Introduction to 3D with Nomad Sculpt | Dave Reed | Skillshare

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Introduction to 3D with Nomad Sculpt

teacher avatar Dave Reed, 2D & 3D Illustrator - Brooklyn, NY

Watch this class and thousands more

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      INTRO to 3D with Nomad Sculpt

      2:29

    • 2.

      Class Project

      3:27

    • 3.

      Getting Started

      13:36

    • 4.

      Primitives

      14:23

    • 5.

      Blocking

      15:16

    • 6.

      Sculpting Tools

      13:46

    • 7.

      Sculpting Tools 2

      12:35

    • 8.

      Voxel Remeshing

      14:21

    • 9.

      Last Looks

      16:00

    • 10.

      Simple Scene Lighting

      8:17

    • 11.

      Coloring

      10:19

    • 12.

      Post Processing

      12:22

    • 13.

      Thank You!

      2:36

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About This Class

Are you an artist who wants to expand from 2D to 3D art? If you have an iPad or an Android tablet, you’ll be surprised as to what YOU can create!

Welcome to Introduction to 3D with Nomad Sculpt! I’m Drugfreedave, and I am completely obsessed with creating 3D art. I say 3D art because there are so many different ways to be creative with 3D; you can render your art as images, dive into 3D printing, you can even create a model in Nomad and further develop it in programs like Blender for rigging, animation, or game assets.

This class is geared toward absolute beginners that may have little or no experience at all with 3D or art in general. I know it looks complicated and intimidating, but I really take my time giving direction and create an environment that’s easy to learn in at a pace that's easy to follow. 

Nomad Sculpt version 1.82 or higher

Here are some of the things you'll learn in class: 

  • Opening and preparing our scene. Getting familiar with the Nomad Sculpt UI (User Interface, the program)
  • Adding primitives to our scene. Primitive is just a fancy word for a simple shape.
  • The idea of using primitives to block out a simple character. “Blocking” is like sketching but with shapes! 
  • General overview of tools and other functions that we will use to help form our character 
  • Voxel remeshing: The process of combining shapes together to form one solid piece 
  • Simple scene lighting
  • Post Process: This will add the final touches to our character and make it ready to render 

These terms will make sense as we work our way through the course. There are also multiple ways to achieve things when working in 3D, so as you develop your skills, you will find new and creative ways to get the look you want for your 3D sculpts. I look forward to seeing you in class! 

What you'll need:

  1. iPad, iPad Pro, or Android Tablet (with Apple pencil or pressure sensitive stylus)
  2. Nomad Sculpt application (iOS / Android)
  3. Snacks (optional)

Meet Your Teacher

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Dave Reed

2D & 3D Illustrator - Brooklyn, NY

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Level: Beginner

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Transcripts

1. INTRO to 3D with Nomad Sculpt: Are you an artist that wants to expand from two D to three D art? If you have an ipad or an Android tablet, this is the class for you. Welcome to Introduction to Three D with No man Sculpt. I'm drug creative and I'm completely obsessed with creating three D art. I say three D art because there are so many different ways you can be creative with three D. You can render your art as images. Dive into three D printing. You can even create a model in Nomad and further develop it in programs like Blender for rigging, animation, or game assets. I've been an artist for over 30 years. I graduated from the School of Visual Arts in New York City, where I learn the value of things like life, drawing, color theory, and the benefits of being in an atmosphere that encourage creativity. I've created artwork and done visual art collaborations with clients like the American Museum of Natural History, Adorama, and Wacom. I've also illustrated over six children's books. I know it looks complicated and intimidating, but I really try to take my time giving direction and create an environment that's easy to learn in, at a pace that's follow. Here's what we'll go over in class. Getting familiar with nomad scope, I, the user interface, and just getting more familiar with the program, adding primitives to our scene. Primitive is just a fancy word for simple shape. The idea of using primitives to block out a simple character. Locking is like sketching, but with shapes vaxal remeshing the process of combining shapes together to form one solid piece. When to use it, when to not use it. Simple scene lighting, general overview of tools and other functions we'll use to help form our character post process. Post processing is adding the final touches to our character, making everything ready to render. A render is just your final image that you can share. Wait, what did he just say? Don't worry, these terms will make a lot more sense as we work our way through this. Three D art is a lot of fun and now with ipads and tablets, you can create great art anytime we're truly living in the future. Once again, my name is drug free. Dave, and I look forward to seeing you in class. 2. Class Project: All right, welcome to the class project. I have my notes here. I have my class project notes here. The class project will be the little character that we create in class that you can then upload to the project gallery. We will make a simple, cute character with round arms, legs, big eyes and an adorable smile to boot all my characters. I really like making cute things and cute characters. That's what I want to teach, and I think it's a really good simple character to build on, especially if you haven't done this before. As we move along in class, you'll see that it's really easy to adjust things. Make arms bigger, make eyes bigger, smaller. It's important to listen to your creative side. If you want to do something, then that's perfectly okay. This is your character, this is your art. Make it the way you want it to look. So once you finish the class, please upload to the Project and Resources tab where there's going to be a gallery of everyone's work. I personally can't wait to see your work. I'm looking forward to seeing what people do, especially if they change things around. I really love to see that. I love to see your own personal creativity. Before we get to the next class, there's a few things that I want to prep for the class. One is adding the environment. So I'm going to show you how to do that right now. You can download the environment, the environment image and I'll just, we'll put it into nomad that way you don't have to worry about it later. So let's do that first, then we'll get to the fun stuff. Once you're on the class page, just go to projects and resources. Then scroll down, you'll see resources and download the main featured circle environment. It'll go somewhere on your ipad. Sometimes it's a little difficult to find opens. Okay. And then I'll open it, then I'm going to hit this little send thing or shared thing and then just save image should be saved somewhere in the ipad. The ipad is a little weird like that, but I think it will be mine wound up in Chrome downloads on my ipad. Let's see if it's in recent, it's also in recent. That can be tricky sometimes once you've downloaded your environment, can open nomad. It should look generally like this. You just want to go here and then come down here to where it says environment tap on that. There's some default images here, it might be on one of these, you just come down here and just tap on the image and then tap Import and then tap photos. Then it should show up here, Tad, and then it'll show up here. 3. Getting Started: Okay, let's get started. First, we're open. Nomad sculpted. This is a new scene. You see the default sphere. There might be times where I refer to this sphere as a shape, as a sphere, as a three D sculpt, my three D mesh. There's lots of different terms, but essentially this is a three D sphere. This is a primitive, it's just a sphere shape. A lot of times I use this sphere shape to make other things or to make my characters or make eyes, things like that. This is just a default set up. One of the first things I want to show you is this little cube up here. You can move this around. See right here says front. When you tap on that, that's how you know that you're looking directly at the front of the project. Right now it's a sphere, so it's the same on all sides. But this will be really good just to give you a reset, so you know you're looking directly at the front of your project. The next thing that I do is when I'm sculpting, I like to change from Lit PBR to Matt Cap. Now I know those things are going to be completely confusing but just going to show you what to do. I'll explain a little bit about what it is right now. You'll see the sphere is white. Go up here to the little sun tap that. We have this little window that pops up right here is lit PBR, that's the default. This is just a default later on when we want to paint it. When we want to light it, we'll go back here. But for now I'd like to use a matt cap. If you see here, you can tap this one. And I like to use HG clay. It's just the regular default one, just to make a long story short, this just disregards lighting, any ambient lighting, it just makes it look like clay. For me, it's just easier to sculpt with. I like to to set it to a mat cap because it's just easier to sculpt with. And I think it's easier to see as well in the tutorial that is. All right. There's a few other things that I do to really set up my scene. Before I get started, I'll go here to this little camera. Just tap that and just make sure that you're on orthographic, essentially perspective. Once I get finished sculpting, I'll change it to perspective. It'll change the look a little bit orthographic. What that does is it disregards all the perspective. For example, if we're making things, if I make another sphere and I move it back, if we're in perspective, that sphere is going to look small. I just keep it at orthographic. That way nothing will look weird because of their perspective, because it's easier to su sculpt without it. When you start a new scene in nomad, there's a few things that happen. We have this default sphere, but I've already been working in Nomad. You can see all my tools here. But I'm going to delete this. So let's just delete this. I'm going to go through all of this. Don't worry that I'm clicking around fast right now, I'm going to go back over it. But for now, I just want to save this project. That's just the auto auto save. Yours probably looks more like this. You have this little window appear. It says validate. This is how we start. Anytime we add a shape, which we'll get to adding the shapes later. Right now, you don't see all of the tools and you see this as primitive. That's because this is a primitive shape. When you first add a shape or when you open a fresh project, it's going to look like this. Going to see this window. Just hit Validate. Once you hit validate, that's when all your tools show up over here. Now the sphere is part of the project. This is our three D space. You notice I just press this to give myself a little more screen space. There's a red line going down the middle. That's our horizon line. Sometimes when I make a floor or something like that, I just line it up with that line. This is essentially just the center line of our project. This green line is also the center line going down the middle of the project. Down here, obviously you have undo and redo. You have all these options here, these shortcuts. I think we'll get into some of these, we'll get into Vauxhall remishing, if you don't see any of these here, you can go up here and you can add the shortcuts if you want to make yours look like mine or things like that. But again, I'm not going to use too much of these shortcuts in this video, but I just want to show you what everything is over here on the left. These will always correspond with your tools, all of your tools as I move along. They're all going to change over on this side, this is usually going to be the size of the tool, the radius, and this will be the intensity. But again, we'll go over this when we go through the specific tools. Then you have some options here, sub whatever tool you're using. Then this will just do the opposite. We'll go over that as well. Then when we get into coloring, there's a little sphere here. We'll use this later on when we get into coloring and things like that. Over here you have all of this is the Ram from the ipad or your tablet. The scene vertices. It's very important. We're not going to worry about it too much in this video because we're not going to do anything too crazy. This number won't get too high. But scene vertices, that's what everyone always talks about when they're talking about polycount. And vertices and some people get all the way up into the millions sometimes, but we're not going to go too high. That's very taxing on the tablet as well. Here you have the sphere. This is just the size of the sphere. It's 6,146 vertices. All of that can be really confusing. Essentially, the sphere is made up of parts. Down here, if I turn on the wire frame, you can see all these spots and all these little squares. These are all the shapes that make up our three D shape. We can add more, we can take some away. 6,000 is not very high. It's enough where the sphere looks smooth just to show you don't have to do this, but I just want to show you what it looks like. A lower resolution, I make it a real low resolution. It's still a sphere, but the shapes are much bigger. You can see these triangles and also you can see them on the edge. That's just. So you can see the difference in topology. Topology is the surface level of whatever the shape is. That's topology, okay? Up here we have some options. This has to do with like the camera. This is like the background color. This color right here, If you wanted a different background color, you can adjust that reference image is when we add our character. We'll add a reference image here. I'll go more into that later post process, We'll do that later. Here's shading, this will also be lights. Later on, we have all our materials. These are different materials that you can make the surface. And there's a lot of other fancy options down there. We will work with these a little bit. Mostly this Foal remesh. Essentially what we'll use this is say we had two spheres and we want to merge them together to one shape. We'll use voxal remesh and then you smooth out where they're connected and it just looks like one shape. We'll do that later as well. This is our scene, This is where we will add shapes and things like that and then they will all show here. Here's our project little tab here you can save, that will save your progress. Of course you can do save As and then hit New. If you want to make like a second one, let's say I change this to two or something like that. Then you have a second one there which I'm going to delete. Maybe I'll delete it later. Here's the auto save options. If you don't want that or if you wanted to come up every 5 minutes, you can change that. There's some export settings for three D stuff. And here's the render settings that we'll get to later. Then of course all of these tools, this will always change because these will be like some options for the tools, this is more options for the tools. And then you have some more settings here that we'll get into. These are your tools. If you get far out and you want to just get back to home base, you can press that. You can press home. That goes to the front as well. That's where those two little things are. We're using version number 1.82 actually, the guy who makes the program, it does get updated quite a bit and things change. Just keep in mind that some things might be a little bit different if it's not 1.82 because there are a decent amount of updates, things could change a little bit. Okay, That's pretty much a rundown of just what the screen is. Whatever you do, don't get intimidated. You're seeing all of this for the first time. It looks like a lot. But it's the thing where each one of these little things, you might need it. And you'll just need one thing at a time. Or like you press brush And then one thing over here, it may look intimidating, but as we move along, you'll see that it's really not intimidating. We're going to use the same things over and over again. You'll get used to it pretty quickly. There's a few other things that I wanted to go over as well. There's also two finger tap that's undo. Three fingers is red. Let's just say if I wanted to go like this, we have some color on it. If I want to undo you, just take two fingers and you tap and that's undo. Three finger tap and that's redo Also just in case you're not really that familiar with tablets. If you want to move around, you just pull like this. You can tap on it. If you want to get it back into the middle, you can just take two fingers and just drag it to the middle and you can spin it here. Sometimes it gets wonky, but you'll get used to it. The more you work in the program, you'll just get used to it. Again. Remember find front on this little cube and then just take two fingers and you can just drag it to the middle like this. That may take some getting used to as well if you're not too familiar with with tablets or at least the ipad. Okay. All right. So I think that's pretty good for the UY. Again, you don't have to remember everything that I'm telling you. When I do tell you about these things. Again, I'm going to be showing you and I'll probably show you more in depth. So I'm going to walk you through every step. So don't get intimidated. I know it's a lot and I know it looks, it looks like crazy with like all this stuff and all these men and sub menus and things like that. But one step at a time, baby steps, and we'll get through it. Next up will be the primitives. We're going to add some shapes and I'll add a little floor or something like that. We'll just get started with the basics and we'll bring in some primitive shapes after each lesson. Make sure you save your project. Just go here, and then just hit Save. 4. Primitives: Okay. All right. So in this video, we're going to go over primitives and bringing primitives into the scene. I accidentally turned my grid off. We have our sphere here, and bringing primitives in is just like bringing shapes in, bringing three D objects onto the scene or into the scene. To do this, first, we'll go to this option here. This is our scene menu. So here we have the sphere, and then we're going to go to add and then we're going to add a cylinder. Now you see you have a cylinder and orange here. Remember, when you validate it, that's when all your tools come up. But we're not going to do that right this moment. I just want to show you a little bit of the cylinder before we validate, and there's some options here. You see these little nodes. These you can move around. These will just stretch and they will just change how your cylinders. This will make it just bigger or wider without making it bigger, things like that. You have these options here. Also, you can actually tap radius if you wanted to make Okay. If you wanted to do something like this and make let me just hide this fear really quick. See this radius thing here. This is so you can make all different shapes with the cylinder. I'll just put it back to normal. We can go ahead and validate our cylinder. Now our cylinder is validated and you can use all the tools here. Let's go back to our scene menu. We have the cylinder. Let's change this two, we tap these three little dots, it name, and let's just put LR for floor. Let's tap front we have this red line here. So make sure you tap on the cylinder because anytime you tap on a mesh, you see that this will change. Whichever one you tap on, that's the one that's active. So we want to activate our cylinder, which is now our floor. Let's tap the GSM. The gzmo's going to be the tool that you probably use the most even though we'll get to more of the tools later, the Gizmo we'll have to use right now, so I just want to show you all about what it is. The gizmo essentially is like a controller. The gizmo, you can move the object around in space. If I zoom out, you have these arrows here, green, red and blue. Those correspond to the different axis of the project. But essentially, it's just a controller. If you want to move the cylinder up above the sphere, you can just use the green arrow like that. I'm going to hit undo. If you want to move it left and right, use the red arrow and the blue arrow for forward and back. You also have these rings. There's an orange ring going around. That just makes things bigger and smaller. That's all that does. That's the orange ring. Then you have these little spheres. See the blue little sphere, green little sphere. All these do is stretch. They will stretch and squash, whatever it is. It's the same thing for the sphere. You can stretch the sphere like that to make different shapes. That's essentially what the Gizmo does. It's just your controller. I'll take some getting used to. There are some other little things on here, but we don't have to worry about those right now. Tap front, and let's take this little green sphere and just go like this with it. To write about here and let's actually make it bigger than our sphere with this orange ring. Then let's shrink it again to something about there. Let's use the green arrow and just move it down so that the top edge lines up with that red horizon line. That's going to be our base. Let's go ahead and take this fear, let's tap on this fear and just move that up a little bit. But we're going to bring in more primitives. But I want to show you why I'm bringing in certain primitives. This was a run through when I was trying to figure out what I wanted you guys to make. What we just did, we brought in a cylinder down here. We're going to bring in another cylinder for a platform, a torus. You can see this is a sphere, the arms are spheres that are stretched. This is why I'm going to bring certain things in. Let's go ahead and add another cylinder. We add another cylinder. I'm just going to tap gizmo. It's a bit hidden. I'm going to tap gizmo here, and then I'm going to use the green sphere to shrink it. I'll make it a little bit bigger, and then I'm just going to shrink it again. I'm going to use this green arrow. We just want it right on the top, something like that. Now let's bring in a truus. A Truus is like a ring. We're going to go back to our scene menu add see these are our primitives. We're going to add a turus which is like a ring we haven't validated most of these. You can see most of these are orange, including the torus. So when we validate, these options are going to go away. Once you validate, see these options go away and it's just a regular tools. I'm going to undo back to the validated version so that I can use this node, this orange node. I'm just going to make it a little bit bigger. Then you have this node here, which makes it a little thinner. I'm going to hit solo just so you can see what's happening. This one makes it bigger or thinner. This one is if you wanted to open it up, maybe you want to make a half ring or something. This makes it wider without really making a bigger in size. I'm going to hit solo, bring back everything. I think this is pretty good. Something like this. Basically, we just have a ring around that cylinder we just made. We can go ahead and validate that. I'm going to tap on that cylinder we made. I'm tapping on this middle cylinder here, and I'm just going to validate that as well. Now we have the torus, the cylinder, the floor and the sphere. Okay. Okay. We need to bring in something for the legs. I'm going to tap on this sphere and just move it up a little bit. Our character is going to have two legs. We'll go to the scene menu, add, and we're going to add a sphere. Let's just tap Gizmo and we'll take this green arrow, we'll move it up. We'll take the red arrow and move it over to the left. Let's use this orange ring to make it small. Maybe something like that. Now just use your arrows and you can just maneuver where legs would be. Maybe around there. Let's take this sphere. We can rename it. Let's tap three dots, name, and we'll call it leg. We have our leg. Let's tap these three dots and hit Clone. Now we have leg one. Let's tap the three dots again. Name and we'll call this arm. Okay. So now we have an arm there. So both the arm and the leg are in the same spot. But since the arm is highlighted orange, this is what the Gizmo has selected. So I'm going to use the green arrow and move it up and over around here. Okay, so we have the leg, we have the arm. Now, let's make a head. I'm going to add sphere, and I'm just going to rename it now. Head. Now I'm going to tap Gizmo. Anyway, we're going to use the gizmo and we're going to move this up around here. Maybe we'll make it a little bit smaller. That's going to be the head. Let's tap on the body and make that a little bit smaller. Okay. Oh, something like this. We can move the arm over to ply using the red arrow. We can pull that over. Let's go ahead and Let's take the arm. Let's tap here and clone it, and let's name this ears. We have ears. Let's move those up to right around this area. All right. Let's add a new sphere, and let's rename this snout. Or snout, if you want to be technical about it. Okay. So this shape, let's tap our gizmo so we can move it around. I'm going to move it with the blue arrow. What is this floating here? Okay. I'm going to move with the blue arrow forward. Again, just be careful you don't hit anything else. Sometimes it's easy to go like this or just you might do like this. It's important that the gizmo stay the way that it is. Just be careful that you're not hitting something else because if this tilts, it can make things a little bit her later on. You just want to make sure that you are just touching the parts that you want like this arrow, and sometimes it gets a little tricky. Let's make this very small. Let's bring it up, don't worry about the sizes, trying to match the sizes. Again, we're just bringing in the primitives. We're going to polish everything up a little bit later on. We'll put that right in the middle of this. Let's take this snot. We'll tap here, clots these three little dots and rename it I. Okay. So now we'll take the red arrow and green and just move it a little bit over like that. We have all of our primitives. We have the head, the eyes, the snot snout, the body, and these are going to be the legs, the arms, and the ears. I know they really don't look like it now, but I guarantee that's what it'll be. We also need a cylinder for the nose. So we'll go back to scene. Add cylinder. Notice I'm turning it to I'm turning it so the left cube is showing. And the reason I'm doing that is when I tap Gizmo and I bring it up, and then I bring it forward this way with the blue arrow. I want to rotate it. I can take this black ring and rotate it like this. But here's another cool little trick. See the snap here. Now, there's two of them. It's not the one with the arrow, it's the one right above it. This snap. If you touch that, it says 90. You can change this value, but 90 is great because now when I rotate it, it's just going to snap 90 degrees. It's very useful in a lot of situations. You can change it to 45 degrees and things like that. It's very useful. Let's tap it again so it so it's not selected. Hoops. There we go. Now we'll take this orange ring and just make our cylinder smaller. And we'll do something like that. Maybe we'll move it up a little bit to the top of that round thing. That's pretty good. Maybe I'll make it a touch smaller. Let's go ahead and touch this little picture, and let's tap reference image. Now, the image that you downloaded, if you haven't downloaded, it's in projects and resources and you can download the image. Tap on the image here or if there's something there, just tap the import photos. And then you can import this little image. So tap on it and then hit add. Then let's see where it is. I don't see it. So if Iran there it is. What I needed to do is just hit transform and then you can move it around. I want to put it down here a little bit like that. Although it's a bit annoying that this thing isn't going away. Oh, I think I had it pinned. I think I accidentally had it pinned. But there we go. There's our little character. In the next video, we're going to take all of these primitives and we're going to start really blocking out this little character. Oh, and make sure to save Save. Okay. Okay. 5. Blocking: Okay, so now that we have all of our shapes, all of our primitives, we can start to really just block out our character. All that really means is we're going to take these shapes and really put them in these positions and make up how our character is going to look. Let's tap on this leg here. Let's just stretch it. Let's use this little green sphere here. And let's just stretch like you can move it to the side as well. I think that's pretty good. Maybe we'll stretch it a little bit more. That's going to be his leg, the bottom part of the sphere. His body is closer down to the ground. What we can do is just take this sphere and bring it down. You also see it's like a tear drop shapes. Let's go back to the front. Let's go ahead and stretch this a little bit. Let's stretch it out a little bit. Let's bring it up a little bit more just so there's a little bit of space here. Remember when I'm moving it up, I'm using the arrow. When I'm stretching it, I'm using this green sphere. I'll hit front. I'm going to go ahead and use some of these tools. I'm going to go over them a little bit more in a later video. Let's take the move tool. You'll see over here you have the radius and you have the intensity. My intensity is about 50% and the radius is 242. And you'll notice I have the symmetry on. If you have the symmetry on any shape or any mesh that you tap on, that's the active mesh. And you'll see this line as this is the symmetry tool, let's just tap here and then go down. As long as you have show line, it's going to show the symmetry line, which is this red line down the middle. Okay, make sure you're tapped on the body. And we're just going to pull this side up a little bit. Make a little bit of this teardrop shape. Now we can bring the legs in. I'll take the gizmo. Bring this leg in a little bit. I think I might just shrink it a little bit this way. Maybe something like that. Then I'll tap on the body. I'll tap on the move tool again, and I'm just going to stretch the body out. See how I'm just dragging down that's going to make this shape here. I'll drag it down a little bit, maybe something like that. I'm going to turn it to the side. I'm notice how I just move the model around. I just want to stretch out this body until it's over the leg. You might want to look at it from a few different angles. We're just stretching that body out until it's over the leg. Something like this. Now remember, you can make these legs bigger. You can make the body bigger. You can make it skinnier. Feel free to be creative if you are comfortable doing so. Now let's take this sphere, let's go to our gizmo. Let's use this little green sphere and stretch it. I think that looks pretty good. Let's bring it down and over a little bit. All of these things are very high up. Let's take the head. Now if you go into the scene menu, see the head here. You can actually, let's see, did I label This is the body. This is actually a good thing to mention. See the sphere here? This is the body. Let's tap on these three little dots. Name body. We want to make sure that we label everything. This cylinder, let's just call this Si one. Let's call this one Si two. I just name these so we know what they are. This cylinder is the nose. Let's name that nose. I think everything else is good. I'm going to save. It's always good to save as you're going along. Okay, now what I was saying before, we can take the head and we can go to the scene menu. We have the head here, we can ears, we can take, then we can take the eyes and these all of that together and use this green arrow to just bring everything down. I'm going to look at it from the front view again. Now what I want to do is take the head, and I think I want the head to be a bit bigger. Let's tap gizmo. So we're on the head again. And let's just validate it. Now you'll see that the head is white. The text is white. Let's go to move again. We're going to do the same thing that we did for the body. You want to make sure that you're on your head. You see the red line going down the middle. You can turn the radius up a little bit and hit symmetry. Hitting symmetry. If that's off, it's only going to go one side. We want to make sure symmetry is on now. Just stretch out the side of the head a little bit so that it's a little more square. You can make the move tool a little smaller to get a, a bit more control over it. I'm just going to make it square like this. You can turn to the side, and then if you want you can maybe add a little bit more on the back. You can add a little bit of shape to the head if you want. You can make it flatter and wider, but I think this is pretty good. I think I like that. Okay. The next thing that we'll do is we'll stretch the ears out. Let's tap on this ear. We can use the gizmo for now and we'll take this little green node and we'll just stretch the ear out. Okay, let's validate this. We validated the, as you can see the ear now, white. Don't worry about the other ear. Later on, we'll put all of these in mirrors, so we'll mirror the other side. Let's go ahead and use the move tool again. Let's radius a little bit smaller because the ear is small. And just make sure that you hit symmetry. Now we're just going to round out the top of this by pulling. Maybe might have to make move a little bit smaller. We just want to pull. You can see on the character, it's a little smaller at the bottom and a little wider at the top. You just can make a little shape like that. You can turn it to the side and make sure that this also looks fairly round. I think I'm just going to do something like this. Okay, so now it looks pretty straight. Pretty round from the side and pretty round from the front. Let me bring this in a little bit, something like that. Okay, now let's take our gizmo and we'll move it in a little bit. Whoops, that's a good thing to show you as well. What happened was I wanted to drag it from this red arrow, but I think I accidentally hit this and it turned. Anytime you do that, you want to make sure that you undo and just move in a little bit closer so you can actually do what you want to do. I'm going to move it in, I'm going to turn to the side, and then I'm going to move it back to the back of the head, something like that. Move it down a little bit. Then maybe I'll take this red ring and then move it back like this, then the blue. And just move it back a little bit more. You can play around with this and position it wherever wherever you'd like. I think I like something like that. Okay, great. Now, this is looking pretty good. The only thing that I'm seeing, for the bottom of the chin, I've tapped on the head again, I'm tapping on move. I just want to bring this part down a little bit on his head. I'm just going to maybe I'll make the move tool a little bit bigger. You'll notice sometimes you have to go back and forth with the sizes. There you go. I just want to make it so it's straight, maybe, something like that. Okay, Now let's deal with this little snout. We'll take this little snout and we can validate it. Then we'll use our gizmo and let's make it smaller. I'm going to make this, I'm going to turn to its side. I'm going to move it into the face a little bit more. This is going to be the eye for now. Let's see what's the best thing to do. Let's validate it. Let's move it in to the face. It front again? Let's move it. So right next to the snout. Maybe something like this. Maybe something like that. Let's take the nose, we can go ahead and validate it. Let's move this arrow. Let's move it back. Let's make it a little bit smaller. I think that's looking pretty good. Okay. Okay, so I think this is looking pretty good. Let's take this arm again and let's validate it now. We'll actually, let's use the gizmo first. We'll use the gizmo and we'll make it a little bit smaller. It's big. Let's move it in. And let's turn it with this blue ring. We'll turn it, we'll move it down. Here's another little trick. Let's say I just want to move it straight down. You can actually go over here and tap a line. When you tap a line, our gizmo will line up with the project and not the individual shape. That's why this will always be pointing up, this will always be pointing left and right and so on. If you don't have a line, it's going to align up with the shape. The orientation of the shape. But if you put on a line, it's just going to align with the project. You can move it straight down. Sometimes that will make dealing with the gizmo a lot easier Now that we've done that. Remember our arm is validated, so we can use the move tool. We don't want symmetry when we move the arm, because what we're going to do is just take the move tool, we'll make it a little bit smaller, and we're just going to bring it into the body a little bit that way it's like it curves and then the arm curves out. You can even press the bottom part and just smush it up a little bit. Maybe just like smush up the bottom a little bit. Give the arm a little more shape. Something like that. Okay, I think these are looking really, really good. I do want to add one last sphere. Let's actually take the, just tap on the I go here clone. Let's name this 1 Ft. Now we have feet and I'm going to long press this and put it by the leg, it's right under the leg. I'll take the leg and I'll validate that as well. I'll take the feet. I'd like to call them fees and see how I just bring it down with the arrow. I'm going to take this little green node and just squash it. So this is what it looks like. Now, we're just going to move it into the platform. And into the leg. I've just brought it down and I moved it over into the leg. Now I'm going to go like this here. Maybe you want it this long. See it's just a sphere. But it shapes the foot. If you want a little bit rounder at the edge, you can press it down, you can squash your sphere a little bit more. You can experiment with that. You can move it in more and make it a little bit wider on how far you want the toes out. You can also move it if you wanted his feet to be facing outward a little bit or facing in. Okay, now everything is pretty much blocked. It looks way more like a character. Now, in the next video, we'll just go over, we'll just use a few tools, put the finishing touches on our character and continue moving forward. But great job so far making the primitives and just blocking super simple stuff. Once you just have a formula of how to do it, don't forget to save. 6. Sculpting Tools: Okay, let's go over some of the tools. I'm not going to go over all of the tools because there's a lot. I'm just going to go over some of the tools that I use a lot and some of the tools that we use to get our character from this to something like this. Remember, there's a few things that you just need to keep in mind when you're using the tools. First, when you're on a mesh, see how I click around to these different meshes. All my tools are visible and that's because all of our shapes are validated. For example, the floor, this cylinder on the floor. You can't use the tools here because it's not validated. Before we validate the floor, let's just do something really quick. Press these three little dots. Post subdivision, let's just turn that up to three to two, we'll put that to two. And then let's just hit validate. Now we just have a round cylinder for the floor. I think it looks nice. Okay, let's start with the clay tool again. We have symmetry here. This is the intensity minus, usually hovers around 50. Then we have the size, we tap on the head, Symmetry pops up and you see just adds clay. That's the clay tool. It adds clay. Of course, you can change the sizes of most of the tools. You can change the sizes and things like that just to get it to where you want it. But what I use it for and what we'll use it for is actually we're going to use this sub button. The sub just does the opposite. Whatever the tool is, the sub will just do the opposite. If I use the sub, then it's going to subtract, whereas before it will add, we use the clay tool. With sub and symmetry, we just want to make the eye socket which is going to be like an impression here. We might be able to make this a little bit bigger, maybe around 100 or so. Just make an eye socket. You notice I just, I move in circular motion. I'm going to make it a little bit flat here, but you can make it any way that you want. I'm going to make it round like this. Then just make it flat here, something like this. I'm going to bring down the radius. I'm going to just dig out the middle little bit more, something like this. Essentially, you just want to make two craters and that's where the eyes are going to go. Now that we have that, we can take the smooth tool. I normally use these altogether, I'll use clay. And then immediately I'll grab the smooth tool, symmetry, and make it a bit bigger. I'll just smooth it out. I might want to give him a little bit more of a forehead. You could always go to regular clay and then you could add some clay here. Again, I'm using the symmetry. So you could add some clay this way. This will add some mass to the front part, depending on how much you want. You could just add a bunch here, then you could take smooth and then you could smooth it out. That would give him a little bit more of a forehead. You could move and you can A lift up the head. A B here, that looks nice. You could always lift this forward a bit just to give them a little forehead action if you wanted to. You could also take the move tool if you wanted to give him a little bit more of a wide, like a wide face. You can do that. Don't be afraid to play with it and make it your own character. I want to bring the snout in a little bit. Let's just use the gizmo. We'll hit left here. Let's just move it in a little bit. Maybe we'll even make it a little bit smaller. Let's just squeeze it, smush it with this little green. We'll just do this down a little bit, something like that. That looks great. We'll take the nose and we'll just move it in a little bit. We'll move it down. The move tool and the drag tool are very similar. This is the way that I think about it with the move tool. Let's say I'm moving the head and I want it to be like a graceful movement. I want it to really look smooth. I don't want to look like I just pulled something like a part out of the face. I would use move and I would make it pretty big because this is more tap on the head. This is more of a gradual movement. Drag. On the other hand, let's say I wanted to make these little hairs on top, which I actually don't know if I'm going to keep, but I'll show you how to do them. Drag is more if I just want to drag a piece up. Well, let's take off symmetry. So we'll turn symmetry off. Now when I drag it up, I can continue to drag it, and then I can move it over this way, like this. If I wanted to make it smaller, I could drag over another little spy here. It gives us like a little bit of hair type thing. I might make this one a little bit thinner by pushing it, something like that. Brush is similar to clay. You can add different textures and things with brushes. I'm not really going to get into it, but brush is very similar to clay. I don't, I don't use it that much. If I just want to add mask, then I just use clay usually instead, mask is really great. Let's say we want to do, which we're not going to do on this character, but let's say we wanted to do the inside, like a mouth. Like an open mouth. Maybe I'll make it small. Maybe around 50 symmetries on. Let's say I wanted the mouth to be here or something like that. It's pixelated again because this size is quite small. This part of the head is now masked, meaning that whatever I do, like if I'm trying to move something, if I use the move tool or whatever, it's not going to move what's masked. You can also go to the mask setting. If I go to mask and then I tap here and then I tap invert. Now everything except the mask is protected. You can do a lot of interesting things like use the gizmo. And then only the part that isn't masked will move. And you can see how that would easily make the inside of a mouth. Let's say you want to protect something. You could always use the mask tool. Let's clear it. This is how you clear it. We go here to clear. Let's say you were working and you didn't want part of the face to get damaged or moved or changed. You can take select mask. Well firstly, you could take mask and then you could just color the part that you want to protect. Or you can take select mask, which just gives you these selection options. That's all it is, you might want to use lasso and then you just make a lasso around like this, then all that's protected. Then of course you could use like a rectangle. You can use different shapes for the mask tool paint, obviously. We'll use that to paint our character. We'll do that a little bit later. Smudge when you add paint, then it's just going to smudge that paint. That's what that is, Flatten, let's tap on the head, we'll make flatten about 90 tensity. Still around 50 flatten will just flatten out. We have symmetry. If you go around here, you'll see that it will just flatten out these surfaces a bit. These surfaces are a little bit more flattened gizmo, We know the gizmo, that's just our controller crease is great. If we tap on the snoot snout, we look at our little character. He has his little mouth here. Actually, let's move. While we're here, we'll turn on symmetry. We can make the radius a little bit bigger. Remember we're on this little snout part, as you can see. Let's make it a smidge bigger. Let's just pull this out so it's a little more square. Let's pull this down a little bit. Okay, we just pulled that down just a little bit. I actually want to make it a little bit more square. Okay, now let's take the crease, we're going to use that to make like his little mouth. We'll just start here and let's go off to the left and see how that makes like a little mouth. Of course, we're using symmetry, so it's just mirrored on the other side. Let's to another level again. Good. You see how easy that comes together and it really looks like a little mouth. What would happen is the mouth would come down and then it would go up. Then it would create, that's what creates that arch in the cheek. We're going to use clay and we can make that shape. That's one way to do it. But since we haven't used inflate, which is one of my favorite tools, they might not be in this order, you might have to find it. Inflate is really great tool. I'm going to bring the radius up a bit and inflates. Another tool that I might use for this, see how I just walked it back and forth and it makes it pretty big. That's actually adding a lot to there, but I think that might be okay. Let's go back to the nose and let's use D. Let's hit front. I want you to make like a heart shape in the front of the nose. Remember we're using, you probably could use to move as well. I'm going to make the tool a little bit bigger, maybe like 85. Symmetry is on. I just want to make a little, you see what it's actually doing. Let's see what happens if I use the move tool. If I use the move tool and I bring down the middle, does the same. But this is a little easier to work with because it's still a little bit more trying to take the whole nose into account. I'm just bending the sides to try to make a heart type shape, something like that. It's pretty good. I'm going to make the move tool a little bit bigger and I'm actually going to push the nose. I think that looks pretty good. Let's take the smooth tool and let's just so really gently, we'll just smooth that nose. I'm going to use move tool again and I want to just pull the nose out a little bit. I want to take the little snout part, I just want to pull it forward at the top because I don't like how there's like all this nose here. I think that this little part needs to be just pulled out. I'm going to make it a little bit bigger. Pull that out a little bit. Yeah, I think that's much better. That's much better angle. I'm also going to take the bottom part of the mouth where the chin would be, and I'm just going to just gently pull that down a bit just to give them like a little bit of a chin, something like this. I think that looks pretty good. We need to do some more with the tools. We will continue this in the next video. 7. Sculpting Tools 2: I was going to try to only use the tools that we needed for this. But if you're like me then you want to see most of the tools. I'm just going to go through and just show you what they do case. I'm actually going to go ahead and vax remash this head. It'll just make it easier to show you the tools once it's remised. High number here. More more detail, lower number detail. I turned on the wire frame down here. This just shows what everything is made up of. See how this is very stretched out. That's why it looks so bad. Let's go here, val val remeshing. Let's bring this up to 200 and see those little squares. See if we go down, they get bigger and we go up, they get smaller. Let's go up to 200 and remesh multi, that's okay. There we go. Now it's remeshed but you see like it made some really bad squares. If it ever does this, you want to do the multi then remsh, so let's hit undo. The head is back to 61, 46. What we're going to do is we're going to multiply this, we're going to multiply all the shapes and then vox remesh, tap here, multi rese, subdivide. You can even see a little bit of a difference. See how spread spread out. This is when I subdivide, all it did was multiply the polygons, it makes the size bigger. Now the size is 24.5 I still want to vox remesh everything. Basically what that does is it recalculates all of the shapes. You can do that at a higher rese or a lower rese. Again, high res, more detail lowers less detail. We're still on the head, we'll go back here, Vauxhall. Let's do it at 200 remesh, okay? Now it's remeshed, these aren't too bad, but we can smooth those out. Let's take smooth and we'll just smooth this out. Okay, Again, you can use sub. And then it brings out a crease that's like some weird is tattoo or something. Take sub off and then it's just a regular grease. But you notice now that we're 148 K, Much more detail. Just keep that in mind. Trim really easy. When I use trim, I usually use this rectangle here, the whatever's in the white box that's going to get trimmed. If I wanted to trim right below the head, then now it's trimmed and now it looks really creepy the leg. If I hit Solo, we're just looking at it and it's still a sphere. We would need to trim the bottom of this. How I would do that is I would just hit left. You see? Make sure you're on the leg trim tool rectangle. And I would just make a box and I would do it right underneath where I want it to actually trim something like this. Let go. And now this leg is trimmed. Now when I hit Solo, see it's trimmed at the bottom. I'd have to do the same thing with this foot as well. See I just hit left to make sure it's straight. Then I can trim the bottom. Then I can hit Solo and see that now it's trimmed. That's a trim tool. Of course, you can use different shapes to trim. You can use flit if you wanted to, it would just trim the opposite part that you had selected. Split is very similar to trim. The only difference with split is if I use the rectangle and I split the body, it's just going to make two separate shapes. We'll probably use split later on. Layer is very interesting and sometimes I'll use that for eye sockets or something like that. I'll use it really small. Sometimes I'm on the head for like veins or something like that. I'll do the veins and then I'll use smooth, they work for veins. When you're using layer, this is the size of it, like this, really big, you can bring the intensity down and it will just be lower, closer, it won't be as raised. If you bring it up, then it'll be very high. It just creates like a layer of clay essentially. But don't forget, obviously you can use sub then it will the reverse. One thing to note, when you're using layer like, let's say we wanted to do like an eye socket. You want to get the whole shape in one because once you lift it up. Go back and makes a new layer. Inflate is great for, let's say I wanted to do like a little row of just like skin here or something. Inflate is really great for that. If you want to show some skin or something like if there's like horns or something like that, then I would use inflate pinch is really cool, let's say if I wanted to make these sharper from what it's like make an edge, then I can use it will try to pinch together the clay as best it can. It'll try to p, it'll try to find two sides to bring together, so it will pinch. You can see I have symmetry on, which is, I don't really need symmetry because it's not symmetrical. But see, it's trying to, it's trying to pinch that together. That's pretty much pinch. Let's say I wanted to make this a nice edge here. I'll just use pinch and it makes that nice edge. See how the light hits it, nudge. I rarely use stamp. This would be great if you wanted to make like a logo or something or put like an image. You'd have to go here and there's all these different settings. The alpha, this is where you'd add your shape, like a little squiggle or something. Then you would add your shape here on the head. Then you could do something like that with the stamp. View is great, obviously it just takes away anything else that might be on the screen. So you can see your character tube is really great for making tubes or wires or things like that. Curve is pretty simple. You can make a curve, you can use radius. See these two little nodes. If you want to make this end bigger, this end smaller, you can tap radius again. And you can adjust any one of these nodes or you can tap it and just use one radius. And this will just be the whole tube size. Again, these you can move around as you need. If you want it to be less curvy or more just following the nodes, you can take it off the spline and then it's like a little more ugly so to speak. Path can be a little confusing at first. When you use path, you want to just start on the canvas, lift up, and then just move somewhere else. Lift, drag, lift up, drag, lift up like that. That's pretty much how you use it. Again, it's very curvy because we have spline. If you take this little spline thing off, then it'll just move. However it's situated. You hit this little green button that will bring upon your, your tube. Lathe is really cool. You use lathe to make like bowls or cups, things like that. Let's take curve. This orange line down the middle is going to be the center. That's going to be the center of whatever you're making. Let's say I wanted to make a bowl. You want to do the bottom of the bowl, then you want to come up. It doesn't really look like a bowl right now because we're only doing half of it. We don't want to bring it across like this because that's not going to work. Even though it looks like a half of a bowl, that's not going to work. What we have to do is bring the bowl out, bring it up. Then you have to make the inside wall of the bowl. Like maybe you want a little lip on the end of the bowl, This is the inside wall of the bowl. You want to make something like this because this will be the whole outside of the bowl. What the program will do, what the lay tool does, is it wraps whatever you make around itself. Once I let go, I made like a little bowl. If I want to edit it a little bit, you can edit the bowl. You can make it bigger, you can edit the inside. This will be how thick the bowl is inside, things like that, so you have a lot of freedom. Let's say you want to make like a bucket. Instead, you can tap on these. Let's say we tap on these like this. So you can make something completely different. I'd have to bring this down. See if I bring this down, then the inside is really deep as well, but really fun to play around with. Just remember that you want to make the outside rim and the inside when you're using the lathe tool, just play around with it in practice. I guarantee that you'll get it and you'll start to have fun with it. Okay, let's untap also, you can drag these towards each other to get rid of them. If I just want to easily make like a regular bowl again, I would just tap this. I'm going to undo because we had a really nice mug in the beginning. Maybe we can keep that. Yeah, I would say make a little mug. Make some mug and then just validate it. Let's go ahead and move it. You notice sometimes this happens where the gizmo is like somewhere else. If this ever happens, if your shape is up here and the gizmos down there go to pivot center pivot. Let's move this off to the side. I'm going to make it smaller with the big orange ring. Now that he has a little cup, maybe we'll keep it, maybe we won't for now. We can also hide it. We'll just rename it cup. You can just hide it by tapping the little delete layer. I don't use insert. These are custom tools that we probably won't use in this tutorial. The ones that I didn't show you, either I don't fully understand how they work or why I would use them or I just don't use them at all. That's why I didn't include some of them. Just a few other little things. Adding a little fingers and things like that and will be good. But so far so good. Make sure to save and I'll see you in the next video. 8. Voxel Remeshing: Okay, remeshing, essentially what that is. We went over it a little bit with the remeshed, which is here and here, and we brought it up to 200, which made our head, as you can see, 148 K, which is a lot. Essentially, we can resh these shapes together, but you want to make sure that you're happy with it first. There's something called joining. If you go to the scene and I take the body head, if we check all of these, the snoot, if you select all these and you join them, they're going to be all together, but they're not going to be physically joined together. What that means is you can always go back in here and see this is all the things that we joined. You can go back in here and separate and you'll have all the separate shapes again. Now I'm going to do because I want the proper names back, so I do. There we go. That's joining the eyeball. I would never box remesh that with the body because we want to paint it a different color. Things like the nose or something like that. But the ears and the legs and stuff, those can be vauxal remeshed. Again, vauxal remeshing is permanently putting things together, making them one piece. Joining is just like grouping them together. Before we do that, I want to give his cheeks a little bit more. I'm going to tap on the head, I'm going to tap on symmetry. And then I want to take move. And doesn't really need to be that big. Maybe around 80 or 90 or so, maybe a smidge bigger. I want to bring these cheeks up a bit. You see? I'm just pulling out on this. I want to bring these cheeks up a little bit. See how flat they are? They need a little more. Umph. I'm going to take clay. I'm going to make sure symmetry is on, and I'm going to turn the radius up. I'm just going to add a little bit more to these cheeks. See how I'm making it round right here, which is where the cheek is going to go. I just want to give him some round cheeks. You can see what I'm doing, you can see the shape and how it's shaping out. That looks way cuter. The reason why I keep going like this so much is because I want to make sure I look from this angle. If you look from this angle, you can see that there's like the big divot there. Just try to make it as smooth as possible. Just using the clay tool, I think that might work. You can take smooth and then you can smooth this out. It's okay if it doesn't get really, really smooth because we're going to box remesh it, that'll give us another chance to smooth it out. I think that's a lot cutter. Give them a nice little fat face also, while we're here. Let's tap on the eye, let's tap on our gizmo. Let's move it back or left a little bit. And then maybe in towards the head a little bit because that'll be closer to where the eye is actually going to be, something like that. Now you want to make sure you have your ears in the right position and you can change them, you can make them longer. You just want your ears to be in the right position so that when we box will remesh they're how you like them. As you can see, it's really hard for me sometimes to make up my mind but that's the fun in it for me, that's what makes this stuff really fun is you can do whatever you want. You have to remember that before we box will remesh. Let's add some mirrors. Mirrors are repeaters. I know that gets confusing, but we're going to add a mirror to the ear, the arm, and the leg, and the little foot thing, essentially, that's just going to mirror from this side to this side. Let's go to our scene. Okay, here's the ears or the ear. What we want to do is go to Add, then go down here to the repeaters. Then we're just going to hit mirror. What it's doing is it's taking the very middle of our project and it's just mirroring from this side to this side. If you go back here, you see the mirror with ears. There's some little options up here, but we're going to make sure you tap on the ear, like the red part that says mirror. Let's just validate that. We validate it. Join children. Join children. Just means that now both of these are going to become one. So now we just have to rename this mirror. Back to ears, Arm, add mirror, validate. Let's not do the arm yet. You know what? Let's do the arm. Let's do it. Validate, Rename the legs. Add. M, validate, Join. Children, rename. It would be nice if I didn't have to rename these all the time feeds. Rename. Let's go ahead and save. Now let's use our tool. Let's use inflate for the fingers. Let's go to this arm. Let's hit so low, we'll take inflate. Let's see how it looks. If we see how I did three circles in the same spot to make that little shape right there, that's going to be the thumb. You don't have to hit solo. It might be easier for you to not hit solo and see where it's going, but it's going to be the thumb and then just two fingers, or maybe three fingers, whatever you want. But see how I do it. I take the Stylus off. When I'm making a new layer, like a inflate, I go around and I pull that out. Then I might pull that out a little bit more. And then we're just going to do that a couple more times that will make the fingers I'm going to hit solo so it's not in the way you can slightly just move it off to move it off a little bit off the center line. If you want to have the fingers look like they're going in like that, we'll hit solo again, then we have something like that. Now, I made a big mistake, but this is actually something that will be helpful if you made the same mistake. I should have had symmetry on. Because if I had symmetry on, then it would have went to this arm as well. But here's a little trick. If you also didn't have symmetry on, you can take, you can go to trim. That's why it's good that we learn these tools rectangle. We're just using the trim tool right now. The arms is made up of this piece and this piece, we're just going to trim that part of the arm. Then we can do the same thing. We have this arm here, add mirror, then we can validate, and then we have our arms. Now remember, anytime you see something like this where it's really blocky, that means we have to subdivide and then vox remish so we can make this smooth. Because right now if you try to smooth it, it's going to go like that. Really lose its shape again. Let's subdivide, multi subdivide, subdivide, then this is a short cut to vox Remish, but I'll just do the one up here, x, let's remish at 200. A lot of times before I remish, I'll save just in case and then go back to the box Will Remish then just hit Remishkay. Now we can use our smooth tool. We'll hit Symmetry. Then we'll smooth these fingers out. Then he has nice little plump fingers. There's a few other fun things you can do if you want to, you can use the move tool, make sure symmetry is on. If you want to give them like a little bend in the front, or maybe even in the back, you can give them a little bend. You can do something like take flatten and then flatten out the bottom side a little bit. That's where your creativity will also come into it, doing little details like that. But I'm really happy with these little pudgy little arms. Let's Vox will remesh the ears, the head, the arms, the body, and the legs, and the feet. Make sure you go to scene, body, head. Legs feeds, arms are already selected. And ears and snout also. That's just this mouth part. That's it. We don't want to do the eyes or the nose, once we have those will vox remesh. We'll remesh the whole thing, around 250. Okay, now it's ox remshed together and you can see that it's all fused together. The only thing that I might want to change, I'm going to hit undo. I think I'm going to not include the arms and Vox will remesh. The only reason I'm doing that is because I do like the separation. I'm just going to remash it all again. I like this separation with the body in the arms. That's why I made that decision. Now I'm just going to take smooth and you want to just smooth out your model, make sure you have symmetry on. Go in close here. You can smooth out this snout, so you can smooth out the chin part. It's okay that this is getting a little fuzzy. We'll go back over it now. Those cheeks look a lot better. All of this looks a lot better. Smooth out under the chin. Smooth out around the ears. It actually starts to feel like one cohesive piece. It's just one character. But making an ad of shapes will just keep your character nice and clean. Okay, I'm going to be a little gentle when we get to the bottom of the feet because I can see it's moving a lot. I'll be a little gentle. Okay. I think that's great. Okay. I want to take the arms, just smooth them a little bit more. And I might take the move tool and sometimes if they look a little bit too close, you might have to just give them a nice little push to try to push them. It's not going so much into the body, but again, this is something that you can play around with. I'm moving a little fat. This is mostly just my OCD wanting everything to be absolutely perfect when it really doesn't need to be, but it kind of needs to be okay. So that's good. So I think this is really working out, but I don't want to have this little video go on too long. So I think we'll jump to the next video, and we'll just do some more final touches with the face. All right, don't forget to save. 9. Last Looks: First off, I think we want to work on this crease for the mouth. Let's take our crease tool, let's just trace where these lines are. Then we're going to add a little bit of the corner of the mouth up on the top. Just watch how I do this. So we're just going to make a line here, go up and then make that little diff like that. It looks good. This creates this cheek. It makes sense that this cheek is pushed up because he's smiling. Here's a little something extra, you can use the drag tool. I have my radius around 90 or so, maybe a little bit bigger. I'm going to use the drag tool and I'm going to push right in the middle of this little piece here. I'm going to push that in. That's going to enhance the smile. I'm going to push it on the edge a little bit too now. I'm going to take smooth and I just don't like the way that this has a little bit of roundness down here. I'm just going to smooth it out. Now I'm really into like little details like that. I'm always looking, I just want this to look nice and natural, and smooth. I think that looks a lot better. Now, let's deal with the eye. Eyes can be a little tricky because there's a few layers that go into it. First, when we tap on the eye and use our gizmo here. Let's bring the eye a little bit further back. This is going to be obviously one of two eyes. Let's hit front. I want to clone this. This one I want to rename one. For some reason. I use one for a pupil. That's going to be our pupil. Let's hide it for now. Let's take eyes again. Let's go to these three little dots and clone it. Now we have eyes one, but we want to rename that to lids. Okay, let's hide lids. Now I want to flatten, do I want to flatten the eye? I want to flatten the eye out a little bit. Let's go back to the scene. And we have lids selected. Let's take eyes too. Even though lids is hidden, we can still manipulate it so that it still matches the eye. Right now, you can see here, eyes and lids is selected. Let's just use this blue sphere and just squish it together. What I want to do is just turn it, see how the eye is straight this way. I just want to use this green ring and just rotate a little bit just to make it more snug with the angle of the head. Maybe move it up a little bit. Then also maybe take this red ring and just rotate it back a little bit. All I'm doing is trying to make it aerodynamic along with the head. I don't know if that's the right word, but that's okay. Let's just go to, let's go ahead and unhide it. Now, we're only on lids here. Let's take this blue arrow. We just want to bring this forward a little bit. Just a little bit. And then use this orange ring on the outside to make it a little bit bigger. Maybe just something like that. Very subtle. Let's hit front. Let's hit trim. We're going to use trim, and we're going to use the rectangle again. Let's make the box underneath. It's something like this. Now, it's just going to trim the bottom part of that sphere for the lids. Let's go to Vauxhall and let's just remesh it around like 150. Okay, let's use our gizmo now. Then let's use the red ring and just tilt this eye lid back. You can see it's going behind the eye. You may just have to move it up a little bit. Then you can use some of these rings to angle it. Now it's all just about positioning it like where you like it, where you want it. I'm thinking maybe something like this. You can move it out a little bit more if you want the lid to stick out more. Lastly, I'm just going to move. I don't need symmetry because I don't want to move it symmetrically. I just want to make it a little bit higher the lid. I'm just using move and I'm just pulling up on it and I might even push up here. I'm just freestyle, just maneuvering the eyelid. You can maneuver it or not maneuver it as much as you like. You can put it back a little bit further in the head. A lot of this is just what you feel comfortable with and how you want to shape your character. Maybe I'll just make it come out a little bit more. I think that's pretty good. Now let's go back to the scene and unhide P one, and just make sure you tap on P one. Now we want to use our gizmo. I'm going to bring it out just so you can see what I'm doing. I'm going to shrink it a bit. Then I'm going to flatten it like this. That's going to be our pupil. And then I'm going to use the blue arrow to just bring it right back on the surface of that eye. Now it's all about positioning. I'm going to move it up. I'm going to move it over. It's straight up now, but the eye is rounded, so I'm going to have to tilt it back just until it looks round. There you go. That looks pretty round to me. I'm happy with that. Let's go ahead and hit a quick save Now we can take lids, add mirror. We can go ahead and tap mirror and then validate. Then we have our lids. Just be sure to rename it. Then we have one, we'll do the same, we'll add a mirror. We'll do the same thing with the eyes mirror, validate eyes. It's easier to just one and move these around. Like this experiment with different sizes for the eyes. You might want your eyes to be a little bit smaller, that might look better to you also. Here's another little trick take case. Tap on the nose, make sure symmetry is on. You can just crease like this, maybe go over it again. You just make your nose a little bit cu, by giving it some, a little bit of detail. Another thing you can do if you really want to give him a little bit more personality, let's take move instead. You can raise this up a little bit, it'll make your character a little more happy. Let's say we just want to put our whole character together. Actually. Do I want to vox remsh the eye lids in the body? Let's try it. We have the lids, because the lids are going to be the same color as the skin. Then I think the snoot is the body. I forgot to rename that. Sometimes when you merge it, it takes whatever the last meshes that becomes the name, this will become arms. If we go ahead and vox remh, this at 200, Okay, it looks okay. Let's see if I smooth out underneath the arms. That's all right. Smooth out here. Smooth out these eyelids. The eyelids are a bit soft. This might be an opportunity for me. I can either flatten sometimes I'll take the flattened tool and I'll flatten. And then I'll use pinch. Remember, pinch, pinch, give me back that nice eye lid. If ox or re machine does damage to it, I think that looks a bit better. Also, sometimes you might want to do a crease and just add some extra detail here. You can add a little crease here like that and then you can smooth it over. It just gives you that extra detail as though that's a natural thing there. Another trick, I know I'm always giving you like tricks. It's like so much for a beginner tutorial, but I can't help it. You can take the eye, you can clone. You can make that lids as well. Oops, just make sure you're on the right thing. Then you can take your gizmo that go down here, pivot center, pivot. That happens a lot. Basically, you're bringing out those eyes again. Oops, let's go back to the front then. You're trimming the top. If you trim the top, then you only have the bottom. It gives you those bottom lids super easily. Al Vox will remash these at like 150. I'll remash those, I'll take my gizmo and you can see they're not really at the right spot. I'll just manipulate them a little bit. Here's one of the problems, because this is not a mirror, that can be an issue. The other way I was doing it, I was trimming one and then adding a mirror. You can also do this. You can go to this little vertex thing here, make sure that it's in vertex and then hit symmetry that will essentially do the same thing. But that's a little advanced, you know, understandable if that's a little difficult to understand, but I just want to show you everything. I can't help it bring the eyes down a little bit. Also, the pupils are kind of popping out a little bit far, so you might have to flatten them a little bit more so they don't look too crazy. Since we use the tube tool, we went over the tube tool, let's use it to make some eye lashes. I really love making these for my characters. Let's use path. We want to keep snap on. What snap does is it makes it snap to these surfaces. Again, we're using tube and we're using path and we have snap on. It's okay to have spline on as well. Let's start here. We drag and then lift off, lift off, lift off, drag, lift off. Maybe one more here. I like to do a little tip at the end like that. Now, once you have your lines going along the top of the eye, I'm going to hit this little green node. And then it makes our tube. When you only see one orange tube, again, that means the whole thing is going to change size. But we want to hit radius, oops, We want to hit radius once, so that there's two little black dots. I want to make this side bigger. Maybe I'll stretch it out a little bit. I'll make this side smaller. Now, I'm just going to use these white nodes to move it a little bit. I'll make this side a little bit bigger. I think that's pretty good. The only thing I want to do is let's take snap and turn snap off here. We don't need it anymore. I want to take this white node here and I want to bring it down. I'm going to add a new one just by tapping on the white line. I want to add a new one. I want this to go like in the crevice there. I'm just have it in the crevice. Push this back a little bit too. The reason I do that is just so it naturally has a fall off into the skin. That's the only reason I'm doing that. Then this comes over these, I might lift up a little bit. I just want it to be along the outer rim of the I. Now I'm actually going to hit radius again. Now I can maneuver any of these I want, I just want to make this one a little bit smaller, but I might add one here and then make this small just so I can make this little tip. And I do that with all my little characters. You don't really have to do it, but I always do that. Once you're happy, just hit validate. I like to take smooth and I like to just smooth this out here, All right? I think that looks good. Okay, so the next video we're just going to do some simple scene lighting. Then we'll color our character. And then after that, all we have is post process. So we are a really close, great job. Don't forget to save. 10. Simple Scene Lighting: Let's go to this little sun icon. And from Metcap we want to hit lit PBR. We don't really need this. I'm just going to go to the scene and just delete it because it's just taking up space. I don't like to light with white. I'm going to select everything. See this little sphere down here. We want to tap that. This is our color window. I like to make it like a terra color. I'm going to go down to this brownish color, reddish orangish color. I'm going to take the roughness and I'm going to turn the roughness up and see how those glare the glare goes away. If you turn roughness down, it's glossy. If you turn it up, it's matt. I like to put it around maybe five or six or 0.5 or six. You have to hit paint all and it will just paint everything. Let's go to this shading, this little lighting window. Before we add lights, let's just turn all the ambient light off by unchecking it. It should be all black. We can actually turn this off too while we're at it. Let's go to this little picture window and turn off the reference image. We'll go back to this little sun. Now we can add our first light. Essentially it's a sun light. If you go here, you'll see this light is right here. If you press these little three dots, this is the same information that you have over here. If you press this little icon, it's like the same information. Let's tap the little pencil and rename it Key. This would be our key light. This is our main light. This is the temperature of the light right here. Right now, it's like a whitish color. This is the intensity. You can slide this up and down. Let's slide it up to probably around two. Essentially, what a sunlight means is see this white arrow, that's the direction of it. If you turn it, it's going to be like the sun going across the sky. That's our key light. Let's go back to the lights and let's just clone this one. Now let's go to this little pencil, and let's rename this edge or rim. This is an edge light, even though this is a sunlight. And it doesn't really matter where you position it because all that matters is how you rotate it. I like to put this light over here because then the lights are in different areas. Now what I want to do is take this green ring and we're just going to change the direction of this light. Just like that. See, all we did was spin it around. Just slowly spin it until you see this rim of light, this edge. I'm going to take this red ring and just put it down a little bit. Here we go. See that that's what we want. We want that really nice edge lighting. Okay, let's add a different light just for fun, let's clone this edge light. And let's call this TD for a top down. Let's actually change it to a spot light. You just press this little spot right here. Now you have TD. It has a little different icon. That's a spot light. Now what we'll do is move this up. We'll move it up. You can see the cone. Now see this cone right here. Now you can maneuver this cone. I'll turn the intensity up so it's easier to see. Wherever this cone is is where the light is. Let's say we put it over his head, maybe up a little higher, so it gets a little softer. Maybe we'll change the temperature. Let's go to something cool maybe. But this little orange node, this will just make the beam bigger and smaller. It's the same. If you go to the options you have softness and then you have cone angle. It does the same thing. Lighting will be really fun to play around with, but this is just like my sure fire way to light a scene and make it look good. Also, let's get rid of this grid. Don't like that grid. Let's save, here's an extra credit light. Let's take the key light and clone it. Let's rename it Phil with an F. I'm going to move it over here now. I'm just going to turn it until it really lights up, that shadow side like this. See how it's all lit up. But I'm going to turn the intensity down. See, this would be off, but I'm going to put it up just it slightly lightens up those shadows. That's what we call a fill light. It's filling in that shadow so that you still see a shadow but it's not black. Maybe we'll warm it up a little bit. We'll warm up the fill light. I don't know why. Now we can just figure out what we want to color him for the body. Actually, let's rename it. Let's go here, name it and let's just call this body. Okay, here's another thing. We have one and we have the tube. We accidentally put the tube into the same mirror. Let's just long press and drag it out. This tube is the eyelash, but I usually call them lashes. The eye lashes, we just want to see it disappeared. So we're just going to add our own little mirror like this. Perfect. We can validate it then. We just have to name it again. It is annoying. I just can't get my spelling right again. These are the pupils. I'm just going to rename the mirror. Okay, we also have the cup too. I forgot to tell you to do this. Put it so it's right in the middle. Make sure you hit front. And let's go to this camera. Let's put it on perspective. It looks nice. At orthographic, though it looks nice. Well, we can leave it in orthographic, actually, What do you think looks better? But let's hit Add View. Let's just name this one. What this does is like if you move it around, you want to go back, then you just click here and then you just go back to your camera view. Let's put a cup, let's use the gizmo. And just put a little cup over here. I feel like it should go somewhere on this little pedestal thing he's got, he's got a little cup that you made him. Okay, good. So we'll save looking great. Okay, coloring. 11. Coloring: Okay, coloring. You can keep it brown if you want, but all you have to do is tap this little sphere here. Then you can go through all these colors. You just move this around. So we want him like a lighter color. You can change the color by moving this up and down. So you really have any color that you want, you have lots of leeway. Maybe I'll make him like a yellows. Remember, you can change the roughness and metalness if for some reason you want him really metal, metal looking. It's actually not too bad. Hit pain lids, let's just make them the same color so we can just hit pain all the eyes. So you want to tap on the eyeballs, tap on the eyeballs, tap here. We're bringing this to white. Let's make them nice and glossy. Now the eyeballs are glossy. Pain all the pupils can just make them black, nice and shiny. Now what's really important is these eye lashes. Make them black, but also bring up the roughness. You don't want them glossy at all. You want them to be nice and rough. Nose, tap on the nose and then you can make the nose whatever color you I think I want like a grayish nose. But you can make any color you want. You can make your little character any color that you want. Maybe that's a nice color. It's nice. It's close to the terra cotta color, but I like it. Maybe the nose, we do like darker color. Like a black. Maybe we add a little bit of gloss to it. Not too much, but a little bit. I think I like that. Let's go to this lighting window. Let's go back to our environment and turn that on now. It's very bright. Let's scale it down. Maybe like just one or so, these little pops of light that's from this environment. That's why I like using this environment because I like those pops of light That was pretty easy. All we did was tap on this and hit paint. And it paints whatever color. Now it's like super chocolate. There's two things. First, let's say we want to use the crease and we want to enhance this mouth. What I would do is take this sphere here, the little coloring sphere. Tap this little eye dropper. Then you can touch whatever color you want. All you want to do is take the color of the skin, tap back on the color, and make it darker. I'm going to make it really dark like that. Remember I'm using crease. This is called stroke painting. As you see up here. The fact that I chose that dark color, now I can use the crease and it will paint that color as I'm doing using the tool. The result of that is it will make, it'll give the appearance of more depth because it's painted black. The only thing that I want to do when I look close is I can see these little imperfections. I'm going to undo that and I'm going to Vox will remesh the body again. I might even add the lids this time. Let's just do a quick save then. We'll go to our scene. And we want the body, the lids. I think that's it. Just the body and the lids. Let's Vauxhall remesh. I'm using the shortcut again. We'll go here, remesh, I'm vox remesh it at like 400, then we'll re okay. Now it looks good. I'm going to take smooth, make sure asymmetry is on. And I'm just going to smooth out this little bit of area where the bottom lid is. Now I'm going to take crease and we still have this stroke painting on. This should be a little bit clearer now. Okay, nice. That looks great. Let's say you wanted to add some more, little details to the face. Here's another option. Make sure you're on the body and tap this icon here. These are layers. If you add a layer, let's call it, we tap on the little pencil. Let's call it lighter. Now we have a new layer called lighter. Let's take our color eye drop and get the color of the skin. Let's just make it lighter. Okay. We don't want to hit paint all or anything. We're just going to make it a little bit lighter. Now we can go to paint. This is just your regular paint tool, we have symmetry on. As you can see, it's just your regular paint tool. Now our body is really high number, it's at 465 actually, let's rename it body. Now if you wanted to add color, maybe you wanted some color for the high sockets, you could do that. Sure that's all colored in. You could do that for the eye sockets. You could even do something like this little belly, you could do something like that. The only problem with this is unfortunately, see if I press this button, we did the dark crease underneath. So I would just have to do that over top, like make a new layer and then go back to the case. I have to do that whole thing again where I take the eye dropper, make that darker, and then just darken this. But I think that's worth it because it looks really good. Another cool, fun thing. Let's go back to paint. Let's press the little paint, sphere eye dropper. Let's get this light paint color Again, I like to color the inside of the palms. See, I'm just using the paint and just coloring the inside of the palms a little bit. The fingers, if you really want to get in there, you can make the brush really small and you can clean it up a little bit, make it a little more neat if you want more extra credit. Let's add a new layer, we'll call it reddish. Basically, you want to add like a light blush to the cheeks and the nose and things like that and maybe the fingertips. And it really brings your character to life. It makes it feel like it's warm and cozy and cuddling. We'll take paint. We'll go to our little sphere here. We'll bring this over to the end, and then we'll just bring the color to red. It doesn't matter if it's the top or the bottom. We'll bring it to red. We want to take the intensity down. We want to make, put the radius up, so the radius is quite big. Now I just want to really softly put some redness here on the cheeks. Then on the little nose area. Maybe on the fingertips as well. Now go to smooth and just turn the intensity all the way down. You can make the size a little bit bigger. Then just go and just smooth this out a little bit. We're just smoothing this red color out a bit. Go back to your layers where you see reddish. Bring this little dial down until it's fairly visible. Maybe around there. Really subtle. You want to subtle. You know what? I should have added some on the ears as well. If you want, you can color the glass. You can go ahead and do this on your own if you feel like coloring it. I would just make it glossy. Wanted a lighter color. We'll do something like that. Okay, the next video, we will just go over post process and then exploiting because we've pretty much done, I might do a few other little things if we have some extra time, but great job so far. Don't forget to save. 12. Post Processing: All right. Well, great job. We're so close. Great job with your little character. There's a few things that I just want to adjust before we jump into post processing. Post processing is just all the bells and whistles that make your render look perfect. So a render is just like an exported image. It's just like the finishing touches on your character, bringing everything up to the best quality. First, I was looking at this thing that we made. And I just want to bring it up a little bit because I think when we smoothed it, somehow made the feet shrink a little bit. I don't know, he lost a little bit of size. What we'll do is just, I think this is the two cylinders, these two in the scene menu. Let's just move those up a little bit. We'll just move it up until it's right there. Now it looks like the feet are making contact with the floor. Likewise, we'll have to just tap on the cup and bring that up as well or whatever you have just coming into contact with the ground or the floor or the little whatever this thing is. Speaking of, whatever this thing is, let's go ahead and grab that again. Just these two cylinders. Make sure you don't still have whatever the last thing you're working on. Because if you just select them, it'll be 123 instead of just 12. Let's just make those a little bit bigger then let's flatten it a little bit. I'm going to flatten it. Might bring it up a little bit just there we go. Just like that. Okay, good. You can always move things around if you want, Make them a little bit bigger, things like that now that we have a little more space. Okay, look good. The last thing that I do is I always change the material of the skin. I make it if you go here, here's the material we're on the body right now. Opaque is just the default. But you can change it to subsurface. Subsurface is like our skin where it's solid. But if you shine a bright enough light on it, it will look red. If you shine a light behind someone's ears or behind your hand, that redness that you're seeing, that's the light being scattered in my hand. That's subsurface scatter. That's what our skin is like and that's what I like to use most often because it just feels the most natural to me. Opaque subsurface, we're just going to tap on subsurface. You see it's like a little bit different. Everything's a little bit softer. You can also go back into that little menu. I usually turn the depth down. This depth just controls like how translucent it is, how much you can see through it. I turn it down to 0.0 498. That's usually a good spot. I think. It looks nice. Everything is looking good. Let's go ahead and turn on post process. This is this little shutter right here. We turn on post process and you can see makes a big difference. Now this is my saved settings. Once you're in post process, I'm just going to bring this up to two, that's the highest level. Max samples, full resolution, 500. This is usually what I keep it on once I go into post processing. This is like your scene. You have different scenes here which you can use. These are with the new update. These are just ones that I use more frequently. All those are, is just like these settings, but saved reflection, I usually keep on global illumination, I usually keep on ambient occlusion. That has to do with like shadows. Right now we're at 0.3 If I go up and down, you should be able to see the shadows changing. That deals with what was 0.0 I don't even remember where I was. I think it was 0.0 0.3 or so. I think that looks pretty good. This has to do with how the light hits these crevises and things like that, So there's a lot to go through. You can go through the size and things like that. Each of these will make a difference in how your shadows fall. Depth of field, of course. Depth of field. If you turn far blur all the way up, it's a shallow depth of field. And what that means is like depth of field is one thing will be in focus and maybe things behind it are out of focus or things in front of it are out of focus. If I tap on the nose, the nose is in focus but the ears aren't. That's a very shallow depth of field. That's what that's called in photography. If you just take a camera and everything is focus, then there's no depth of field. It's just everything is in focus. That's just the difference there. I'm going to turn that off. It's fun to play around with if you have different objects in the scenes or for different shots. Fun to play around with. I'm going to turn that off. Bloom has to do with how the light hits. Obviously, you can adjust this, make it so it's not so bright. But if you have different elements that are brighter or lights that you want to hit, maybe a different material, you would, you could play around with Bloom and make it really bright and things like that. It looks really foggy. Now, we'll turn Bloom of tone mapping. If you want to look a certain way, you can adjust all these things with tone mapping, we'll turn that off. Color grading. Same thing. The rest of these you can just play around with. Some of them are self explanatory, like vignette and just makes a black halo around the edges. But yeah, you can play around with all these and figure out something that you like. I usually keep these on by default at the bottom. But a lot of this you're just going to have to take time and play with and just see what you like more. Eventually, you'll just hone in whatever you like. When you have something you like, you just click here and then you can hit Clone and it will clone all of the settings that you made. Then you can rename it and then keep it. Then any time you come back here, you can just tap and those settings are already saved. One other thing you can do, if you can change this background. I think I might go with a blue or a yellow For him, I would tap here, this picture and then you tap the color and you can just the background color. I'm not sure what color I want to he feels like something like this. I'm not sure what color. I want for him what the best color is. Maybe a yellow. Maybe like a warm yellow. But then again, he's warm tones, I might not want to match that. But I like a nice warm yellow. I think that looks nice. Remember the camera angle? If you go to this little film thing, you might want to, you can figure out how you want to render this. You might think that this looks like a better shot of him. You can go here and then you can just do Add view and you can name it whatever you want. I like to just to go in numerical order, you might want to change perspective and see how that looks. Also you can change perspective, so it gets really nutty this. Now it's like a go pro, which is funny. Any time, any time you save the view, it's going to, it's going to save their perspective. It is going to save all this stuff. It's real crazy. We'll add a third one here, then you can easily just go back to whatever shots you want to render. Okay, once you have all of this chatter. So cute. Once you have some settings and things that you like, you have everything rendered and the way that you like. Let's go ahead and export. In order to export your render which is just exported image, want to go here? Let's go ahead and save first. Can't hurt. Then we're going to go, this is for three D files. This is a little bit different than exporting render. If I was going to send it to Blender, I would send the whole thing as a LTF. But there are some other things I'd have to do. First, you can save it as a nomad file if you're switching ipads or something like that. If I wanted to send this file to you, I would just save it as a nomad file and then I would send it, then you would just be able to open it in, it would look exactly like this. This is really exporting for a separate three D based software and things like that. Okay, now we have the render, this is what we want. This will export the image. If you do transparent background, the background is just this, yellow background will be transparent. All that we'll export is our image here. If you do show interface, it's going to show all of these settings and everything. Right now we have screen, we have four K. You can pick whatever one works for you. I'm just going to do screen, I always go back and check, so I'm going to go back and check my post process. Just make sure all these bells and whistles are up nice and high. Then I go back screen and then you can export PNG, whatever that setting was. I have 500 frames. Whatever that setting was in post process, that's how many frames this is going to render. The more frames, obviously like, the more information. The higher quality 500 is usually pretty good for nomad. I think it looks pretty decent. That's it. We're just going to go ahead and share this. I'm going to share my computer. We'll share it to the computer. Then I'll also just save this image. And then you can hit Done. That's pretty much it. And then you can go to your files and you have your saved image that we made. Congratulations, hopefully you found this easier to digest. I know it's hard with beginner tutorials, but I really try to teach in a way that I think that I would want to be taught when I'm learning this stuff. Because I'm pretty new to three D as well. It's just important to me that you feel comfortable. Sometimes these things can get very complicated, but I really enjoy to try to deliver in a way that makes sense. Hopefully, that came through. Hopefully you like your projects. My suggestions would be to doll this up. Make some props form. You can make like some little fruit. You can make something solid in there, it looks like coffee. Or make a spoon. You can give them a hat or something like that. Just think about little things you can do using shapes that are really simple. Maybe you can color them. Like for example, an apple is pretty simple. You can manipulate a sphere and you can make an apple. Those are really great things that will propel your sculpting forward and just your thinking of using simple shapes to make something really cool in the end, I hope you guys are really happy with your character with that, I will see you in the next video and we'll go back to my face and I'll give you an official goodbye and we'll just talk about some more fun, three stuff, don't forget to save. 13. Thank You!: Let me tell you, it is so hot in here. All right, welcome back. I really hope that you guys had a good time. I hope that you learned a lot, and I hope you're excited to continue making three D sculpts and making three D models. And just moving forward in your journey, getting started is the hardest part. So you've already done that. So now you can move on and this character is a little bit, it's not that simple. I mean, it's pretty simple, but it's not that simple, especially if you're starting out. So I just wanted to make sure that you could see how to make something look good, you know. And because it's not that complicated once you just know the steps and can think about the steps and how to get from A to B, it's really not that complicated. So the more you work on it, the more time you put in, the more obsessed you are, the faster you'll just get better. It won't take long before you just get used to the tools because really that's all it is is getting used to the tools and figuring out how to use them as efficiently as possible. Then Sky is the limit. So once again, I'm really glad that you guys invited me on your journey, on your three D journey and make sure to rate and review, that really helps me out. I'd really appreciate it. And also upload to projects and resources. I can't wait to see your work. Of course, I'm on Instagram. You can tag me if you upload it on Instagram. I love sharing my students work to my story. I'm on Tiktok is drug free, Dave, and Youtube. So I'm going to bring this guy into Blender. So if you're interested in that kind of thing, if you want to see me work further on this character, I might do like a little background things like that. I always continue to work on my skillshare classes on Youtube, so you can watch those for free over on Youtube. Youtube.com slash slash drug free. Dave, I think that's about it. I don't want to take up too much of your time. I already took up a lot of your time. Yeah. Once again, I appreciate each and every one of you Keep drawing, keep sculpting, and I'll see you all in the next.