates. It's not really, it's sort of inflates the mesh
that's already there. So it's a little bit
different than clay. Clay kinda adds clay as you go. So it's similar,
but inflate just kind of inflates what you have. So it'll be quicker to break
down because it's just stretching instead
of adding clay. But what I use in
fleet for one of my favorite things is like e.g. around the eye socket. I might use in Fleet. And then I'll smooth that out. And I might want
to use flattened and then just kinda
flatten out this shape. Maybe I'll even flattened
part of this eye socket. So obviously we use platinum
before and I'm like, why am I why was I own
flattened in Fleet excuse me? Inflate. So that's inflate. One of the, one of my favorite
things to do with inflate is see this little arm
here, this cute little arm. I like to make little like
skin folds around them. Then I'll just kinda
smooth it out. I always think that looks
really, really great. It kinda just gives
a little more life to your characters. You can do the same
thing with the legs. I don't always do the legs, but since this is a demo, let's do it around the legs too. Because normally if those
were his little legs, he know he would have some
he would have a skinfold. There are two. I'm gonna do it again. I'm gonna do it like bringing it closer and
make it a little smaller. That's better. That's
a little bitter. Smooth it out, keep it
looking nice and natural. And how he has some
little like skin folds. And you can also do like maybe you want to do a little one
like over the tail. Me turn on symmetry. Four and, and fleet. So just kinda like
fun little details. I like to use the inflate
tool. You can also. So let's see, we
have the feet here. Let's go ahead and box will rematch the feet
a little bit higher. So let's talk through
rematch them. I'd like to 50 excuse me. So voxel make rematch them at
02:50 will smooth them out. And we can take inflate. And you can actually
make like little toes. Well, actually let's turn
symmetry off. We don't need it. Can actually make little toes. Now here's a little toes. You can smooth them, but just
be gentle when you smooth. So you don't lose
too much shape. Where you don't want to
lose too much shape. This one's a little big, so he has little feet. Feet ease. These are just like
fun things you can do with with inflate. Flatten the bottoms of
these, smooth it out. These are all the little details that I really enjoy doing. And let's, let's
flatten out the, this part of the foot two. Let's plan. So smooth that out. We'll turn symmetry on what you think symmetries on it
doesn't look like it, but I think it's actually, let's do a little test. Yeah, okay. Symmetry is on. I just couldn't tell
by the looks of it. Let's drag this little toe. Just want to drag them sort of inwards towards each other. Okay, so now let's do the
same thing with the arms. So let's voxel rematch
them at 02:50, like we did the other ones. We can smooth it out. Then let's take an fleet and we'll
just make some little, we'll make some, some
inflate inflations, but we'll make it so it
looks like it's like a thumb like on his leg. And we'll do the same
thing down here. Maybe we'll do one here. And now here's a problem
because we're running into, we can't see underneath.
So let's hide these. So we'll tap on that. Hide it, and we'll tap on this. And we can hide it. Now we can go back and
actually do our fleets. So we'll make another one here and maybe like a third one here. Now let's smoothies out. And they just kinda make
little cute little fingers for Zillow pudgy arms. So just kinda fun, fun to do. So when we come
back, then we'll, we'll, we'll jump
to the next tool. I love inflate a usefully
inflates so much.
18. Sculpting Tools 4: Okay, crease. Crease is another
really cool tool. So let's say we wanted to make some creases
in-between these toes. We'll just use crease. Let's see You are these
legs in a mirror? So I'm just going
to label this legs. And I think these are the arms
here. These are the arms. So I'm going to rename these arms just so we
know what we're doing. If we want to make a
crease in between here, we just grabbed the crease tool. Make a crease like this. However you want the toe to be. We don't have to go
all the way around it, but now you have some
creases in-between. So that's the crease
tool, very useful. There's a lots of
things where I use the crease tool is very useful. Sometimes I want to just make, sometimes I might even
just wanted to make like a design or something. Increased tool is good for that. Kinda like that. Ammonia
will keep her in. I might do a little
design on like the arms for the little elbows, a little belly
button or something. So that is the crease tool. Obviously you can
use sub and it will, it'll raise, make it
a little bit bigger. I did it along the edge of this. Then it sort of creases
that like this. One. It will keep
it, smooth it out. I don't know what kind of
character we're gonna get soon, but it's kinda fun to
just use all these tools. So let's create some, go back to crease and take it off
sub. I don't usually do. I find that I do this
sometimes if I'm making hair, I'll use crease with
sub because it makes these nice crisp edges trim. So it's telling me
to use orthographic. Let's bring back our front
platform and we'll tap front. And it's really hard to see
street with perspective. So orthographic is always better if you want
to do some trimming. So let's turn it to its side. And we use trim,
we use rectangle. Let's take a look
at my trim tools. Here's my settings. Sometimes I turn these
all the way down. If I want to trim his, but I make sure
that I'm tapped on his body and I want to trim right underneath
where he's sitting. I'll probably trim right
here a little bit below. Something like that. Let's hide the platform and just see
that just trims his body. But obviously we have
these little legs to make sure that I tap left. I'll tap on the legs. And they can also trim those. And I'll just use that
same trim line to trim. So of course, there's other
tools you can use, the lasso. You can treat them
with like a Lasso. Like that. You can trim
with the line like that. Or of course, a circle. So those are your trim options? Project? I honestly, I'd never use it. I don't really know
what it's for. So yeah, I don't have much
to say about project gizmo. We know how to use,
That's our controller. Pinch. Pinch is really cool. Let's say we, it's sort of
similar to crease with sub, Let's say we want to make
this a sharper edge. We can use pinch. And we'll kind of go over it. It'll try to find any
sort of like bend. And it'll try to
pinch it together. Just like we did with
the little heart on top of the little character. I think we pinched, we've
pinched the edges of this. So that's pinch delete layer. I don't use mask too. I think I might have
just clone this split. Split is another
interesting one. It's almost the same as
trim except for split. If I was to take the
body and go across, it will make two
separate meshes. Anytime I use split
or if I use trim, I also voxel ramesh two. So I did split these. So I actually should. Box will rematch them. I'll box where we matched
them at like to ten. The body to the body. I'll do a little bit higher. I'll probably do it like 400. Let me just save, just in case I'll just
falx cerebri mesh. So when you make the
cuts sometimes it changes the polygons a bit. So I just like to
rematch to reset those. We said how the edges look, keeps the edges nice
and clean like this. Like a good clean mesh. Okay, so now the bottom
is nice and clean. Let's bring back the
front front platform and let's bring back floor. Okay. So leaf leaf is what you would use to
make like a bowl or a mug. I think in this case
we'll make a bolt. So we usually will tap on Leith, will tap on path. Now you see this line in
the middle of the screen. So what you have
to do is imagine this line is the center of
whatever you're going to make. So if you're gonna make a mug, this line would be the
center of the mug. So if I start here, this would be the
bottom of the mug. So if I'm making a bowl, actually I'm gonna use curves. It's probably easier
with the leaf tool. So I'm using curve. And I just make half
of a bowl like this. So this is half of our poll. But you have to make the inner
wall of the bowl as well. So you can't just come
all the way across. You have to say, okay, the bowl is going to be this thick. And we're gonna come
back down to that line. So this will be the
wall of our bowl. So when I let go,
that that's the bowl. And I must have put
it in a mirror. So I'll take it out and
just rename it bowl. And then you have all these
nodes that you can adjust. So spline just kinda makes
everything nice and curvy. So if I tap spline, everything's gonna
be nice and curved. So each of these nodes will allow us to let
me just solo this. So you can tap solo down
here, down at the bottom. So now we can just see the bowl. So this is little pointy, so
I'm going to bring that up. But other than
that, it looks like it's a pretty good
look and bowl. You can bring these nodes
together to get rid of them. You can stretch them out. You can tap on them if you
want like a sharper edge. So if I tap on both of these, that gives me that kind of
a flat look on the top. So now we have a
nice, a nice bowl. You can validate it, and then of course you
can use the gizmo. Notice the gizmos at the
bottom, which is fine, but if you want the gizmo
to move towards the middle, again, just go pivot, rosette pivot, and then it moves to the middle
of your mesh. But it's actually a
nice at the bottom. And I'll show you why. Let me tap solo again. We like our bowl,
It's a little big. Let me tap pivot again. If we put the pivot
at the bottom of the bowl instead
of the middle, make sure that I'm
on the ground here. The cool thing about
moving the pivot to the bottom is now like
if I were to resize it, the bottom stays on the surface. Whereas if the pivots
in the middle, it'll kinda go
through the surface. But like say now if I wanted to stretch it out at the bottom, we'll just stay where
it's supposed to be. So this is just one cool
tidbit of the pivot tool. But again, if you
wanted to go to the middle, you do pivot. Pivot, it will always reset
to the middle of the mesh. But I'm going to undo
selected at the bottom. Okay? So maybe we will, maybe I'll
put this next to our little, a little rascal here. So I'll move it over. And then I'll move it up a little smaller and move it
a little closer to him. See this little clone here, I'll just clone it and it'll
just bring it over here. Maybe I want it to be
a little bit bigger, maybe a little bit higher. Just like a different
kind of ball. Maybe I'll clone it again and move it and
then make it small. Maybe we'll make like a little
baby bowl next to them. Now there's just a
couple of bowls. Why not? Okay, So that is
the length tool. Now remember what the
late tool really quickly. You just have to
play around with it. Like if I'm making like a
muffin or making like a muffin, I always think of it as
the middle of the muffin. Then I'll come out and
goes something like this. Or a mushroom. Looks kinda like they're
already validate this. Let me undo. Now. I'll just move it forward. So it isn't really, doesn't
quite look like a muffin. So that's when if you
don't see the nodes, but you haven't validated, then just press tube and
you'll see the nodes. If it's not looking the way
that you want it to look. That's plus spline. And that's when you just
go and adjust these. You just have to adjust it until it kind of gets homophony. I don't think that's a
word, but I kinda like it. Now looks more like a muffin. Now it looks more
like a little muffin. So I'm just going
to validate this and I'll use my round
it and my round edge. I'm just going to soften
it up a little bit. Like so. And maybe even decimated. Get the size down a little bit. Something like that. And now we can just move this into somewhere in our scene. We'll just make it small. And we'll just move it
somewhere in our scene. Why not? Now there's a little muffin there as well. I'm way over time.
19. Sculpting Tools 5: Tube Tool: Okay, so let's do the tube tool. In order to do the tube tool, I want to show you
how I do eyelashes, which is I always do
eyelashes for my characters. Let's give him some
eyes really quickly. I think this length
was our muffin. I'm just going to
rename it muffin. But let's give him some eyes. So let's tap on the
body just so we kinda know where it is. So this is the body and
these are his legs. So I'm going to bring
this up near the body. I just want to keep everything
kinda close to each other. So we have the body, let's do add sphere. Let's do mirror. And with the gizmo
will bring this fear. I must have. There we go. There's our sphere. So we use the gizmo to
bring it up where it's supposed to go, shrink it. Then we'll just move it in a
place that we want the eyes. I'll shrink it a
little bit more. So let's say we just want
the eyes kinda like this. Sometimes I'll flatten the
eyes to maybe stretch and I'll just push them back so
they're a little more flat. Sometimes I just
kinda like this, look a little bit better. But either way, Now he
has some little eyes. But I like to do actually there's another step I want to do before I
used the tube tool. And this is a really fun thing and it kinda goes over
what we just learned. So let's take this sphere,
Let's validate it. And I'm going to take both
of these and validate. So now we have eyes. So let's clone this. So now we have eyes and IL-12, and let's rename this up lids. So this is how we make eyelids. Up lids. Will go to gizmo and see
the gizmos in a weird spot. Sometimes that happens. I find it annoying. But let's go, let's tap
pivot, rosette, pivot. And now the gizmo was
right in the middle. So let's pull the
eyelids up a little bit and let's make them
a little bit bigger, a little bit and push
them back a little bit. So something like this. Just so they're a little
bit bigger than the eyes. Now I'm just going to position him just so he's sort of
like straight to camera. And I'm just going to use
trim and I'm going to trim both of these. So we can actually use line. So we use trim line and we'll
just draw a line across. The white part is
what gets trimmed. So you wanna make sure
that's on the bottom. So now we've trimmed
both of these. And let's take voxel
and that's Ramesh them. I'd like 200. So now they're looking
nice and smooth. Let's take smooth and I must
not have had a symmetry. So when I smooth, I didn't have symmetry. So let's tap symmetry. And now it's smoothing
on both sides. That's tricky. The smooth gets me. A symmetry gets me
sometimes where I've moved along really far and then I
realized that I messed up. So just keep in mind
to always check your symmetry when you want things to happen
on both sides. So let's do the same thing, which is tilt this back, move it up, and then let's
just move them closer. If you think this is too much, you can also use this green
and you can tilt them. You can tilt it this way too. So there's all different
ways you can tilt it until you really get
what you're looking for. Sometimes it takes just take
some time with the gizmo. I'm going to take move. And I'm going to drag
these up a little bit too. And then I'll take flatten. I love using a flattened tool to flatten out these eyelids. Something like that. I might just give them a
little smooth over. And also you can take move. You can also take move and you can adjust it a little bit more to just have to be a little bit
gentle with it so it doesn't lose its shape
AND gate get funny. But if it does,
then you can always just flatten it over again. But again, it's all
about knowing how to use the tools to get what you get, what you ultimately want. To put a lot of examples
and tips in these videos. Okay, so we wanted to do
eyebrows and eyelashes. So that's what I
always use the 2p4. So let's take the tube. Will do path this one
and we'll do snap. Snap means is that it's going to snap to the surface of these. If you don't have snap, sometimes there'll be
like inside the mesh. It'll be a little bit
harder to manage. Snap will mean it'll
stay on the surface. So for the path option
for the tube tool, you want to start and
put your stylish down. You want to drag up, lift, go to the next
point, drag, lift. Go to the next point,
drag a little bit, lift, and so on. And I kinda wanted to
come out a little bit, so I'm going to tap this. So it's kinda hard. Turn. So something
essentially like this. Now of course you can add, if you want to add another node, you can drag that down. And then you can add
another node there. Then once you're done,
once you're happy with it, you can tap green. And then a tube appears
for your for your, where you put the nodes. But you can still have plenty of adjustments that you
can make with this. So the first thing I
usually do is change. This part is smaller in
this part to bigger. And that has to do
with the radius. Right now. We just have one radius. Remember we went over the nodes that just makes it
bigger and smaller. If we have two radius, we can make this smaller. We can make this bigger. If we have three, then you
can adjust any of these. I think this looks
pretty good so far. The only thing I wanna do is make this a little bit sharper. And I want to bring it
down a little bit more. So I'm just going
to adjust these. Maybe I'll add another
node here. Maybe not. But you see how it's
not really that curvy. So that's when you hit spline. That makes it really
nice and curvy. Like a good spline. I'm going to turn off snap. This way. I can vary this
edge in the mesh. And that'll kinda make it
look like it's a nice edge. So that's pretty much
how I use the tube tool. Obviously, you can
make tentacles. You can make a ton of a ton
of things with the tube tool. It's a very useful tool. I mostly use it for
eyelashes and also fingers. Because I do fingers. You can do the
different sections. You can sort of move
them as you need. And you can even make
each node like a little bit bigger
for the knuckles, you know, like we
can do the three. You can make each one a little
bit bigger if you want. But there's a lot of
nuance to the tube tool. I love it. So let's tap mirror so that we have the same
thing on the other side. And then we can validate
when we're happy. And I'll take the smooth tool. I like to smooth out this hand. And then I like to take flatten
and I'd like to give it a little bit of a little, a little turn up at the end. I just use drag if I want to make it a little bit
bigger or smaller. Just use drag and
I'll smooth it again. Yeah, something like that. This is a actually it
looks a little bit funny. So I'm gonna go back to
the lids and maybe I'll just kinda pull them
down a little bit. Maybe smooth it
out a little bit. Because I want it to look
good with this eyelash here. So I don't really need me, they don't really need
it to be flattened. So I'll just do something like that that looks a little
bit more natural. And if I want to change
something with these lashes, I can also maybe use flatten
its turn symmetry off. I can use flattened
into sort of adjust this as well if I
feel like I need to. So something like that. So that is the tube tool, one of my favorite things I love making little eyelashes
on my characters. Sometimes they've been
making thicker than that. But very fun and very useful. I would definitely recommend
playing with the length and the tube tool because you
will need them at some point. Measure I don't really use, but you can measure things out. I'm not exactly sure how. But this is one of the
more technical ones. So you probably need to find
someone who's a little more technical and knows how
to use these tools, which I do not measure tool, I don't really use that much, but you can measure things out. Nudge. I don't really use either stamp. If you're going to use stamp, if you import an image, you can just go right here. And let's say you
wanted to import. This shape. Didn't work. Let's
move to the body. Make sure you tap on the
body and you can import it. But let's turn off
symmetry. So it's just one. And see it brings the shape end. But you see that it's
looking all weird. So let's lower the intensity and let's raise the
size a little bit. That's a little better. So that's the stamp
in a nutshell. Okay. View, which just
gives you a way to view everything while the
little icons go away. I don't use Select, I don't use insert, I
don't use Transform. And I think these
are just other tools that I've made along the way. But nothing, These
aren't default. So I think that's
pretty much it. So let's, I think we can
just explore and have some fun with some
of these tools and just sort of flesh them
out a little bit more. Just so we have like
a complete little character is looking good. Maybe we'll put some little
things in these bowls too.
20. Sculpting Tools in Action: So I'm gonna show you how
I use some of these tools to create more of a
face for our character. So I like to block out like do I want
what kind of knows too, I want to give the character or do I want a snout to them? What the mouth open or closed. So there's lots of
different options. So let's use clay and so on. When the body, I'm using clay. And you can see
my settings here. And sometimes I
just like to make kind of a nice
little square snout, like a small snout. So I just kinda make
a nice little square. So something like this. Now when you smooth it, it's gonna, it's gonna
go down a little bit. So that's why I'm making it stick out a little
bit or a lot of it. So I might do something
like this and then I'll take smooth
and smooth it down. So even though it's
a high res mesh, even though this
is pretty high res when I'm using the clay, the clay doesn't assume like the clay doesn't become
as high as high rash. The clay doesn't
become as high raise. So it doesn't have this like the exact same poly count as like this part that
was already there. So when you add clay, the clay is automatically
a bit softer. So now we have a nice
little snout there. So let's use crease. Creases way usually used
to make like the mouth. So let's use crease and
let's start from under here. I have symmetry on. So if you tap once the data
is like close together, that means you're in the middle. You don't want to start
from here and go out. So we're just kinda want
to start in the middle. Make a crease like that up. And then out will make
something like that. We want to try to make this
go a little bit deeper. So we'll just kinda
go over it again. I sort of, I didn't
follow the same path. So you kinda wanna
follow the same path. So something like that. That looks pretty good. But now I like to use drag and I sort of like to enhance this. Let me make it a
little bit bigger. I like to drag it up even more and really
enhance that smile. And even under this, even under the, it'll smooth. I'll just kinda drag it up to really emphasize that smile. So the only thing
missing now is he didn't have any sort
of like bottom lip. So if I was going to
make the mouth open, I would use layer and I would
start layering like this. And I will just keep going. If I was gonna make an open
mouth, that's how I do it. And then I make like the
lip and stuff like that. I want to make do I
want to keep it open? We've come this far.
We'll leave it closed. So since I'm leaving it closed, I'll take clay and I'll do
almost the same thing we did for this, but right underneath. So I'm just going to use clay. And I'll try to stay a little
bit underneath the crease. Of course I have symmetry on. So I just want to
build this out. So continuing to go
over it and go over it until it's built
out a little bit, go a little bit underneath. Building this up,
something like that. Maybe I didn't bring it
out a little bit further. So bringing out a little
bit further either. So you can, looks really bad, but that's the beauty of
smoothing things out. So now we'll just smooth it. He has such a nice, cute little mouth from that
ugly mess that we just made. And that's actually
the crease is actually looking
pretty good there. But if I wanted to, I could go and just go over
the crease again. I don't really need to
now, but just to show you. So that's what I do to sort of enhance the crease
a little bit more. And if you want to be fancy, you can do in Fleet and
you can sort of make like a make a nice little fold under his chin or under,
under his little chin. You can do something like
that and then smooth it out. Just gives him a little
more personality. You can also do it here as well. So you can take inflate, maybe. Inflate his cheeks a little bit and then sort
of smooth them out. Smooth that out really good. Okay, so now it just
looks, he looks happy. And let's experiment. Let's, let's add some
more clay I just wanted, I just kinda wanna see if I made us cheats really big
all the way out here. I just kinda want to see
how that would look. It's always good to experiment. And that's one of the
more fun things that I do when I'm 3D sculpting,
I always experiment. You should always, always, always experiment. It
looks kinda weird. I moved them up. It looks a little bit better. After remember that
I have to keep the cheeks nice and high. Sometimes they can
look a little funny. Now he has nice, chubby cheeks. So let's enhance
this little crease here because I
smoothed out a lot. So when you smooth a lot, you might have to enhance
your creases again. Here's another little pro tip. You know, I kinda like
using the flattened tool. And it might be a nice
opportunity to sort of make this plane here. Let's see, I would
avoid, it looks like. And honestly this is
mostly just for fun, but these are the kind of
things I experiment with. Like I like making planes. And I think that kinda looks nice just
to have that sort of, I don't even really
know how to explain it. But sometimes I'll
look for areas that look like they might
look cool if it's flattened. So e.g. I. Might not do it with this with
this bottom lip. But I'm always
looking for a chance to see like let's say
if I was to flatten this out under here and try to create that nice lip. See how that creates
this nice little curve. This is another thing that
I'm always looking for. I kinda lost it a little bit. So let me make this smaller so I don't
really touch that curve. Then remember to get
this curve even better. I can do pinch. And then I can just
sort of go like this and get that nice little nice little plain flat
plane underneath. So it might look better, normal, but I just wanted to
show you the kind of things that I look for. I think I might like
it better like that. Although I could probably
pop out a little bit more. So maybe I'll just take drag. Just kinda pop it out
a little bit more. Yeah, that's nice. Okay, so let's use let's use inflate and let's give
him some little nostrils maybe with the inflate tool. Let's give him some smaller. Let's do this. This might be a good time for
me to rematch this. But I think we might do to
get away, get away with it. So let's move this
really softly. And let's see if we can use crease the clays a little soft. But there's a way that I
would do like a little nose. But I don't really
think this character and needs this little nose. So I'm going to go
ahead and delete it. But if I wanted to do
this a little bit more, if I want to solidify this so
I can do details like this. Let me just save. I would voxel Ramesh
pretty high again. So voxel, remember it for 100. And now, when I do in fleet, should be a lot
cleaner than before. Yes, he announced
a lot more subtle. So maybe we'll do
something like that. I'll flatten it
out a little bit. And then maybe just use crease. Just make like a
little baby nostrils. Just a little just to touch. Let's flatten this. Flatten this out a little bit. Then maybe I'll put a nice, actually I kinda like that. Let's pinch that out. Kinda nice. So I'll just
pinch that out a little bit. Okay. So I think that's pretty good. The only, the last
thing that I want to do really quickly is flattened out an area for the eyes. So I'm going to take
my flatten brush on the eyes and just flattened, flattened this front area. And I didn't have symmetry on. So we're gonna do it in the next video because
I'm a dumb, dumb.
21. Eyes & Scene Efficiency : Welcome back. And like I said, the symmetry is sometimes it's
the bane of my existence. I wish I could leave it on. I need to write
that in the forum. That might be a way
to just keep it on until I turn it off. That will be preferable. But for the eyes, before I so rudely interrupted. For the eyes, I like to use the flattened tool and I just like to flatten
the surface. And then maybe like clone. Let's clone it. Now.
Let's clone it. And let's rename this
one P1 for pupil. Let's go back to the eye. Let's hide the
pupil one for now. Let's go back to the eye. We have our flattened tool, and I'm just going
to flatten out the front part of this eye. And I'm not exactly sure when I started doing this,
but I kinda like it. I just kinda made doing eyes
a little bit more simple. So that's flattened out. Now we'll take P1 will
shrink it with the gizmo. Again, I don't know
where the gizmo is, so I'm gonna go
pivot, we set pivot. And we might need
to do symmetry. Let's see, let's shrink it
for now. Let's move it out. Shrink. When they start
moving like this. That's when you need
to hit symmetry. Since they're touching, it's an issue because they do this like stretchy
thing when they touch. I mean, it happens. So
let's just delete this. And we'll add another sphere, mirror it, shrink it up. We'll separate them. Now we can use this for our eye. We can shrink it like this. Then we just have to tilt it, tilted back a
little bit to match the angle of where the eye is. So it's a little tricky. But essentially it's just laying another cylinder on the
surface is how to adjust it until it's just makes
sure that it's still around. There we go. That's better. We take it off of a line. A line means if you tack, if you tap a line
in the gizmo CCl, I go back to front. This will always be pointing up, this will always be right, and this will always
be back-and-forth. That's with a line. If you don't use a line, that's when the gizmo is
aligned to the local position. So the local position
is kind of curved back. So now this is
locally pointing up and locally pointing in
different directions. So if I tap front, you see that this
is not pointing to the front line is has
to do with the world. But if you don't
have it on a line, then it's just going to be
for these particular meshes. And it'll change wherever I go. I go here, it'll change. All of these that will change. Looking good. Let's stretch
his eyes out this way. I think I've ever really
done that before. Let's move these
closer to the middle. You always want to move your
eyes closer to the middle. Maybe we'll make it even bigger. Given like really big eyes. Maybe something like that. Move down a little bit. So you can adjust them, just make sure that you always put them
towards the middle. You always want to put the
eyes towards the middle. You could also go
really small too. You don't have to do big eyes. You can do small loop. Oh see, this is a
weird thing too, because it's supposed to be. It moves this way and
then one will snap back. It's always a weird thing. I
don't know why it does that. This is also another option to just make the eyes
a little bit smaller. Actually don't know
which one I like better. Dilemmas. They're
too far apart now, so I have to move
them closer together. Okay, that's better. Okay, so now we have our
chubby little character. He's looking really good. He's all trimmed up and we've
used most of the tools. The only thing left.
I think we can add a few things to these
bowls if you want. Even if it's just
like some spheres. But you can play around with it and just had things to it. You can add different
shapes and stuff to the bowls, things like that. But arsine is 1.1, 0.38 million. So that's pretty big. So what I like to do is since we pretty much have these
shapes, how we want them. Let's just go through and
figure out ways to at least get this under 1 million and
that shouldn't be difficult. So when we tap on each, each mesh, you can see
the, the number here. So that's 292. Not big. We tap on this, this is 6,146. So that's quite big. These pink lobes. So what we might have to do is let's just go to the pink lobe, the original pink lobe.
And let's decimate. It. Will decimate,
decimate, decimate. You can see it kinda makes
us really weird thing. And that's because the
polygons are changing, but the one we cloned, it has not changed. So I'll just take this one, delete it, and then I'll
just have to do it again. So I'll clone this one. I'll change the name to add. Then I have to go
back up here to this window and do
additive and always unlit. So I just had to
change it back to we had but now they're both 770. So we've saved a
little bit of space. So let's go back to this head. This head is 224 K. That's a lot. But we've already smoothed
that out is very smooth. So we can just go
ahead and decimated. So we go here, deci,
UV, decimate, decimate. Still looks pretty good. Now it starts to
get a little weird. So I'm going to go back a step. Maybe. I think this looks
still looks fine. So we'll leave that there. So now just go through
all of your parts. This one is 109 K. And we did a lot of we did
a lot of things to this. So I'm going to use the
rounded edge brush, tap on this and just do rounded
edge a couple of times. That will help us
when we decimate. So now let's go ahead
and decimate it. I'm going to take mine, started to lose everything. So now it's down to like 6,000
and it's still looks fine. Let's go ahead and go here
and put it back to let PBR. So we can actually
see these things. Okay. Look at this little chubby guy. Alright, so oh, another
thing I want to do is I want to connect the parts that are
gonna be colored together. So the body. And what is this? Let's
see, what is this? Oh, so these are the pupils. So let's take this and validate. These are the pupils. So we'll just rename it pupils. These are the upper lids. So we have the body. We have the upper lids. And let's see what is this? Those are the eyelashes. So for now let's
just join these two. So these are, this is the
body in the upper lids. I'm going to rename it body. And this is just a good way to keep all of your
things organized. So these are the eyelashes. So I select them both, Validate, Join children, and then
rename it eyelashes. So this mirror is
the arms and legs. So we can go ahead
and validate these. And let's connect
them to the body. So we already have the mirror, which is the arms and legs. And we'll just tap
body and will join. So now all of these are
together and they'll, they'll all be colored the same. So right now it's very, it's it's like that glossy
look which I don't like. So I'm gonna make it white. And I'm going to turn
up the roughness. Turn down the middle illness. Okay. That's looks better to me. And I also might want to adjust the just the lights
a little bit. Might want to bring this up. Get a little bit of
that other character, these other characters now. That looks a little bit better. Now he's a little
bit better lit. Okay, so let's change
these two glossy. So we'll go here. We'll
take down the roughness. Paint will go here. And maybe we don't want it as
glossy as the other thing, but we want a glossy.
Let's try that. Okay? Muffin doesn't
have to be glossy. Okay, so now we're in a good place and I
think we can just color most of these things
and we can keep it moving.
22. Coloring & Details: Alright, so have some fun coloring these
little characters. I feel like I want him to be, I don't think I want a purple. Kinda what I'm green. He feels like he would be green. I want to make sure I'm
the same roughness. So let's do pain all. I just want to check
the roughness. It was about the same. So there we go. So now he is painted green. Let's tap on the eye lashes. Those I always do a matte black. I don't want any
reflections on those. I just want them to be black. Now for the pupils, those are usually black too. But I don't mind that. I like when they're glossy. And even for the, for the eyes, you can do things
like paint a yellow. Makes it interesting. I feel like that fits him. K. So there's also
really fun things. If you if you really want
to take it up a notch, you can give him Tobin's. This is actually
really, really simple. Let's just go to his body. And these are all connected. So I'm just going to long press on the pupil and put
it with the eyes. And then I'm going
to take the eyes and put it with the body. The lashes can also go here. The Bose all connect. So now the bowls
are all connected. Maybe I'll even connect
the muffin with those. So now we can sort of, it's a little cleaner because we have everything is
sorted together. So that's why you would do that. So to make two beans,
Let's go to the body, will add a sphere
and will mirror. It. Would actually look kinda nice if we get a different
color stomach like that. Like that. Maybe we will, maybe I'll do it. So let's spread out
the two spheres. And then we'll kinda move
it to Tobin position. Once we're happy with it, I'm
just going to flatten it. And I'm just going
to align it to his foot with the gizmo. Sometimes it's a little tricky. You have to be patient
with the gizmo. So maybe I'll do
something like that. And once I have that,
once I like it, um, you can validate it and
then clone it. So hit Clone. I'll bring one up. See I have one on the
other side as well. Then you just suggest it and
put it right under the toes. It's really simple. Something like that will work. And then you can just clone
again. Then rinse and repeat. So the only, the hardest thing
is just making sure that your Gizmo is not being the
bane of your existence. And sometimes it's tricky. It just give yourself time. I'm like a perfectionist. So now we'll clone it again. Just position this one. I think so. I think that looks pretty good. So now I'll take all of these, validate them, join children. Rename this TO beans. And I'll put it under this because these
are all together. Now we can just let's see
what color do I want it? Definitely want it rough. Or Matt, I should say. We definitely want to Matt. Maybe something like this. Like that. So now
here's TO beans. Okay, so what color do we want? The rest of this room? Feel free to have fun with it, and just kinda make
them any color. I'm just gonna go ahead
and start coloring this and you can match me, but really just color it, whatever you'd like to do. I want to do the floor. Don't want a glossy
floor like that. Maybe I want all of
these dark color. It's kinda, kinda, kinda
weird, but interesting. That's kinda fun. For this. We'll call it, I don't
want this thing. Hello again. I don't want it to be sort
of reddish for some reason. Let's color the eyes. The eyes black too. That's okay. Now we
have these bowls. Let's make these some
different colors. Okay, now here's some
different colored balls. This, I'll make brown. So I'll make it yellow, and then I'll take darker
brown paint on top of it. Could use a layer, but I'm not too worried about
this little muffin. Think you'll be just fine and have symmetry
on that would help. We lowered the size
so it should blend nicely with our
new smooth color, which again is smooth
without any intensity. Okay, so we have
something like that. When you're making
characters like this. Here's another little pro tip. Add a layer. So I add
a layer to the body. And I'm going to
call it reddish. So take red first, use the eyedropper and
get the same color. That way you get
the same texture. So go to red. Excuse me. So you go to read and
take your paintbrush. Can lower the intensity
a little bit. And now I'm just going
to paint this red here. A little bit up the nose, cheeks, maybe even a little bit down here. And the body is 1.24 million, which is very, very high. I probably should have decimated at it before I'm
doing this coloring, but sometimes I do live dangerously close to the
toes, read a little bit. The ears read a little bit. Okay. Looks pretty good.
I'm just going to kind of go over this and kinda go over up here a
little bit with red. Just make this a
little bit darker. Now he looks oddly read, but trust me, it'll
look, it'll look good. So the first thing I
want to do is decimate. So let's decimate this. And let me save. So
let's decimate again. Let's decimate once more. It's still looking pretty good. And it's 155 k, that's still pretty high. So let's decimate
again and again. And maybe one more time. Still looks pretty good.
So now it's at 19.4. That's a big difference. Are seen as only
157 k right now. So it's a lot better. So
let's use that smooth color, which is just the smooth
brush with zero intensity. And now we'll just smooth. This should smooth a bit easier. It's not smooth and too bad. Let's see if we can decimate again the kind of
changed things. So I'm gonna go back. Okay, so it looks like
19.4 is the best I can do. I probably could have
probably could have voxel re meshed and then
use my rounded edge. That's probably what I should
have done, but I didn't. But let's do a rewind
and I'll do that. I'll just see if that helps. So I'm gonna go
back and I'm going to use my rounded edge
and then decimate again.
23. Coloring & Details 2: So here you are before
I added the red color. And what I'm gonna do is, so now I'm happy with this. I don't want to add
any more details, although I did want to add
that round belly, maybe. I could always add that way if I did want to add
that round belly. Let's move this up. Let's just, let's see if that will work. Kinda looks cute. Let's change the color. Let's grab this color and paint. I think I kinda like that. I
think it looks kind of cute. So I'll validate it and
I'll maybe I'll just smooth around these sides of it. Thanks, symmetry. So I'll
just smooth out the sides. A little bit. Nice. So I'll just take this sphere and you know
what, I'll just decimate it. So now it's 770. And I'm just
going to rename it tummy. And I'll put it in
here with the body. Okay, so now back to the, the body which is 1.24 million. That's a lot. So let's use rounded
edge on the body. 234. Okay, It's still pretty good. So it did it four times. It still looks pretty good. Let's see if we can decimate it. Down. Should say begin. Let's see if we can get
it down pretty low. 19.4. Okay, so it's not
really going down too far, but that's okay. So this is another
example of why sometimes I warned you about like the size and because it makes
a big difference. But ultimately, I
don't want you to get lost on like the
sizes of things. I'm just so used to try to
get the sizes down low. And let me go back to
I'm gonna go back to 38. Okay. So I'm going
to settle it 38. Once again, I'm
gonna put my paint. I'm going to grab the color
of this so I get the texture. I'm going to change it to red. Make sure that I add a
new layer called reddish. And then I'm going
to paint this again. So remember you wanna do the nose, I'm going
to turn this up. You wanna do the nose
area will be pretty red. Cheek area, especially. I'll make it a
little bit bigger. Kinda go around the eyes and around the
mouth a little bit. Years. Fingers, toes. Okay, so now it's
looking pretty good. So now let's see how
our smooth color does. Hopefully it smooths out nicely. Okay, it's not bad
is it is blending. Sometimes I will
use a smudge tool. Like if I want to smudge
it a little further back, we'll use smudge. But ultimately I like, I prefer to just smooth color. Okay, so we get all
this nice and smooth out without the
ears a little bit. Once that's nice and smooth, you can do this for
all your characters. Trust me, this will make your characters look so much better. And then go to your
layer, go to reddish, and then lower the
opacity so that you can just see it
just a little bit. So maybe something like
maybe something like this. That way it's just slightly red. That's kinda what we want. Okay. I like it. And I
can go on forever, but I'm gonna I'm
gonna keep moving. I just want to make
sure that I have plenty of examples and tips. So I think I'm pretty happy. I'm pretty happy with this. What size is this? The eyes can be decimated. Will decimate those. Same thing with these eyes. Decimate those. Because I just don't
need to be 12.2 k. Decimate. Pupils.
Decimate. These are 49, these are these definitely
don't need to be that big. Okay. Now our scene is 90. So yeah, I think we've done
a pretty good job. The Bowser okay. Might be able to decimate
them once or twice. Form is 500 here. So now we're seeing is 83, 83,000, um, which
isn't, isn't terrible. There's ways that
you can do it more, but that's why this
stuff takes forever. Because it's things like that. I could really go on
for a long time and really try to work this stuff
down a little bit more. I'm going to raise the
reddish up a little bit more. Really give him some
blush on his cheeks. The bulls bulls got a
little messed up from that to see if we
can recover them. Okay, this looks,
this looks fine. I'll take 90 instead because
the bolus to look good. Okay, so now once you're
happy what you're seeing, once you have Ruby thing, then of course you want
to go to post-process and really take a look and
see what it looks like. Kinda want to center my scene. So I'm just going
to add a new view. This will be four. I'm in a minute orthographic, so let's change to perspective
and arrange it again. And then I'll just go back
here and I'll just update for this is what our
scene looks like now. It's a little dark.
You can see these are very, very dark here. So I might turn up C curve bias. Let's turn back on
global illumination. Can make it a little brighter. In the ambient occlusion. I want to turn down a little bit into strengthen
want to turn down. That looks better. You could also, you could adjust the
environmental little bit. You can make the environment
a little bit brighter. Try to make it a little
more natural looking. This is very bright.
The edge light is very, extremely bright. So let's lower
that a little bit. And maybe we'll move
this light over. Maybe we'll make it pink. See what that looks like. Because it'll match
this light here. So that might actually
work it up a little bit. I still feel like the general
scene is a little bit dark. So I can probably
turn my key light up. Because remember that's the
main light for the scene. And we did move it. We didn't
move it up quite a bit. So let's just make it
a little brighter. Something like that. Let's take a look at our, you know, That looks good. It looks cute. So there's a
ton more that you can do. There's a ton more
that I can do. But I don't want to. I've already I feel like I've already kept you for so long. But one of my, one of my
criticisms for classes is not enough examples,
tips and examples. So I tried and I tried not to streamline it too much because I wanted to add examples
of how I use things. So hopefully I didn't
go overboard and hopefully you actually found it useful versus you
wanting me to move on. So again, let me, let me know. But that was one of my
most criticisms as I get that people want more
examples and tips. I kinda feel like
the whole thing is one big example in tip. But I wanted to make sure
that I included that in there because wherever you guys asked for, That's what I wanna do. And if you guys want to see more examples of
how I use things, I'm happy to do that. But I think, I think that's it. It's always important
to very glossy and Matt, more matted. I just think it looks,
it looks nicer. See with the bowls or glossy. The eyes are glossy. Those are usually the only
things I keep glossy. Even this, I'm
gonna kinda want to turn this one down a little bit. Too glossy. I don't really want,
want it to be glossy. Okay, So the next video, I'll just show you
how I will just go back over post-process to make sure everything
is how we want it. And then we'll go ahead and export and I'll show
you how to do that.
24. Last Looks & Exporting: Alright, so it looks like we're pretty much
going to call it done. I can't think of anything
else that I need to go over. Her show you. You really just have to
play with it from here. But there is one small quick
thing that I forgot to do. At the very end. For this character,
I wanted to change his body to sub-surface. Like I said, I'd do that with all anything that's
sort of organic. So I'll do that with him with his toe beans and his belly. So I just go up here and
change it to subsurface. And you can see you're going
to lose a little definition. But then I bring the depth down. I usually do a tour
around like one or so, one or 2.1 or 0.2, excuse me. Maybe even a little bit more. So something like that. And then I'll do the same
thing with the toe beans and the belly subsurface. And it just makes
everything look a little bit more organic. And the belly as well. I think that looks
much, much better. Okay. If you decided
you wanted to use a reference image in
the background instead of like we have this here. But let's say we just
see we hit this. And you wanted to
reference image. You could just use a reference
image like this drawing. You can just tap
here and you can import anything that you
want from your photos. You can import anything. I have a bunch here. So let's say I wanted to do, you can do something like that. It's kind of funny. Phone want to do something
a little more futuristic. So that's how you
add a background. Of course, you can change
the color here as well. If you just want
it to be a color. You can do that. Let's bring back our
little back wall. Okay, so we sort
of went over this. When I export, when I render, I usually turn this
all the way up. So that's the highest
render resolution. I turned the max sampling up. So it'll take,
you'll kinda combine 406 images to make
one final image. Everything is just
sort of maxed out. Global illumination. I'm going to turn this
up a little bit more. Inclusion. We went
over this sort of all these little shadows
and things like that are affected by the
ambient occlusion. Depth of field. I don't think I want to use because I want
everything to be in. I don't want these to be blurry. So I'll just turn that off. Oops. And we sort of touched
on everything else. One fun thing that I
do is I go through and I turn the lights off and
just see what it looks like. Without some of these lights. This is a habit just
to see if maybe there's something that
might look better. But I think it looks
good with all their, all of our lights. Again, it's always fun to go back and play with the mic caps. They look kinda funny
when they're colored. But get some wild stuff. So those are your Metcalf. So let's do, let's try this one. Super cartoony course. These raw materials we
went over and this is the, we already decimated everything. We don't need to do
anything else here. This is our Scene menu. The only thing that I might do is go through and
either connect all these or maybe take all these parts that are
brown and join them together. That way if I want
to change the color, I can change them all at
once. Things like that. That might be something
that you guys can do and also just like this. So this is that these are
these boxes back there. I might just validate them. It's going slow because I have when you have subsurface or not subsurface when you have post-process on. And you know, it kinda
makes things go slower. So now we have these boxes. The, of this box, I don't
know what this box is. 0, that's the back wall. That's the floorboard thing. So we have the back wall
to floor the cylinder. Let's join all of
these together. Or at least let's
put this in here. We can put this
in there as well. This is just me liking
to organize the globe. Eyes head. So this, these eyes are
connected to this head, so I'll just connect it. Here we have our bowls. Sort of minimize these. Here we have this body,
the front platform. So this can probably
go in and back wall. Then we have this
other head over there. So now everything is together. It's much more clean. We had first backdrop, but we don't really need it. So I'll just delete it. My scene is finishing
out at 90.4 K, which isn't too bad. So here's our scene.
It's all finished. Let's go ahead and turn
back on post-process. You always want to do
that before you export. I like to say before I export. Then we'll go down here. And let's say e.g. I.
Wanted to send you this character. This
is what I would do. I would tap on the character so I know kind of where it is. That's this guy. I'll just tap on this so that
it highlights everything. Then I go to the folder
and I find export. I'll find nomad. And then I'll tap here. The reason why I'm
doing this is because I only want this character. So it says only includes
selected six objects. Export. And I'll
save it to Files. And I'm just going to rename it little green purge. And I'll save that in. So I say that in
characters now I have just this one saved. If I wanted to save everything
in a nomad file like def, I wanted to upload
it to Skillshare. I would just, I would uncheck
this and then I would save. So we want to render it. We wanna do for K, export PNG. This is quite a big file.
So now it's exporting. I probably should have elongated the backdrop it looks
like, but that's okay. As you can see down here, I'm only on 30 or 45, 406. So it does take a little while
to little while to export. I really like is little Tobin's. Sometimes I'll take the
eyeball and I will, I'll make a layer on the
eyeball and I'll draw, I'll paint like a black curve, right underneath, like right
on the top edge of the eye. And then I'll lower
the opacity of that layer and it really
looks like a shadow. This is another
detail that I do. It kinda looks like a
shadow from the eyelash. Which is quite nice.
This was long. I'm looking forward to editing, editing all of these and
uploading all these. I've been wanting
to put together a new beginner
tutorial for awhile since nomad had some
really serious changes. So hopefully the next
update won't be too bad. Not too bad, but they
won't be as different. Because I think my my other
beginner's tutorials now know Matt is like completely
different than those. But I still think
that they're useful. Because even though some
of the things changed, a lot of this is just a
way of thinking and a way of knowing
what the tools do. And even though
things sort of move around and they
kinda gets switched, the tools essentially
work the same. And there's lot of new tools
as well, like the repeaters. So that was a big, big thing. Okay, so here's our scene. The only problem is
it's blue on the sides. So I'm going to I'm not
going to use this one. I'm gonna go back and
I'm going to expand. I want to just do it.
Talking way too much. I guess I have to talk right. So let's go to back wall. Let's do floor. We don't need cylinder. We don't need mirror. I think we need no, we don't eat front
platform either. Floor back wall, 0 n and
that little floorboard. So hopefully I can just
stretch these out. I think I can. Oh, no restrictions, everything. Okay. So I'm gonna take out the floor hoping I wouldn't
have to do this. Floor back wall. Fortunately, I have to
do this the long way. Turn off post-process because that will just make
everything slower. Okay. So this is the floorboard. I'm really sorry if that's not the right word term for that. The boxes in the cylinder, I'm going to join floor, floorboard and back wall. All I wanted to do was do that. I'm not going to worry about
putting them back together. I'm just gonna go ahead
and go back to my view. Turn this on. And now I will save and export. Okay.
25. Thank You!: Welcome back. Thank you so much
for hanging with me. I hope that this was useful. I hope you learned a lot. And I hope that I explained everything in a way that you can understand. I love this stuff. I love sculpting,
I love teaching. And I hopefully can impart
some of that on you. Because getting started is the toughest part
about the whole thing. Once you get started and
once you kinda know, okay, this is how I bring a sphere into it and this is
how I manipulate it. Then you can pretty much start
to do whatever you want. It's going to take some time
to get to know the tools. And there's a lot
of nuance things. Also. I would say for a
lot of that stuff, once you start getting further, you can check out my
more in-depth classes, but you can also
check out my YouTube because I'm constantly updating. I'm constantly doing
tutorials there as well. They're just not as structured
as here for these classes. I just, I tried to structure them in a more linear fashion. And everything is broken down. With YouTube. It's
more just like fun. And I can make videos
and I can sculpt. Obviously, there's a nomad
sculpt group on Facebook. And I think that offers a
lot of resources as well. But that's where I go. If I have questions, there's the nomad Scope Website and also discord,
things like that. But if you're not into
that, don't worry about it. You can ask me or
you can just go to the Facebook group and you
can ask your question there, there's, there's tons of people
that are willing to help and that's the best part
about this community. So don't feel that you can't
ask or don't feel that there's any questions
that are too stupid. I have stupid questions
all the time. Like I literally have like I make such dum, dum decisions. Not decisions, but
sometimes there's simple things that I
just forget how to do or did I just
don't know how to do. But there's so many aspects. You just have to figure it out and then you can move forward. So I got past that
a long time ago. You have to you have
to get it all out. You have to ask
all the questions. And sometimes you just have
to figure things out too. Sometimes you play around and
you figure new things out. So that's just the
way that it goes. But that's, that's part
of the thing that I like about art and that
I like about 3D. But I also loved that
there's a lot of resources online, including me. So don't hesitate to reach out. I'm more than happy to help if I can, and as much as I can. I have plenty of other
nomads cope classes. I'm on social media, youtube.com slash
drug-free. Dave. Of course, I'm always posting tutorials and different
videos relating to 2D and 3D. Of course, I do live videos, their Instagram,
TikTok, both drug-free. Dave, I post a lot of videos. I do a lot of time-lapse videos. You might have seen them.
I love doing those. I might make a class
on doing them as well. But so you can find
me as drug-free Dave, anywhere on the Internet. And please, if you post than just tag me because I love
to share my students work. So I'll put it on my story and shout you out and
all that good stuff. Also, please remember to
review the class and post your final pieces to
Projects and Resources, which is upload them to
projects and resources. That way everyone
else can see it. That's why I can see your stuff. And my class will do better. And I just want to
see your artwork. I want to see what you
create, even if you create something a week from now, two weeks from now,
feel free to post it. I wanna see I wanna I wanna stay updated and see
what you're doing. If there's anything that you
think that I should change, let me know that as well. But on that note,
I think that's it. Maybe you'll continue
to do some 3D. If your 3D doubt I get that too. That happens to me sometimes
usually around like three or 04:00 A.M. and I had
to get some sleep. But thanks so much
for being with. Thanks so much for being here. I really appreciate
each and every student. I love doing this, and
I'm so grateful that you are here and allowing me
to teach you what I know. I love it. Alright, keep drawing,
keep sculpting. I will see you all
in the next one. Be sure to rate and
review my class and also upload your designs to the project and
resources tab. Create Project.