Nomad Sculpt: Quick Start Resource Guide | Dave Reed | Skillshare

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Nomad Sculpt: Quick Start Resource Guide

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

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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 Basics: Quick Start Guide

      1:39

    • 2.

      Class Project

      0:51

    • 3.

      Getting Started

      6:04

    • 4.

      Sculpting Tools

      12:11

    • 5.

      Painting

      3:40

    • 6.

      Tube Tool

      3:19

    • 7.

      Lighting & Post Processing

      7:04

    • 8.

      Rendering

      4:57

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About This Class

Ready to jump into 3D without the stress and confusion? This class is your quick-start guide to Nomad Sculpt, designed to help you get comfortable with the tools and workflow in a fun, approachable way. You’ll explore everything from navigating the interface and working with basic shapes, to sculpting, painting, lighting, post-processing, and rendering. Each section breaks things down clearly so you can understand what the tools do and actually start using them right away. This isn’t about creating one final piece—it’s about building confidence, experimenting, and having a solid resource you can come back to anytime.

Welcome to Nomad Sculpt… and welcome to 3D!

What you'll need: 

Nomad Sculpt Application 

iPad or Android tablet (Or PC, though I have never used Nomad on PC)

-- I'll be working on an iPad Pro M2 256gb (8gb Ram) --

 

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 Basics: Quick Start Guide: If you've ever thought three D is confusing or a little intimidating, you're definitely not alone. With so many tools, features, and menus, it can feel like you need to know everything to get started, but that's really not the case. Once you know a few key features, the rest will just slowly start to make sense. I'm Dave Reed, a three D artist and content creator, and I teach people how to get into three D in a way that actually feels approachable. What I love about Nomad Sculpt is it lets you jump in and start creating right away. It actually feels like drawing or sketching and Procreate, and I love Procreate, but now you can take your two D characters and make through D renders, through D prints, even through the animations. This isn't about creating a finished sculpt. This is about understanding how everything works. I will be teaching your class today. We'll go through the basics like moving around your scene, working with simple shapes, and then I'm going to show you the tools I use most often for sculpting, painting, lighting, rendering. So you'll know where they are. How to use them. Think of this as a quick start resource you can come back to at any time. Once the tools start to make sense, three D stops becoming intimidating and starts becoming creative. Alright. That's all I got. Keep drawing, keep sculpting. I look forward to seeing you in class. You're on Skillshare. Buckle up. 2. Class Project: For this class project, your goal is to explore and experiment with the tools and workflow inside Nomad Sculpt. Rather than focusing on a specific piece, use what you've learned in class to create anything you'd like, simple shapes, abstract forms, or even early character designs. This is all about getting comfortable with the tools, building confidence, and starting your own creative process. Regardless of how simple or complex, I can't wait to see what you'll create. Remember after class to post it in the project's gallery. And just for full transparency, I was actually gonna make this a short class that wasn't gonna have an intro. So that's why it starts with what is no mascot. Alright, let's jump to the next video. 3. Getting Started: What is Nomad Sculpt? Nomad Sculpt is a three D sculpting application. I discovered it in about 2020, 2021. I use it on the iPad Pro. It also works on Android. And now there's actually a desktop app which I've never used. I've only used the one for iPad. So what is smooth shading? Smooth shading will make your models look smooth. Okay, so I'm gonna zoom in. If you can see these little if it looks like a disco ball, that means smooth shading is most likely not on. So you can go here. Go down to smooth shading and just hit Auto, my auto is on, or you can hit on. Once you turn it on, you can see that there's no disco ball. Everything is nice and smooth. What is orthographic? So I always sculpt an orthographic view. So there's perspective, kind of how we see with our eyes. But then there's also orthographic. There's just no perspective. And then later on when I'm done, I can add as much or as little perspective as I want, kind of like a camera lens. So, for example, so if I switch to perspective, it looks like it's lined up, but it really depends. If I go in closer, you can see that it's not lined up. So I don't like issues like that, so that's why I always sculpting in orthographic. I can literally just line it up, and it will always be lined up. So again, that's in this little camera. There's perspective, and there's orthographic. I use orthographic. What is a snap cube? So Snapcube is this little object right here. You'll see me a lot of times if I'm looking at something and I want to look at it front on, I just can tap front, and I know I'm looking at the exact front. If you don't see this, just go to this little cog here and then just scroll down to you see a snap cube. So that's your snap cube. How do I change the background? So you'll notice sometimes I have different backgrounds. So to change the background, you just go to this little picture window here. You can tab here. You can make the background any color that you want. So I'll just tick with black. Okay, so what is a three D mesh? What is a three D object? What is a primitive? So they're all kind of the same things or similar things. These are both three D meshes. That just means objects that are three D. The D object, they're both three D objects. They're just same thing. Primitives, primitives are simple shapes. A sphere primitive, we have a box primitive. If you go here, this little scene menu. You can add and you'll see primitives. So these are all just different shapes that you can use for, like, base shapes. So let's say you want a cylinder, now we have a cylinder primitive that we can work with. So they're all three D objects. They're all three D meshes, and these are all primitives because they're just simple shapes. And, of course, really quick, you can undo with two fingers, and then you can redo with three fingers, okay? Autosaable pop up. Let's just call this basics. Okay, so how do I move your three D objects? So to move things around, you want to use your Gizmo. So this is your Gizmo. Here on your tools, you'll see that you can use the Gizmo. And that's kind of like your controller. So first, obviously, you have these arrows. Remember, it's three D. So if you change it this way, there's one that goes towards you and away from you, obviously, up and down, left and right. And then we have the bigger orange ring. And I'm going to change the color. You don't have to do this, but I always use McCAps. They're kind of like fake color and lighting. Um, see. I'm just gonna use this color because you can easily, more easily see this. So the larger orange ring is just scale. That's all that is. I don't really use these two that much. They kind of do their own thing. I don't I don't usually use them. But I do use these little spheres, and they kind of stretch. And then you have the ring. So we have blue, red and green, and this just rotates. So you may have noticed when I was talking about the Gizmo and I opened the tools. A lot of these are great out. That's because we haven't validated this box. So you'll notice this down here. So once you hit validate, then you can use all of the tools. So anytime you add a primitive, anytime you add them, you can adjust them a little bit, but you can't use all the tools until you validate. How do you import a reference image? So I use this a lot with my tutorials. So what you want to do is first, you want to have your image on whatever device that you're using, and then just go to this little picture here, and then just go to this little picture here and then tap a reference image, and then tap on the image itself or this little box here if there's nothing there. Import and then I have mine saved in photos, so I'll tap photos, and then I can find the photo and I'll just tap on it, and then I'll tap the little checkmark. So I'm going to close this and you'll see that it shows up here. Now, if you want to move it, you can just go back into that same place, hit Transform, and then take two fingers, and you can move it around as much as you want. You can place it, and then tap with one finger to go back to scope. But also, so let's say you wanted to use a background, you would just go into the same place, tap a different image, and then go to transform and then just make this really big, tap once, and then you have your background. So if we want to save our progress, you want to save often in no Matkal because if it crashes, you will lose what you're working on since the last time you saved. So we're gonna go to this little folder and then go to save. And then, yes. And then it'll be saved. Okay, so let's just change the color. Let's just change our MATCAp for the next lesson. So we're just gonna go back to this little sun, tap on MATCAP, and let's go to this one. There it is. PXG clay. So let's use PHD clay. On the next lesson, we're going to go over some of the tools over here, not all of them, 'cause there's a lot, and there's a lot that I don't use and don't know how to use. So we're gonna go over the ones that I use most often. Great job so far. Don't forget to save. 4. Sculpting Tools: So here are your tools. Tab here. You can actually move this around, kind of make it how you like, just using this edge. Okay, so let's add a new sphere, and this sphere we'll do all of our work on. So let's go to our s menu up here. Let's add a quad sphere. And then you see all these eyeballs. Let's close all of them, except for the sphere. Which is right here, let's tap on these three little dots, and let's change this to demo. You can name it whatever you want. So let's just go ahead and validate. Let's use the orange ring to make it bigger. And you know what else I want to do? Let's turn it a little bit, and then let's use this little I would say sphere. Let's it sphere. This little node to just flatten it, so that might make it a little easier. And then we'll hit front. So let's just start with clay. So we tap clay, and you'll see over here this is the radius. So this is how big I tap there. This is how big the tool is. The intensity is how strong the tool is. You'll notice that there's two red dots, and that's because I have symmetry on. So if I turn on the grid, the symmetry, by default is going to be the left and right side. So when I tap on this, you're going to see a red dot on the left and right side. If I turn this off, and then I tap here, it's only going to do one side. Make sure I'm on the clay tool, change the radius so it's a bit smaller. And I'll use the clay tool. And you see how it's it's not that clear. Like, it's sort of jagged and not very nice. That's because of the resolution of this sphere. So the resolution, if I turn on the wire frame here, so the resolution is just how dense your object is. See this number here, 6,001 to 46. Let me turn the grid off. 6,146, that's how big this sphere is. A very high density object will retain more detail. And the lower you go in this number, the lower in density, the more kind of jagged and not as crisp and clear. The details won't be that nice. So just remember, low number, low density, less detail, high number, high density, more detail. I probably should go into this a little later, shouldn't I? It's got to explain. So if you want to raise the density, you can go to these little cubes. You can go to multi res and you can subdivide. So if I turn the wire frame on, what this is going to do is going to take each of these little squares, and it's going to subdivide that into four more squares, making everything more dense. There's a square here, and then there's four little squares. So each of these four squares is going to become four more squares. So we go there, multi res, we subdivide, now we see it's probably hard to see. But now we can see there's more squares there. This is now 24.5. If we were to do it again, then it goes up to 98.3. So you just have to be careful that this number doesn't get too high. So that's an easy way to raise the resolution of your sphere and raise the density of your sphere. Of course, the other way, you can go to Voxel and you can axel remish. So down here is remish. So this would essentially do the same thing. You can make it up to, like, maybe 200 or so. Remesh And it's kind of doing the same thing, but you notice that it made sort of a different pattern. But essentially, it did the same thing. Now it's 112 K. So those are the two different ways that you can raise the density of an object. Let me turn off the wire frame. So I'm not going to get too deep into when I would use one versus the other. Eventually, you'll probably lean one way or another in different situations. Essentially, they both raised the resolution, and I think that's the most important part. So if you want to get more detail and you need to raise it, at least you know both ways that you can do it. Okay, so we raised it to 98.3. Let's go back to clay. Okay, radius is about 60. So now you see that's a lot better. It looks so much more clear. Okay? So that's clay. So we're essentially just adding clay to our object. Now, there's also sub. So each of these tools has either sub or some sort of opposite of what the tool normally does. So if I hit sub, you can see that it's digging in instead of adding. Brush is very similar. Okay, so that's your brush tool, drag, okay? It drags it out like that. Move. See how it tries to move more of the surrounding area. Okay, so an easy way to explain drag versus move, let's pretend we have that this sphere is a water balloon. And with drag is like taking one finger and trying to move that water balloon. Your fingers the balloon is going to move, but your fingers mostly going to go into the balloon versus using the move tool. Move tool covers more of a surface area, so that's like using your hand and moving that water balloon. So if I was doing something where I wanted real smooth curves, I'd probably just make the move tool quite a bit bigger, and then I would just sort of bend it like this. But if I wanted to do like little jagged pieces of, like, armor or something, kind of like sonic or something. So then I would use drag. Okay, so then we have mask. Sometimes I use when I make mouths, I use mask. So I'll just take it. Let's turn on symmetry. And let's just make a mouse shape like this. So now this part is protected. So a mask is just a protected area. So right now this is the only area that's protected. Of course, you can always use unmask as well, and you can try to make it a little cleaner, if you want, something like that. But now this area is protected. So let's say I wanted to make a mouth where there's, like, a cavity where it goes in. So all I would have to do is go down here to the mask settings and the invert. So once you do invert, everything is protected except for the part that you put the mask. You can just hit Gizmo. So once you use your Gizmo, it's only going to affect that part. So let's say I wanted to do an actual shape, I'll use select mask, and then let's say we use ellipse, and then you can make an ellipse like that. And it's pretty much the same. So obviously, just notice that I have symmetry back on. So if I make it, it's gonna make two, invert. You can also, you know, bring it out, push it in. Uh oh. So it looks like it went to the back as well. So it looks like it made the mask on the back side as well. Just go to this option here, go to filter, and then go to front facing vertice only. So you can tap this. And now, since this is front facing, it's only going to be on this side. Shouldn't be on the back. I'm glad that happened because it's something that happens often with the tools, it'll go through to the backside. So just know you can go here, go to the filter front facing vertex only. That means whatever side is front facing, it won't go through to the other side. Okay, so let's go back to the clay brush. Let's add some clay here. Let's say we want to smooth this down. So the smooth tool really easy I'm gonna bring the radius to about 1:50. This just smooths whatever you made. See those ripples. It's gonna smooth them out. Nice, easy. Flatten. So I'll make it about there, flattened tool, very simple. Let's say we want this edge to be a little bit more flat. So we just go like this, and we flatten it. Like so. And just so you can see, I don't think that I've changed my flattened brush at all, but just in case I just want to show you just so you can see some of my menus, in case yours is a little bit different than mine, or acts a little bit different than mine, this might help. But that's the flattened tool. What are my favorite tools. So then we have crease, so we tap crease and let's say we wanted to make a crease down here. It's just gonna make a nice crease. Of course, you can hit Invert, and then the crease will be the opposite way. So then we have trim and split. These are really simple trim. I usually use the rectangle, but you can use some of these other shapes. So essentially, you just draw a rectangle. Anything in the white will get trimmed. So then that just gets trimmed away. Now, if yours acts differently than that, you might have to adjust one of these settings, whoops. I have mine on boolean. That might help if you're having issues with trim. So that's trim. Of course, you can use any of these. This lasso is just, like, kind of loose, and it trims however you want. So then there's split, go to split rectangle. And then it just splits, and there's two. And here's another little tip that I do. If I split something, see how the edges are jagged if I just hit solo. What I usually do is I'll vaxel remish. I'm using a shortcut for voxel remshing, I just pull it up. It's the same thing if I go here and vax remiss. So essentially, it's just recalculating those little squares that we talked about. It's recalculating everything. So right now this is the wire frame. So if we go here and I pull this up, notice it's the same number. If I remash, you see that it's a little bit cleaner. Everything is just recalculating for the new shape. So I'm gonna go to this side, too, and then I would just voxel remash and then maybe, maybe smooth them so they look a little bit better. So, something like that is when split is your tool. Okay, inflate inflate is when I want to do, like, sort of a character has, like, skin rolls or something like that, I might use inflate like this. Again, another one of my favorite tools. I don't know why it's doing that. Make it a little bit bigger. And then I might smooth it out, something like that. Wrinkles and clothing. I like to use smooth. Sometimes I'll use it with crease and add a crease Whoops. And then add a crease in the middle to sort of accentuate it. So that's crease. Or, that's inflate. Excuse me. Layer, another one that I use, I usually use it with sub. So if I want to do a mouth or an eye socket or something, just some instances, I might want to use layer instead. So I'll use sub here. And what that's going to do is just take out a layer, depending on how intense. So if I turn the intensity down, if I turn this up, obviously it's more a deeper layer. Pretend all the way up, and that's the deepest. And then, of course, if you just do it normally, it's just going to add a layer. And last but not least stamp, if we go to this little pencil, it the stroke options. Alpha is probably your most important. So if we tap on this square, let's say we do this thing, and it kind of shows you what it looks like. You can change the scale if you want. Okay. So then you just drag, see how I tap and just drag, you can kind of rotate. Here's some other images that I just downloaded from the Internet, but like scales or something. And if you don't want that box around it, then that's gonna be let's see if I change the scale, so see this red circle. If I can see the square here, you're gonna see it on here. But if I don't see it on the scaling, then you're not going to see it here. You know, so it's gonna be kind of so if you're making a creature, you could kind of do it like that. Okay, so I'm going to put this back to 98.3. So let's set this up for the next class. So remember we switch to a MAT cap. We don't want to be in a MT cap or else the colors will look terrible. So just go to this little sun switch back to it PBR so that it's just white. And while we're at it, if you don't have my environment, so that's this environment here, just make sure you download that. I have it included in this class. So you can just tap here, import photos, and then import it from wherever you have it. So I think that's it. As long as you are on it PBR, it's white and you have this environment around four. Then we'll be good to go for the next class. For painting, we have paint tool, roughness, metalness, colors, painta and eyeopper, we'll jump to that right after this. 5. Painting: Okay, so first, let's go to our paint tool. So here's our paint tool here. This is the size of the paint tool, and this is the intensity. And of course, you can tap this to erase. Okay, so once you've selected your paint tool, just go down here to this little colored cube. You can tap that. And here's your color window so you can change the color. So let's say we wanted to make it a yellow. We could go here, and then we could hit paint A. So if you hit Paint A, so now the whole thing is yellow. So, of course, you could go back here. And let's say we wanted to change the color to something like that. Of course, you could also just use the paint brush, and you could paint like this. Okay, so just for funzies, let's add let's add a pink color, and let's just do some shapes. Now, let's say we wanted to make this more glossy. You can tap here. You can turn the roughness up or down. So you can see it kind of shows you a preview on the whole thing. So let's say we turn the roughness all the way down to zero, and then we color it over these. They're going to be glossy. Little hard to see, now you can see. So now only those pink parts are glossy because we just use the paint tool. So let's say you wanted to paint the whole thing glossy, tap on the pink, and you want the same yellow color. So you have to hit the eyedropper and then just drag over and you see that it's collecting that yellow. So that's going to turn this back to the color that you had used before or whatever color you slide over. So now we can just tap here you can go down, bring this all the way down to zero, and then hit pain all, and now the whole thing is glossy. Obviously, if you do the roughness up, less light is going to bounce off of it. So that's the difference between the roughness and making it glossy. So, of course, you have metalness, so you can adjust this, and that's going to make it react more like metal. Obviously you can still change the roughness to make it different types of metal, kind of like a brushed metal, things like that. Okay, and a little bonus. If you have problems with making really clean lines, here's a little trick that you can do. Just have here. Why don't I see it? Is it stroke? There we go. So let's go back into stroke. You can adjust the asyrope stabilizer. Let's do it to 60. And now you see that there's more of a drag, and this is going to change the color. So it's going to help you make clean lines using the lazy rope stabilizer. If you want to put it back to default, you can just tap the reset button. And last but not least, there's also something called, let's see, stroke painting. We're making let's say we want to make a crease in here. So the crease would be like a darker yellow. So I'm going to go to my paint. I'm going to go to the eyedropper and grab this color again, and then I'll go back to the paint and make it a darker color. So now I can use the crease. I can tap on stroke painting, and then I can make a crease. And in the center of that crease is the darker color. I think it's really useful. And I think once you do stroke painting, you can use even for these other tools, so you can see the stroke painting. So it's gonna use the tool, but then it's also going to paint on that tool. So that's stroke painting. Another thing that I also might do is change the color so that it's not so glossy. I might make it a little more rough. So it looks like not as much light is getting into that crease. Alright, so next up, let's jump into the tube tool. 6. Tube Tool: Alright, so now let's jump into the tube tool. So we'll tap the tube tool here. I normally use path. So we'll tap that. I usually keep this the way it is. So what you want to do is tap on the screen, drag, continuing to stay on the screen, and then lift off the screen. Tap this little green, and now you make your tube. Now, you can see that it's stuck to the side. Snap My snap is on by default. What you can do is add nodes. So if I tap on this, that's going to make it easier to snap to the surface of this. By adding these little nodes. Snapping is when it'll snap to whatever mesh is near it. So if you're trying to make something go inside the mesh, unchecked Snap, then you can make it go through the other mesh really easily. Okay, so these nodes, if you want to get rid of them, you can just drag them into each other. Let's go ahead and go to our scene and just hide the demo. So we just see the tube. Let's go to front. Okay, so obviously you can manipulate these as much as you want, bring them together to delete them. You can also tap on the nodes for sharp angles instead of curves. Use this little orange node to make the whole thing bigger or smaller. You can tap radius, and then you can do this small and this big or vice versa. Or you can tap it again, and then you can adjust each of these nodes. Okay, so if you want these ends to be round, uncheck constant density, and then check the three dots. And if you bring the topology, if you bring this down, you bring them both down, let's put the post subdivision up to two. Okay. Let me bring these down. So I put the post subdivision to two. I put the division X to four and division Y to 17, and you can see it looks more round. You can also see that it's a little blocky. So what you need to do is just bring the post subdivision up again, maybe even to four to make it a little bit more dense. And now you see that that's round. So the other really cool thing you can do is hit profile. And you see the shape. Well, this is your profile, so you can kind of play around with that if you want. You can also tap these to make it more round. And I'll just make them square again. So if you wanted to do something like Ninja Turtle headband or something like that, you can go into the profile, and then you would just have to figure out how to make this thinner. So I might make it thinner, and then I would just kind of make it flow however I wanted it to flow. And also, this is how I make kind of belts going across characters and things like that. You can actually hit closed, and that will close it up, so that will cause it to be one closed piece. It's a lot of fun. Play around with it. So next we're gonna go into lighting, and we'll bring back the other shapes. Let's go ahead and do that now. Let's take this tube and just delete it. And let's bring back our little shapes. Yeah, so we'll just work with these top shapes. I'm gonna make my tours a little bit bigger. And then we'll go to the front. 7. Lighting & Post Processing: Alright, let's jump into lighting. So the first thing that I like to do is I want to change the shapes to a neutral color. So we'll go to our scene. And you can even change these other ones, too, if you want. Even though it's a bit hidden, just tap on it. And then let's go over to the grayish. Maybe I'll go a little orange. Kind of like that will work. I'm going to bring the roughness down a little bit so we can see a little bit of that light on it. So it'll bring the roughness down to 0.42. So something like that, I'll hit Pain A and then just tap on one of these, and they're good. So now we have a neutral color that'll be easier to light with. So the reason why we can see light right now is because we have an environment on. So when you tap this little sun icon, you see the lights here, which we don't have any, but you see the environment. So let's turn the environment off and then add a light. And now you see the light is coming from here. So this is a directional light. Let's tap a line, and let's tap this little gizmo here. So the only reason I'm tapping a line is because if you don't have that, it's a little bit harder to just maneuver it left and right up and down. So if you hit a line, then you can easily maneuver it. So with directional lights, it's all about how the light is rotated. So that's the only thing that will change. So if we move it up here, the reason I'm moving it up here, see this little white arrow, that's where the light is coming from. So if I was to rotate it, then you'll see the light change. Here, you can increase the intensity. So I usually do about 2.5 or so for this light. We'll go to our little sun. We have our first light. Let's rename this key. So this is the main light for the scene, the key light. We can go here and clone it. So now we have key one. Let's rename it with the pencil to edge. So I always do this for all of my sculpts. I make an edge light, but we need to move it to a different spot. So while the edge light is selected, we're going to move this down, and let's hide the tools, and then move it over to the left. And then let's rotate it using the green ring. So we're just going to rotate it until we see just the edge on the opposite side. Can rotate it up. And then rotate it a bit more. There we go. So we can see a little bit of the edge, and you can increase the intensity, too on this one. Since I like to make turntables, if you want the directional lights to stay stationary when the thing is turning, meaning that the lights aren't turning when you do the turntable, you just have to press these little dots and then hit camera. It's probably easier to do the first one. And then when you clonee it, it'll it'll already it'll already be done. Okay, so let's just for funzies, let's add another light. So let's clone this one. I'm gonna name it R two. And I'm going to move this over to the right. And I'm going to do sort of like an edge, but maybe a little more a little more light. So maybe something like that, and then I'll lower the intensity down a little bit. Let's add a light. Let's call it D two. And this will be a point light. So what we want to do is change it. So here we go to we'll tap once it's environment, once it's spot, and here's point light. I guess we could have did spot light, as well, okay? So we'll just move it up here. Maybe we'll move it to the left. You can lower the intensities. So that's a point light. The only other one I use is maybe the directional. So the directional, I might, you know, do something like this. You have a little more control. On the beam of the light. So you can make the beam bigger, smaller, that kind of thing. Okay, so once you have that done, it's always good to turn back on the environment. That's why this isn't completely black. You want some sort of fill. Fill light. So we just go back here, the environment. We can turn it on. We can see it's very bright so you can lower the exposure and make it so that it's dark, but you're still seeing a little bit of that a little bit of that shape. So that looks a little bit more natural. Okay, great. So that's essentially lighting. That's pretty much how I light all my characters. So next we're going to hop into post-processing. If you have a strong enough device, you can actually turn post-processing on first. So just going to this sittle shutter post-processing. But essentially, you can just match everything if you want. I keep this on. I keep this all the way up to one. You can adjust this. I like to take this color, whatever color that I'm using, so if this was blue, I would probably change this to, like, a dark blue. But since it's orange, we'll just keep it as an orange. And obviously, you can adjust the strength and the size. So ambient clusion is, like, if these shapes are close to each other, it's gonna add those little natural shadows. So that's what ambient occlusion is. And that's pretty much it. You can turn bloom will give you if you set the threshold lower, then the glare will be brighter. So if I put it way down, it's more kind of glary and bloomy. But if I raise that threshold, then it kind of limits that. If you turn it off, then you'll see that glow will go away. And the rest of these you can kind of play with on your own. Chromatic aberration is kind of fun. Kind of gives it this little effect. And then there's grain, things like that to make it look a little bit more natural, have a natural, like, film grain. So of course, the other thing depth of field. I'll show you depth of field. Okay, so you have far blur and near blur if I was to move this back some. Okay, you can see. So now that's further away, so now you can see that it's blurry. The things that are closer are a little more in focus. So I can change this, so then the front of this is kind of getting blurry. So that's depth of field, so that's kind of fun to play around with. It's not true depth of field, so it's just kind of mimicking what depth of field would really look like. So if you export it, sometimes there can be some artifacts because it's almost like a phone. When it fakes the depth of field, sometimes you can see artifacts around the edges. So just keep that in mind. There's also really cool things if you look on the scene menu, let's say you add a let's say we add some strange shape like this. Now, if you want to make arms or something like that, you can always hit mirror. So then if you move it left and right, then there's two of them, and they're just mirrored on each side. So that's kind of cool. If you already have a shape, so if you already designed something, so to say we have this one shape here and we want to make it a mirror, we can just do add and add a mirror, so then it will go to the other side and you can move them, but you want to make sure that you're on the shape and not the mirror itself. So then you can move them. And anything that happens to this will happen to the other side. 8. Rendering: Okay, and last but not least rendering. So if you want to render this, just go back to this little folder. So here's the files. Obviously, we've been saving, but here's render. So you just tap the render. And you can do it with a transparent background, which is what I usually do. But again, I remember I told you about the bloom. So if I do a transparent background and I just do screen, so this is just the shape that it's going to save. So I normally just use screen, and I export and I'll show you what this number corresponds to in a second when it's done. Okay. So you can see that any of that blur doesn't really show when you export as a transparent background. And also, that number, the number that it's counting is the same number that's here in post process and Max frame sampling 350. I find that 350 is perfectly fine. So we'll go back to here, back to render. If we turn off transparent background and export, then you should see all of this nice glare the way that it's supposed to look. Okay, so now it's the shape, but it's also the black background, so now you can see that nice glare. So that's how you export just an image. So if you want to do a turn table, you just tap this little nomad icon here. I'm on an iPad, so I would start recording now if you want to record your turntable. Okay? Here's my speed. Here's my constant speed. And I just tap here, and then you have your turntable. I forgot that I moved that. And of course, it is processing all of those frames over and over again. So that's why you're getting some of this noise because, you know, maybe if you have a stronger iPad or, you know, more RAM or something like that, you might not get this. But I'm using an M two, so I do get some noise when I'm doing a turntable. Hang, that's it. So yeah, that's it. Welcome to Nomad Sculpt. It's a really fun journey. And even after this, you can send things to blender. I have through the printed sculpts that I've done from Nomad. It's a lot of fun, and there's a lot of places you can go from here. I also have a ton more classes, so be sure to check those out. I have a ton of classes on YouTube, as well. Youtube.com slash DRG fre Dave. I'm on Instagram, instagram.com slash DRG Freave. So I have a lot of content in a lot of places, but my best classes are definitely here on Skillshare. So thank you for watching. Keep drawing. Keep sculpting. I'll see you A in the next video. And don't forget to rate and review. And please if you whatever you make, anything that you make, post it to the class gallery. I can't wait to see it. Great job finishing up with basics. I hope that you learned a lot. I appreciate you hanging out with me. Hopefully things make a little bit more sense now. Be sure to post your work in the project's gallery. Let me know what was most difficult and what came more easily for you. If you share your work on Instagram, be sure to tag me a drug free Dave. I really love seeing what students are working on and I love sharing student projects to my stories. If you're looking for more nomad sculpt and just digital art content, be sure to follow me on my YouTube at youtube.com slash DRUG VDV. If you found this class helpful, be sure to rate and review. It helps a lot, and it lets me know what kind of classes I should make more of. Alright, that's all I got. Keep drawing, keep sculpting, and I look forward to seeing you in the next video. Wil program. Welcome to enjoy. And Dunbar, that's the Meadow Lake man. Sing the arms now. You buying tomorrow Mr. Tucker Nappy Holiday This program originates in our Dalla studios. Dave Norgal speaking, this is CPN, the Texas Quality Network. When we ya. When we went yeah. When we win.