Nomad Sculpt 3D Crash Course for Absolute Beginners! (2026) | Dave Reed | Skillshare

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Nomad Sculpt 3D Crash Course for Absolute Beginners! (2026)

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.

      Nomad Sculpt Crash Course for Absolute Beginners! (2026)

      2:07

    • 2.

      Class Project

      1:50

    • 3.

      Getting Started

      10:00

    • 4.

      Character Blockingg

      10:56

    • 5.

      Character Blocking Complete

      11:15

    • 6.

      Shaping Tools

      11:28

    • 7.

      Body Building

      5:02

    • 8.

      Face Details

      13:03

    • 9.

      Lighting & Post Process

      7:26

    • 10.

      Color Demo

      7:18

    • 11.

      Thank You!

      2:36

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About This Class

Welcome to 2026 and to Nomad Sculpt! This is an updated absolute beginner crash course where we start from the very beginning and build a full 3D sculpt on iPad or Android.  In this course, I’ll guide you step by step, teaching the tools I actually use every day and explaining the “why” behind the decisions as we sculpt together. No 3D experience necessary - Let's make some cool 3D art! 

What you'll need:

  • iPad or Android Tablet  
  • Nomad Sculpt Application 
  • Apple pencil / Stylus (Pressure sensitivity recommended)

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. Nomad Sculpt Crash Course for Absolute Beginners! (2026): Welcome to 2026 and welcome to Nomad Sculpt. I'm Dave Reed, AKA, the Bob Ross of Nomad Sculpt. You're go. And it's time for an updated, absolute beginner tutorial in Nomad Sculpt. The artist's landscape is changing rapidly, as you all know. But personally, I believe there will always be space for creating your own content, your own creatures and characters. With the surge of AI, as polarizing as it may be, can only be an extension of your vision. It can never be exactly what you want to create. This'll be some good slap. So having skills like drawing, design, sculpting will only serve to make you a stronger creative mind and keep your visions relevant. Creating with nom sculpt is a powerful way to turn your ideas into T D sculpts, which you can then render, The D print or bring into other applications to animate. And it's just fun. It opens up brand new avenues for creative output. We'll start at the very beginning, and I'll walk you through a complete, basic sculpt, essentially, just to show you all the tools that I use in my daily workflow. These are the things that I use every day when I'm sculpting. So you'll learn by doing, but you'll also hear the reasoning behind the decisions that I'm making, which I think is even more valuable. I know I should go harder trying to sell you this course, but I just don't have it in me. We just had a baby, and it really changes your perspective on life. I love teaching. And honestly, I just want to teach people that love to learn, that want to learn and love character design. So if that's you, then we're both in the right place. And that's all I got. Keep drawing, keep sculpting, and I look forward to seeing you in class. You on Skillshare. 2. Class Project: Alright, welcome. So, today's class project will be this sort of wacky looking robot type thing. Essentially, I just made it because I wanted to be able to use specific tools, and I wanted to be able to tell you and show you everything that you need to know, I think, to be able to build whatever it is you need. So, of course, you're gonna have to do a lot of playing, a lot of experimenting. But essentially, you know, it's the tube tool, bringing in primitives. Primitives are just three D shapes, organizing those shapes, moving them around, adjusting them. That's the basis. That's really the core of what three D sculpting is. Always be creative during class or after class. You can change the colors. You can change the size of the scale of things. You can make this creature character, whatever you want it to be. There's no wrong answers. This is your artwork. I'm just showing you how to use the tools. And what I really look forward to is when people kind of just go crazy and do whatever they want and make it really unique and cool and awesome, that's what I love to see. Or if you just want to do the same thing that I do, that's fine, too. So there's no pressure. This is going to be a fun class, relax class, hence the Bob Ross thing. That's from my YouTube folks, too. I didn't like make it that up myself. Extra Points to whoever has the weirdest creature after we're finished. It has to I mean, I want to be able to see that you did the tutorial, but I also want to see that you changed it and really made it your own. That's essentially the best way to learn. Once you know the tools, once you start to play and experiment and feel comfortable, that's when you really are in the money. Alright, so let's get started. Let's jump to the next video getting started. Let me say that again. Alright, so let's jump to the next video getting started. 3. Getting Started: Alright, welcome all you new sculptors. So let's dive right in. So when you open nomad sculpt, it's pretty much gonna look like this. Yours might look a little different. So I just want to touch on a few things so we can kind of get on the same page. Okay, so obviously, I have a different color background, and it may look a little bit different, but first things first. So see this little camera. If you tap that, I'm on orthographic. And next we'll go to this little sun icon up here, and your environment might look different. So your sphere might look a little bit different. Essentially, what this is is the ambient light that's hitting our sphere. So I'm just gonna go down to this, which is what I use normally. And this image file will be available in your projects and resources. And here's how to load your environment. You just tap your little sun here, go down to environments. You can tap on the image, import photos, and then you would find it here unless it's saved as a file in which you would go files. You could probably go to recens and then you would have it here. And we scroll down, and here we have both of them. Now, my background is purple, so you can go here, and you tap this color, and then you can change it pretty much to whatever color that you want to change it to. It doesn't really make a difference. You can also play around with the settings. There's settings here and here. So if you wanted to change this menu or the colors or things like that, that's where you would find that's where you would find it. Let's tap the little sphere here. Let's go down to smooth shading. You see, mine is on auto. My Auto is on. So if you want to make smooth shading automatically on or off, all you need to do is tap this little cog here and then tap this. See the display settings, see how it switches. So that's all you have to do. So essentially, I keep smooth shading on. That just keeps everything looking smooth as we're sculpting. So if we go up here, let's save. So if you tap this little folder, you'll see files. This is where you can save and open projects and things like that. So let's just name it and save. So I'm just going to save because I've already named it But if you try to save it, it'll ask you to put in a name. It probably already prompted you to put in a name. Save often in nomadic because sometimes you can be working for an hour and you don't save, and it crashes and you lose your progress. You don't want to do that. It hurts a lot, trust me. So if you go next to the folder, so here's the folder. If you go next to that, this is your scene menu. So this is our scene, this is our project. So this is the default sphere, so this is the quad sphere, and I'm just going to I'm just gonna rename it. So I always tap these three dots here, tap name, Default default sphere. You can name it anything you want. You might hear a lot of resolution talk and low resolution and high resolution, and why that's important. All resolution means is how dense the surface of the three D meshes. So however dense the surface of this sphere is, that's the resolution. I'll go down here and hit wireframe. So now with the wireframe, you can see the surface. So this sphere is made up of all these little squares, and then within them is more little squares. So this makes up the resolution of the sphere, and you can see it's very dense. This is how you add a primitive or add a shape. So you go to the scene button. And the reason why I say primitive is because here in SN you could go to add and these are called primitives. Primitives are just simple shapes. So I know that there's all these different words and it can be very confusing. Primitive, it's just a shape. So the next thing we want to do is bring in our reference image. So you can bring in any image just by tapping this little image icon. We're going to tap reference image, and then you tap on this little image here, then you want to import from wherever you have that image. So photos. So we'll tap the photo Okay. And now the image is there. So I'm going to close this little window with the little import window, and now you can see our image there. So here it is. So let's say you need to adjust this image or you wanted to make it the whole background or something. This is how you do it. We go back into our background and our reference image settings. You tap transform. So now that we're on this transform, you can see this is all blacked out. You can just take two fingers and let's say you wanted to bring in a background image. You could do that. But all I want to do is make it smaller and kind of post it right here. And then you just tap with one finger to bring everything back, and now you can do your sculpting and everything. So that's how you bring in a reference image. The Gizmo is the most used three D tool. So if we tap our tools here, you'll see the Gizmo. Yours might be in a different spot. So this is our Gizmo. So this is like our controller. If we were playing a video game, the Gizmo would be the controller. By default, the gizmo goes to the very center of our object. First, you see this big orange ring, that's scale. So now we have these arrows, so you have red, which goes left and right, green up and down. So when you turn it, then you see the blue, which is back and forward, forward and back. I guess that's the same. So this is how you move it left and right, up and down. And then we have these rings, so the red ring, blue ring, green ring. All this does is rotate it. And I'm gonna wait to show you that after I show you these spheres here. So this just squashes it in whatever direction you want. So let's say we squash it like this and then we want to rotate it, we would use the blue ring to rotate. Okay, so I'm just going to undo. So it might be a little confusing with the Gizmo at first. It looks very complicated, but just remember that the arrows just move it in that direction. The orange is the scale. If you need to squash it, you just use the sphere. But now, when you look at the grid again, you can see that I'm off center. So, of course, we could undo. You undo with two finger tap. So, of course, you could undo until it goes back. But if for some reason, you can undo or something like that, what you can do is make sure you're on the gizmo and go up here. So if we go to the left icon, you have reset and move origin. They both will bring it to the center. See, move origin brings it to the center. Reset also brings it to the center. The only difference is, let's say we shrunk it really small and moved it over here, and now we just want it on the center. Move origin will move it without resetting it to its default. So if we just do move origin, it moves it. If you do reset, then it makes it the default size. I'm going to go ahead and turn the grid off. Let's go ahead and delete this default sphere. So let's go to our scene menu, and we're just going to hit Delete right here. Et's add a box. So just remember down here, you have the gizmo, and then you have the particular settings for whatever shape you just added. And you'll see that we can't use most of our tools. They're all grade out. Once you validate, then you can use your tools. So the reason I bought in the box is you can see our reference image. I kind of is circular, but it's more of a box than a circle. The main thing about three D sculpting is you want to think of everything in shapes, whether it's a human face, a cartoon face, a toy, everything is made of shapes. So you might have to use a few shapes put together to make the shape that you want, or you might have to alter or adjust one shape to get to the shape that you need. Don't think of it as taking a block of granite and then, like, chiseling and sculpting something away. It's actually building things shape by shape until you have the end product that you want. So when I look at this drawing, all I'm seeing is the shapes that I'm going to need and the most efficient way to get there. So what we're going to do right now is block this whole thing out. 4. Character Blockingg: Let's add a box. So just remember down here, you have the gizmo, and then you have the particular settings for whatever shape you just added. And you'll see that we can't use most of our tools. They're all grade out. Once you validate, then you can use your tools. So the reason I bought in the box is you can see our reference image. It kind of is circular, but it's more of a box than a circle. The main thing about three D sculpting is you want to think of everything in shapes, whether it's a human face, a cartoon face, a toy, everything is made of shapes. So you might have to use a few shapes put together to make the shape that you want, or you might have to alter or just one shape to get to the shape that you need. Don't think of it as taking a block of granite and then, like, chiseling and sculpting something away. It's actually building things shape by shape until you have the end product that you want. So when I look at this drawing, all I'm seeing is the shapes that I'm going to need and the most efficient way to get there. So what we're going to do right now is block this whole thing out. So let's tap our scene menu, add, and then we'll find cylinder. And you can always play around with these options. You'll quickly see what they do for each of the tools. I'm going to tap Undo just so it's even again. So all we're gonna do, let's tap the gizmo down here. We'll shrink it a little bit. And now you can see it's actually inside the square. So let's just use this green arrow and bring it down. Okay, so we can see that it's pretty much under the head. So we're gonna squash it. We can move it down some. We'll just squash it with this little green sphere. So maybe something like that, and we'll just leave it there for now. So next, let's do the belly. So the belly is just a sphere, so we'll go to our scene menu. A quad sphere. We'll tap our little gizmo down here. We can go ahead and validate it. And then we'll just use the green arrow to bring it down. Okay, it looks like it's supposed to be a little bit smaller than the head, so let's use the larger orange ring and just shrink it to maybe there, and we'll move it up some. So what I like to do is since we already brought in our sphere, we can clone it over here and then use the Gizmo to move it up and let's shrink it, and that'll be the small one. So maybe we have that right around here. Let's clone it again. And let's take the red arrow and move one over here. And let's make that even smaller. So we want this to be a mirror on the other side, so we can add a mirror. So let's go to our scene. Add. So instead of primitive, we're going to go down to these repeaters and we'll find mirror. So now it's mirrored to the other side. So now in your scene menu, right here, you can see that we have a mirror, and let's just call these Let's rename these to whatever. Okay. I'm not really sure what they are. I was gonna call them an antenna, but I think the middle thing is an antenna. And normally when I'm working with mirrors, I rename the mirror cause eventually, if I want to collapse all these together, it's gonna take the name of the mirror. So I just name the mirror, whatever the object is. So let's rename the rest of these. I like to call this housekeeping, just so we keep everything nice and organized. So this quad sphere, we tap these three dots. We rename This is going to be antenna ball. This quad sphere is the belly or mid section. Maybe that's more professional. I like belly. This cylinder is the collar and this box is the head. Okay, so now's a great place to save. Okay, so let's take these little spheres here. Now, these are in a mirror. So whatever we do with this one is gonna happen on the other side, as well. So we can stretch this with this little green sphere. We can stretch it like this. And then let's bring it down. And that pretty much looks like what our reference looks like. Maybe we want to make it a little bit smaller perhaps, or maybe we want to make it a little bit more thin. You can pull it. So obviously, you can adjust this to look how you like. But I think that's pretty good. So for the ears, you can either use spheres or you can use a cylinder. You can be creative and shape it how you want it to look, because it's kind of you can't really tell what the shape actually is. So you actually just have to use your creativity and make it look however you want. I'm going to do the simplest thing. I'm going to use well, I'll use I'll use this. I'll just clone it, move it down and over maybe make it a little bit bigger. And then I can add. Remember we added the mirror, so I can just add a mirror, and now it's on the other side. But I just want to rename these rename the mirror hers. Okay. So next, he has a little cape in the back. So let's go to our scene menu. We'll add a box. Okay, let's turn it to the left, and you can tap left here on the snap cube, just to kind of make it nice and perfect. I'm going to use the gizmo. So now we want to move it over to the left or behind him, actually. We'll use this blue sphere to squash it like that. I'll just turn it so you can kind of see what I'm doing. We'll bring it down. So the legs are going to be cylinders. So we'll go to our scene. We'll add a cylinder. We'll go to our gizmo. So now we're going to move these cylinders to where the legs are. Whoops. And here's a good example of something that might happen when you're sculpting. So I moved the cylinder down, and then I moved it to the left, and you notice it was already mirred. So that means that you probably put your cylinder into a different mirror. So if we go to our scene, we can see that for the ears, we actually put the ears actually have the antenna ball, the box, so the cape and the cylinder. So what we did is we must have been on ears, and then we added those two shapes, so they went into that mirror. So if that happens, let's just take our box and move it out. See how I just long press on it and move it out. Okay? So the cylinder is the leg. So let's tap here, rename. This is going to be leg. And this box was the cape. So we'll tap the three dots, name, cape. So that can be confusing if you don't check your scene. But if ever something mirrors and you didn't mirror it, it probably just went into another mirror. You just need to drag it out. So back to the legs, we're going to tap the legs. So even though with the other ones, we had to mirror manually. Let's just make it smaller, maybe around there, and we'll move it to the place. So while you can go to scene and mirror something, see how you can add a mirror. Since we haven't validated this cylinder yet, all we have to do is hit mirror here, and then it automatically shows up. It's the same exact thing that we did. It's just we haven't validated, so you can just mirror from this menu. So that's all. So next, we just want to match up how this looks. So we would usually use the Gizmo where we stretch it this way. But again, since we have invalidated, we have access to a few more tools, so we can tap this, and we can actually just stretch it this way. And let's say you wanted to, for some reason, make this bigger, you could do that. Smaller. Maybe we'll make it a little bit bigger, actually, for funzies, and we'll make the top a little bit smaller. So let's add the feet. So usually an easy way to do feet is to just add spheres and then slice them in half. So let's just use these spheres. If we go to our scene menu, see these ears here, so we can just select everything and then just clone it. And then we can change the mirror name. Let's just change this to feet and then we want to go to the actual ball we don't want to move the mirror. We want to make sure we go to the shape. And then we'll just bring them down to where the feet are. Okay, so, something like that, maybe I'll make them a little bit bigger. We'll move them forward. So maybe just something like that. So your trim tool, rectangle. And what rectangle means is that you make a rectangle, and anything in this white section will be trimmed. Make a rectangle. I'll do it a little bit lower. And then it's trimmed. Now, of course, these are still in a mirror, so you can still adjust them to make them look exactly like you want. So we'll just kind of shift them, maybe move them back a little bit. Like, so like that. That's a little more than a blockout, but since I was talking about trim, I just figured I would just trim it. Now you know how to use the trim tool as well. 5. Character Blocking Complete: Yeah. So if the feet are here, then we see we have to make the cape much smaller. So I'm just gonna shrink it this way, maybe shrink it this way, and then just move it up. Okay, that seems a bit better. You can slide it in a bit. Let's make sure we're saving also. Alright, so let's do the arms. We're going to use tubes for these. So let's go to the tube tool. Let's go to path. Let's just tap on the screen here and then we're going to drag to our body. So we'll tap down on the screen and then drag to the body and then let go. So the way that you would curve this is you would just touch the line and add nodes. So if I wanted this to curve, I would just touch and just drag down these nodes. If you wanted them to be an angle, you could press here, see how it's a harder angle and the node is black. If you want to get rid of them, all you have to do is drag one node into another one. You'll see the red dots, and then you have just one node so we can go back to the beginning. But usually, I'll just press this little green sphere, and then you can actually see your tube, and you can do all the same exact things. Okay, so you can see that it's not really lined up how it should be. So I'm going to tap this and bring it over, and you might have to flip your sculpt around a lot to kind of get it right. Okay, so something like this. So the arm comes out and then it curves up. So we want to add a node there, and then take this one and move it up. So it's going to be something like this. This looks pretty good. Like, it works pretty well. But if you wanted to add more of an angle, you can just add two. So then you can have more control over, you know, over the corner. Okay, I think that looks pretty good. You notice I have Snap. So what Snap is trying to do is going to try to keep our tube on the outside of another mesh rather than go through that mesh. So if I take the arm and I try to drag it in, you notice it's kind of snapping to the surface. So let's turn snap off, and then you'll see I'll be able to easily just move this into the body. And also another really cool option is radius. So right now, we just have this one little orange node, so we can make the whole arm bigger or smaller. You can tap it once and see these little two orange. That's the beginning and end. So you can make one side bigger than the other. So if you tap again, and then you have access to all of these nodes where you can really adjust the shape and make it exactly how you want, you can add a bunch of these and make them bigger and smaller as you need. Now, let's say you wanted to make this into a square or a different shape. So if you were doing, like, the ninja turtles and say you were making their bandanas and you wanted the bandana to kind of have a rectangular look and flowy, tube is perfect for that. So you would just hit profile down here, and you see that now it's a square, and you can actually shape it to whatever you wanted. So let's say we wanted to add, you know, like, a divot in it or something. So you can shape it however you want to shape it, which is really fun. So if you were going to make it thinner, Whoops. Make it into a rectangle, and see now you have a rectangle. So that's just another fun thing that you can do with the tubes. You also have things like twist. So you see the pink. It's the same thing as radius, one, two, and then you can do all of them. So this is if you wanted to twist it in certain spots, you can twist it really fun and really, really useful. So let's just go back to regular Okay. So again, we've created our tube, but we haven't validated it. So let's just hit mirror. So now we can go ahead and validate. Let's save. So next, these fingers here, I might actually just use I might add spheres. So you can see that when I added this sphere, it added into the arm mirror. Let's go ahead and name that mirror. So that's arms. So let's just go ahead and use our gizmo and we'll move it over like this. So we'll make it really small. We'll bring it down. Sometimes it might be a little distracting to have both of them. So you can just take your quad sphere and your scene and just move it out of that mirror, and then you can only work with one, and then later on, you can just drag it right back in, and it mirrors. Okay, so with a little finger like this, you could stretch it, but notice how that makes the top and makes the ends angled. And I'll just show you a quick, really easy way to kind of make it more of a pill shape. So let's validate the sphere so that we can use all of our other tools, and let's use the select mask. So we'll use select mask, we'll use rectangle again. So all we want to do is make our rectangle and kind of put it in the middle of the sphere. So now we can use the gizmo, and then we can just use the arrow and just move the bottom part down. Like so. You have to go back to selec mask to clear it. So now the mask is cleared. If we go in, you can see that it's a little funny looking. And here's a really cool way to smooth things out. We're gonna use this a lot. You go to this little beaker, smooth and you just drag to the right, and you'll notice that it starts to smooth out. So maybe we only need a little bit, maybe something like that, and it looks great. Okay, so now that we have this little finger we can move it here. We might want to use the move tool. So the move tool is great for kind of pushing and pulling. We want to give it a little bit of a curve. We can do that. Maybe we want to move it. So move is great for just pushing and pulling things and just manipulating your three D meshes. So now we're back to the Gizmo. And you'll notice since we moved the Gizmo is off center. If you ever need to move the Gizmo back to the center, go to pivot, Auto or center. And pivot. So now it's a little bit easier to handle. So let's say we want to rotate this and have one finger here, maybe a little smaller. And let's say we clone it. And you can do this at your own pace. So we just cloned it. I feel like I might have done that a little too fast, huh? So now we'll go back up here to clone, and then we'll use our gizmo to move the cloned one over. We'll rotate just so it feels kind of natural in the little hand. So we'll rotate like that. And then let's say we cloneed it again and make a thumb. And I'm gonna cheat. See this little orange circle right in the middle. You can actually just cheat and just drag kind of freestyle. I'll rotate and maybe rotate this way and then maybe bring it down here, so it looks like a little thumb. Next, let's do this little tiny tube for the little ball antenna. So let's use tube. And there's a really cool option that you can do here. If you tap the grid, let's hit left. So let's take path. So I'm going to tap here and then drag down to here. And then we'll grab or tap this little green sphere. Let's tap this little magnet, and then we'll take the bottom one and we'll just rotate it over, and you can see it's trying to fight. It's trying to fight going into this box. So let's turn snap off. So then it's not trying to snap to the surface. Okay, so we have the magnet, which means that it's going to snap to this grid. So that makes it a lot easier. So now we can turn it to the left, and we can just make sure that it's straight. So now we can use our Gizmo. And anytime you want to move something straight back or up or down, you tap a line. So now we can just use the blue and we can just bring this over. Okay, so now it's there. And I think for the tube, I'm going to go to the tube options down here. We can bring this ball up a little bit and go back to the tube. So I think what I want to do is let's hit Xray so we can see through everything else. So I want to give the tube a curve, so I'm going to move the top back, and then I'm going to add a node like that. I think that looks pretty good. So I'll turn to the front, make sure it's straight, and it looks perfect. So we'll turn Xray off. I want to grab this sphere and just move it back and up so it looks so it looks good. So the only thing is now I want this to be smaller. So we're just going to use this little orange node, whoops. I'm not sure what I did and make it a little smaller. So maybe something like that. I'm going to turn the grid off. I'm going to take this and stretch it a little bit like this. So we pretty much have our pieces together. I think this was a good blockout. So this is exactly how you want to block out most of your characters and things like that. Let's finish off our blocking by taking these fingers. So here we have all these quad spheres. So we're going to go to take these and drag them into the arm. So now they're all into the arm. They're all together, and they're mirred. So let's do a quick save. I think that's a great first blockout. We have some details to do with the face, but for now, this is a great start. 6. Shaping Tools: Wow. Alright, so let's start with the head. Let's smooth this. So you can use this little beaker up here and see these options. So you can just smooth it. You can just drag this and it'll smooth. You can also inflate it here. So, let's do that. Let's inflate it some and make it about as big as we want to make it. So I think maybe something like that. And I'll use the gizmo just to move it up a little bit. Like, so I think that looks good. So take a moment and adjust all your other pieces. So now I have to take all these other options. And remember, you can always hit Xray if you want to see through things. So I'm going to move these U. And what's fun is, let's say we want to let's turn Xray off, and let's say we want to move both the antenna and the tube. If we want to move those together, what we can do is tab tube and we can connect it to the ball. So now when you move the ball, the tube will go with it because that's called a hierarchy. So that's really useful when you want to move things at the same time. So now you can just position it. I think I maybe wanted something like this. Okay, so if we go back to the head, also, when I turn it, I kind of want it to be bigger this way, but just the back of the head. So let's take move. We'll make it kind of big, and now we can use the move tool. Now, we have symmetry on. Let's tap the symmetry button here and then go down to show line. So now we can see our symmetry line. So we see these two dots, that means whatever I do here is going to be mirrored on the other side. If I turn that off, now we only see one dot, one side. Okay, so let's keep symmetry on. And now if I want to pull the back out, I can pull this out like this. So the only problem is, it's pulling out, but it's only the top part. So let's say we wanted to also make it even and pull the top and the bottom. So we not only need this symmetry line, but we need one that goes across this way that will do the top and the bottom. So we go back to symmetry and we see X. That's the default, that's the red. But we can also use Y. So now when we turn Y on, it's a little hard to see, but now there's a green line here. Now, the only issue now is you notice the green line isn't in the middle of the sphere. So anytime you're working with symmetry and things like that, and you notice this, it's probably because if we tap the grid, see how it's lining up. It's lining up with this line. But right now the symmetry is set up for our whole project, and that's what we call the world. So that's why left and right is perfectly fine because our sphere, remember I wanted everything in the center. Our sphere is the same left to right. But since we move the sphere up, and even if I move it up now, you'll see that green line stays there. And that's because the symmetry is set to world. So anytime that you don't want it set to world, you want to set to the object. The object is always local. So if we go here and tap local, now you see that the green line is in the middle of this sphere. So the symmetry is based on this sphere now. So you can set this for each and every mesh. You don't have to worry about it too much right now, but I just wanted to kind of explain it because you're going to come up with these issues a lot where you're trying to do things, and symmetry can be tricky, so I just wanted to touch on it. So at least you'll kind of have an understanding of what's happening. So now we have the green line and the red line. All we have to do is hit left, use the move tool, and now it will match on the bottom. So I think something like that looks pretty good. So let's say I want to turn this off, so I'll go to symmetry, turn it off why. And, you know, if I just wanted to just adjust the bottom, just adjust the bottom, maybe pull this part out, make it a little straighter, things like that. Perfect. I think it looks great. Let's save. Okay, so now let's just adjust the body a little bit, and maybe we'll move it up. Maybe we can make it a little bit bigger. Maybe we can even take move and just adjust it up a little bit. It may be a little bit wider. I think the legs are a little too high, so we'll take the legs, but let's move the feet with the legs. So remember, we go back to the leg and the feet, and now they'll both go down. Perfect. So let's take the body, and I just want to match it up to this little part here. All use move, and I'll just stretch the sphere until they kind of match up. That just makes it look better. If we go back to the collar, another cool thing about that, I'll just hit solo so we can just see that. You can hit hole, and then you can make a hole in the middle. And see this blue, you can adjust it as you like. So I want this to be a little bit higher resolution. So I'm going to tap these three dots and just put the post subdivision up to maybe two, and we'll just leave it there. And I think we're going to validate. So let's hit solo again. Front. Let's turn around to the cape. Let's tap these three dots and just raise the resolution a little bit. So maybe we'll just tap it. Let's do twice. So there's two options of things we can do. We could always maybe use move and maybe, like, pull this and maybe pull this, push and pull and kind of adjust it until it's like exactly how we want it, maybe make it smaller. So there's always that which I actually have a fun time doing. It kind of it feels like actual like sculpting when you're using the move tool. So it's just kind of fun. A lot of times it just takes a lot of push and pull, maybe even using the gizmo a little bit, and you can move it in to your collar, something like that. So that's one way to do it. And that actually looks pretty good. And another way to do it, let's just pretend that I didn't move this. You can take trim with, let's say, line. So line is the same as rectangle as far as anything in the white will get trimmed. So you could just make let's do it a little bit down here. You can do something like this and then just trim it. We have symmetry on, so it trims the other side as well. So that's another way that you can kind of shape your cape. I'm going to undo it because I think this actually looks better. And I'll just use move, and I'll just drag these two edges into the cylinder. Maybe I'll make it a little bit smaller and kind of pull push and pull until it looks decent. You can take your smooth tool, make it a little bit bigger, and you can smooth this out a little. So let's say now we want to combine the collar and the cape. If you go to scene, we have the collar. So let's just long press and drag this up. So now we have the collar and the cape. So we can always tap them both and hit join. So now they're together, but it's more like they're grouped. They're not actually one piece. So I'm going to undo. And group is good if you have a bunch of things that you want together, but you might want to separate them later or things like that. But with collar and cape, we want them to be one piece, so that will be voxel remshing or just remshing them together. So if you go here, voxel Remesh right now, the resolution is 965. If it's in the red, so that's really high. So what we want to do is bring this down to maybe 165 or so 170. Sometimes I use 200 as my baseline. But if I want things to be really smooth, I'll maybe go to, like, 150. All we're doing is changing combining these two resolutions, these two objects. So they're gonna wind up being either high resolution, kind of the same resolution that they are or lower resolution. But if I want to put them together and smooth it and I want it to be really smooth and just look like one piece, then you don't want to go too high, 'cause if I remesh it at like 300 then it's going to be fairly stiff and it might not smooth that well. If you need things to be smooth and more malleable, stick to around 150. If you want something fairly soft but still firm enough to kind of keep some details, maybe 200. If you really want to keep all the details, then maybe 300, 350. I usually don't do more than that, but you got to get the idea. Random number of let's go back here. The random number of 165. So we'll click Remesh. We'll click Okay. And one little note, you'll notice in a lot of my tutorials, boxy remesh from down here. So this is just a shortcut. This is exactly the same. You'll notice the numbers stay the same. So in order to put this shortcut down here, just go to these three lines. Shortcuts. And then you would add this voxel. See, it goes away, and now it's back. So Voxel 150 remesh. Multi resolution would be lost. That's okay. And just hit Okay, so now we see that these are one piece. So we can take smooth and we can smooth this out. Or what I like to do a lot now, let me turn the wire frame off. What I like to do now is just use the beaker and smooth it this way, as well. So you can see which one works better. I think that's pretty good. I think that's fine. I might smooth I might do both. And here's another quick tip. I think I might have mentioned it before when the pivot doesn't seem like it's centered to your object, pivot auto pivot. So let's say we want to just squeeze this a little bit on his little Oops, on his little body. Like so. Or you can just take move and you can just move the parts that you want to move to kind of make it a little more flush. But I think that's fine. Alright, so let's save great job with the cape. We know how to axle remesh now. 7. Body Building: And always add little details if you see something that you just want to add details to. See how? It's just like I just want the bottom, like, flush. So I'm gonna use the move tool, make it pretty big. The reason why I use move, and the reason why I make it really big is so that it moves in, like, nice, big, swooping smooth movements. You might want to know what the difference is with drag. Let's say this was a water balloon. Move is like using your whole hand to, like, slowly guide the water balloon. Drag would be like, using your finger and, like, pushing the water balloon like this. Move is like grabbing the water balloon and kind of coaxing it this way. Drag would be like pinching the water balloon and pulling it. I usually wind up using move for the majority of the time. Let's go ahead and ox we'll remsh these two. So now we have the feet. So let's take both of these, validate yes. Whereas the legs here. We'll take both of those, validate yes. So let's take the legs and the feet, and we'll just join them together because eventually we're gonna box remsh them. So we can just join them for now. I think I want to add them to the body. Well, maybe we want to add the body to the head, too. Let's take the head and the midsection and hit solo. So they're touching. Perfect. So now we can take the mid section, the head the feet. This may seem like a small thing, but I just learned this recently. Notice how this is highlighted more than the other ones that we have selected. This is the last one that we took, so everything is gonna close into the feet and just be the foot. I'd rather it be the head because the head is in the center, and I know the symmetry is perfect. So I'm going to uncheck the head and then check head again, and it moves to the head. So now let's just box will remsh them together. Box will remesh Let's do 200. Remesh. Okay? So now everything is lined up, you can see the symmetry line, and all of our body is now one piece. So now you'll see the head, and I'm going to rename it main because it's the main part of the sculpt. Great. So let's save. Do we want the fingers to be connected or do we want them to be separate? So let's just say we want the fingers to be separate because we don't want them to be the same color as the arms. So let's take the fingers and join them together and just rename them fingers. And I'm going to drag the fingers out and then add another mirror. So now the fingers have their own mirror, we're just going to rename the mirror. And then we're just going to select and validate, and validate. We have the arms. We can validate that, as well. So now the arms are in place. Let's do pivot auto pivot just to bring the gizmo down where it should be. So let's go to our scene, and let's long press on the fingers and connect them with the arms. So now we can move the arms back a little bit. And you can always experiment and rotate them a little bit if you want. And let's say see how this is not really right. If you want to fix that, you can tap pivot, and you can actually move this down and then tap pivot again. So now you've moved to the gizmo, and the arms will now be a little bit easier to control where they're rotating. So now we have the ears. And again, with the ears, you can experiment with them. You can make them as big or as small. You can stretch them. You can do whatever you want to do with the ears. That's completely up to you. I think I might just rotate mine back a little bit, and I'll just use a line, and now I'll just move them until they're exactly where I want them. Maybe I'll rotate them this way, maybe just a little stretchy. I don't usually use these little arrows, but you can play around with them and see what they do. So I think that's good. I'm going to move them back a little bit, just so they're right by the hand. And I like it. Good. Oh, we're missing the other pieces. So let's get the antenna tubes, ears. Oh, head nodes. So let's grab that sphere and just bring those back up, and maybe we'll separate them and maybe we'll rotate them a little bit. So we'll take the head nodes, validate. We can take the ears, let's validate. So this tube is the antenna tube, so let's validate that. And now let's save. Okay, so everything's looking pretty great. So the next thing, let's just work on the details of the face. 8. Face Details: Alright, so this is all looking great. Let's go ahead and do the eyes and the mouth and these little tiny dots that I always put on my characters. So first, I want the face to be fairly flat, which it is. It looks pretty good. But I might use the move tool and just tap on the face and just flatten it up a little bit. Okay. Let me smooth out the head a little bit. So let's add a box. So we'll use our gizmo. We'll move it up. Let's use the big orange ring shrink. Whoops. We need to move it forward a bit. We can flatten it, then we can move it up. And to the left, maybe we'll stretch it a little bit. Maybe we'll make it a little bit thicker, something like that. We can tap mirror down here. Okay? I do like the space that's in between, so I want to make sure that I match that space in between. That's really important with the overall look of the character. Okay? So I'm going to go ahead and validate that and then use the beaker to smooth it out. Okay? That looks pretty great. And now we can just move them into the face. So you'll notice they don't really move in perfectly. There's two things that I would normally do. I would either adjust the head to bring the ends out a little bit more as one way to kind of fix that, or I would take the eyes and just rotate them. So I would tap Gizmo and just rotate them a bit. So at least they look natural, or they sit naturally on the curve of the face. Alright, so let's add. So now we have a mirror in the box. Let's just name this mirror eyes. And then we can add a quad sphere. Notice it went into the eye, so we'll just long press it and bring it up. And I usually call these eye dots. These are kind of my thing that I always do. They're kind of reminiscent of those, like, really cool little dots that like big cats or any cats have in, like, the corner of their eyes. That's kind of what the origin of it is. So I'm moving this sphere now, even though we couldn't see it. I'm just gonna make it really small. I'm going to move it over to where this is. So maybe around here, make it a little bit smaller. We'll go ahead and hit mirror. We'll tap the little hidden gizmo. We'll bring it back to the face. Maybe I'll squash it a bit and rotate it, so it kind of sits on the face. And that's good. So now I'll validate and I'll just use drag. Now, these are really small shapes. So notice now I'm using drag. So I just have a little bit more of a finer grip. So it's sort of like this, it's a little bit bigger up here and just round. So, sort of like a tear drop. They're a little bit big still. So now you would just use your gizmo and just kind of fix them up so they're exactly how you want. Okay, so let's go ahead and save. And now, if we like these, we can just validate these. So notice it took mirror, so I'm gonna change this to i dots. Eyes will just validate those. So now we have the eyes. Save it really quick. So I want to show you how to do a boolean cut. So let's do that for the mouth. So let's add a cylinder. Let's take Gizmo and move it forward. Let's uncheck a line. We don't need that. Let's hit Snap. It should be on 90, and then we're going to rotate 90 degrees. See how it snaps to 90 degrees. That's perfect. We can turn that off for now. I'm just going to squash it a little bit. I'm going to make it a bit smaller, maybe around there. Okay, so let's validate this. Let's go to symmetry. Let's do local. And then we want to take the X and the Y. So now we can see our green line is here. Normally, green would be top and bottom. But remember, we flipped this. So what we can do, I'm actually going to take the Gizmo and make it a little more thin. I'm going to take move, and I'm just going to shape the mouth exactly like I want it. Maybe I'll adjust stretch it out a little bit or adjust the size if you need. But I think that looks pretty good. So now I'm going to stretch this out again and I'm going to slide it into the face. Now, of course, the depth that you put this, if you stretch it out more, that's how deep the mouth is going to be. So now what we're going to do is use this shape to cut out an opening in the head. So we want to select this and this together. So we'll select cylinder and main, and we want to tap the eye for the part that we want to be cut, which is the cylinder. Now, if this doesn't work, you have to go to advanced and uncheck sink visibility. Because if you have that checked, then it won't let it won't let you hide one. And you'll be frustrated. So now we have both of these selected. We have the eye for the cylinder hidden. We can tap Boolean and Boolean. Okay? There we go. So we have the mouth. It's very, very clean. Normally, I voxel remesh after I do any sort of cutting, trimming, or boolean. But let's see. So if I smooth it, you can see that it's very it's very malleable. So I don't actually like that. So that's why I might voxel remish. Let's say even like 300. Let's go to 300. Voxl remesh. And now when I smooth it, it's still pretty soft, but it's holding its shape a lot better. I might voxel remesh again at 300. Okay, so I think that looks pretty good. So it's very close. We lost some shape there, but you can just use move, and then you can kind of adjust this to be the size that you need. So some of the things that I would do just for funzies is I might expand this a little bit. And then, of course, it always makes my life difficult because then I have to adjust everything else that's, like, with it. But sometimes things can't be helped. I might even take the bottom part and adjust that, as well. And then take the sides of the mouth and maybe pull them back a little bit. So just little things that you can sort of play around with whatever you think looks good for your character. Another fun thing to do is take flatten, make it a little bit bigger, and you can actually flatten the edges of this. Sometimes that might look a little bit nicer. And just give it more of a cleaner feel. Okay, I'm gonna go ahead and save. Looks nice. So now with teeth, super simple, all we're going to do is add a sphere. We're going to name it teeth, even though I always do that. Let's mirror it and then name the mirror teeth. I always wind up doing things twice. Now let's go to the tooth part, validate. We can use our gizmo. We'll move it forward. We'll shrink it with the orange sphere, move it back. Let's get a nice view, and then we can separate the two teeth. And then all we have to do is smush them this way. And push them up. Now, what I like to do is bring them towards the surface and then curve them with the curvature of the mouth. You can see. Like so. Maybe you want them a little bit bigger. You can always flatten them if you want them a little nubbier. But I think that looks pretty good. So let's save. So now let's just make sure that everything is smoothed out. Let's use the smooth tool, and as we zoom in, you can see that we just need to smooth out of these some of these parts here, so we'll smooth out the legs. And as long as you have symmetry on, then it's gonna the other side will be taken care of. Another little trick that I always do that I think is really fun, I'm going to take select mask with rectangle, and I'm just going to make a rectangle underneath the feet. Like there. I'm going to invert and then take gizmo and just pull this down and flatten it with this little sphere. I'm just going to pull that down so it'll flatten the bottom part. Okay, so let's do it right around there. So let's go back to the mask and clear it. So now let's take split, and we're going to use rectangle. And we're gonna make it rectangle. So split is different than trim because split gives you both parts. So now we have the top, and we have this bottom part. So this bottom part, I'm gonna voxel remsh. So I'm going to pull that up, and I'll probably do about 1:50 or so. And I might just use the beaker and this smooth to just smooth it all out. So here's main split. So let's just name that main. And then the part that we split is called main, but I want to rename that to soles. This is going to be the soles of the shoe. If we use the Gizmo, we can see that we're not going to be able to move them like we would if we had mirrored them. So we'll just get rid of one, so let's use trim. Let's turn off symmetry. And we can just use rectangle and we'll just trim one. So I'll go back to Gizmo. I'll tap on my sole pivot auto pivot. So now we can just work with this one, and then we can just add a mirror that will give us our second. And then we can resize it. I'm going to use my Gizmo and just make it a little thinner there, maybe a little thinner this way. So when you're happy with your soul, we can go to the scene menu, add a mirror, and then it's on the other side, and we can go ahead and take this mirror, validate it, and then name it souls. And while we're at it, we can take teeth, and we can validate that. 9. Lighting & Post Process: Let's adjust this color so everything is not white. It's more of a neutral color. So this will make it easier to add lights when everything is white, it's a bit difficult to see correctly. So all we need to do is go to our scene, highlight everything, and then go down to this little rounded cube with the line through it. We'll tap that. And then let's go to a neutral color. So that's sort of grayish. I'm going to go down to a warm grayish, maybe something like this. That's what I usually use. I'll turn the roughness up. So this will make it less glossy. And then hit paint all. So that paints everything. Okay, let's save. So next we'll add our first light. So what you want to do first is turn off the ambient light. That's how we're seeing the model now just with the ambient light. So let's turn that off so then we can focus on just the lights that we're adding. So we'll go to this little sun icon. We'll turn the environment off, and then we'll add a light. Okay? So let's tap this little pencil. And let's call this key. The key light is your main light in the scene. And here's the same options here. So you can tap them here, and it's also here. Okay, so let's go into our options, and you can move this window around. I'm going to move it over here. And let's tap camera. And then let's turn the intensity up to about 2.5. It doesn't have to be perfect, somewhere around there. So that's our first light. It's a directional light. So back over here, let's hit Clone. And let's touch the pencil and rename this edge. So let's go back to key. Let's tap this little gizmo here, and let's hit a line. That way we can easily move these lights around. So this key light is coming from here. So I just like to put the light in this area. Now for directional lights, it doesn't matter where you move them with these arrows. The only thing that matters is how you rotate it. See this white arrow? That's where the light is pointing. So if you rotate that, the light moves and undo. So now we'll go back to our lights to edge. We'll move this over. So now we're going to rotate with this green ring. We're going to rotate until we see a crisp edge of light on the side of this creature's body. And we can raise this up to maybe five. Of course, you can always slide the slider or you can tap it, or you can go like this. Alright, so we added our two lights. I think the next thing we need to do is turn on post process. So post processing will show you a better idea of what your sculpt, what your final sculpt will actually look like. So let's tap this little shutter here and we'll tap post process. Now, you can actually save settings here. So I have my little DFD. This is the render resolution, so I usually just put this all the way up. The frame sampling is at 3:50. So when you're rendering, you're going to notice that it's going to process so many images. That's the number of images. Reflections on, global illumination is on, and the strength is all the way at the top. And then I have this here. And that's pretty much it for my post process settings, so we can go back to our lights now. So we have the key, the edge, and let's clone the edge. And let's go to our Gizmo. Oops. And if you ever want to adjust your lights and you don't see them, you can tap this little icon here in the light menu. So let's go back to the edge that we cloned. We'll bring this over. And let's rename it. Let's just rename it R two. Oops. Tape the little pencil. So we'll rename that R two. I'm gonna rotate it so that light is coming from behind it, but from the opposite direction. So maybe something like that. I'll sew a little more than an edge, and I'm going to bring the intensity down. And since I have a purple background, maybe I'll change the color to something a little closer to the background. Okay, looks great. So let's go back to our lights, and let's add a different light just for fun. And we'll call this D two or two D two. So let's use A. So here's our lights. Directional spot. Let's go with. Now let's go with spot. So you can adjust them here. You can go here and adjust them, as well. So, let's do point. So when you move a point light around, it doesn't matter. The rotating doesn't really matter with a point light. The only thing that matters is where the light is. It kind of looks cool right in front. We'll just leave it there for now or we can just hide it for now, but I kind of like it. Let's save. So we have our lights. You know how to add them, remove them, and adjust them. But we also want to turn back on the environment. You can turn the exposure down on your environment. And obviously, you can rotate the environment, as well. Okay, so there's I was just thinking that we should give him a tongue. I just I can't help it, so I'm just gonna add a sphere. We're just going to do it really simple I'll add a sphere. We still have the same color here, so I'm just gonna paint it that color. Let's use our gizmo, and it's actually already in the right place. So I'm just gonna squash it, make it a little bit bigger, squash, and then move it down a little bit, maybe move it forward so we can kind of see it. Maybe even, like, tilt it a little bit forward. Yeah, there we go. Sometimes you just got to add in the little details. So let's just color, I don't know if I want to color it, though. I kind of want you guys to color it, whatever you want to color it. 10. Color Demo: Okay, so I'll just do some coloring so you guys can see how to color it and the difference between glossy and roughness and things like that. Let's just color it. So we're gonna tap our little color cube here, and whatever mess you're tapped on, that's what we're gonna color. So we'll tap on the head. We'll tap this little color cube, and let's say we go with Okay, we'll go with a yellow. So we'll paint it yellow with paint all. These let's see, we do a let's say we do a red, but, like, a dark red. Maybe we want them shiny, so we'll make them shiny by turning the roughness down. You can also turn the metalness up if you want. Then it looks like a Christmas ornament. Okay, so maybe the arms, maybe they're the same color, the same shiny red. So we'll paint those. The fingers. Mmm. Maybe they're a nice blue. Maybe the cape is also blue. Oh, I don't know if I want it shiny, so let's turn up the roughness. We'll paint all, and we'll change the fingers. We'll paint all. And we need another blue detail up here. So maybe we'll do those blue. This would obviously be red. So if we want to choose this color red that we already did, there's a little eyedropper, and then you can just scribble over whatever color you want. And it'll take that color. So now, since I'm already on that little sphere, I can just go back here and do paint all. We'll take this little stem, and maybe that's just black. Maybe it's black, but a little bit more roughness. Maybe you want to throw in a little metalness in there, maybe, you know, you can play around with that, get something you like, so I'll paint that. We'll take the eyes. Maybe that's the same color. The teeth can be I guess they should be white. We'll turn the metalness down. Maybe we'll turn the roughness down a bit. So the teeth can be white. The tongue can be I feel like it shouldn't be human colored tongue. Maybe a little bit of a darker yellow. We'll turn the roughness up a little bit. Paint that. Ooh, and these little guys, maybe we'll match that color. Ooh, in the bottom of the feet. Oh, maybe they should have been that yellow color. Let's try this yellow color. Okay. I think I like that. So once you have your colors, just do a quick save. And one quick little tip that I always do, once I have everything colored, I usually will go into my lights, and I'll just make sure that I like how it looks. So I might turn some of the lights off. And I always tend to do this just to make sure that I like what is happening. So I might want to, you know, I might like this sort of dramatic look where I can use that, and I might want to turn that light off and see how it looks just normal. This edge, I might want to do more of an edge or less of an edge. Is loud. I might want to change it to be let's change it to be purple or maybe an orange. Looks nice. I can turn the exposure down a bit. And these are all things that it's just good to experiment with. You can rotate. You can see the difference that a rotation makes. Now, so it's really fun just to dial in your lights, get it to a place where you're happy, and also just experiment with the textures and things like that. I'd say this is one of the most fun aspects of Nomad when you finished your sculpting, and then you can just experiment and figure out how to get things exactly where you want them. Make it shiny. You can adjust the colors, make sure that the colors are the colors that you want. Kind of like red for some reason. I mean, that's a lot of red, but I kind of like it. Kind of like it. I do like the yellow, but maybe I'll make it the ears yellow and this yellow, and the arms yellow. But as you can see, you can have a lot of fun experimenting with colors and things like that. I hope that you use different colors. Don't use the colors that I'm using. I want to see some creative robot people experiment with the sizes of things, make the arms different, really have fun with it. That's the key. That's where you're going to learn most of what you learn. I Nomad it's just through experimenting and really remembering that you can be as creative as you want to be. You can do anything that you want to do with your characters. Either it's going to work or it's not going to work. You can always undo. Let's just do a quick rendering. So we want to go back to our little folder here. And I'm going to do a quick save. So now we go to the Render tab, which is right next to it. So we tap render. And then I usually just do screen, and I might do a transparent background because I just want it to be just the character. So then I hit Export. And remember, I told you about the samples, the 350. So now it's going to count up to 350. Sometimes this is a slow process. I think 350 is fine. When you go too much higher, I don't really see too much of a difference. It just takes a long time to get to 350. So once it gets to 350, then it'll just pop up where you can save the image. So I'm going to save this so we'll finish off with a nice turn table. So just go to this little Nomad icon up here on the top left. Okay? Make sure it looks like this, pretty much, and then just hit turntable. And actually, I'm on iPad iPad. And I'm on iPad, so I'm going to swipe here on the corner, start my screen record. And then I'm going to tap this little button here and we have our turntable. We can get rid of the reference image. Tap the Nomad button again, go to your image, and then just untap that, and then we can go right back into it. Looks great. So hopefully that helped. Hopefully you got a lot of good tips and tricks, and you're on your way to building anything that you want to build in Nomad. Keep drawing, keep sculpting. I'll see you all in the next video. 11. Thank You!: Alright, welcome back. Thank you for spending some time with me and learning nomad sculpt with me. I hope that you've had fun. I hope it was relaxed and chill, and I hope that you learned a lot and how to use all the tools and nomad. There's a lot more tools, but I think these are the essentials. I think you'll be able to build most things or even get started with most things with the information that you've learned in this class. Please be sure to rate and review. That's what keeps me going. I have a lot of classes planned that I want to do this year for Skillshare. So I'm really glad that people are actually here and taking the classes and enjoying them because that really motivates me and keeps me going. And don't forget to upload to the projects, no. Did I say that right? Upload to projects and resources. So once you finish, once you've rendered out your image, upload it. I can't wait to see it. If you want to upload it on Instagram or something like that, tag me at Drug Free Dave. I love to share your work on my stories. Anyway, if you can't get enough and you want to see more nomad sculpt content and things like that, check out my YouTube, keep drawing, keep sculpting, and I'll see you all in the next video. Cut. Alright, this is the first test. See how we do. And it's time for a brand new updated? No. And it's time for an updated, brand new The artist but I artist The artists landscape. The artists landscape. The artist's landscape is changing Mm for you to create your own content. Mm. So having basic skills like drawing, design, sculpting will only serve to. The artist. He turned towards a light. It will only serve to make you a more creative mind and keep your visions relevant. That's Oh, my God. And it's just fun. I have to stop ceiling stops making noise. Oh. Let's do it. How I So, yeah? That's Sir helper. Yeah, so helper, right now. That Is incredibly helpful. Thank you. Oh, my. I just had a new baby, which changes your perspection. Pp. What is perspection? What is perspection? Oh, my God. Cut.