Transcripts
1. Welcome: Hey, here, I'm Ami Kumar
Dave and I welcome you to this beginner friendly
class on **** in Render. If you have ever been curious about how to slap fan, stylist, characters or model, but felt overwhelmed by all the
tools, don't Wally. This class is perfect
starting point for you. In this class, we'll
start slow and simple. First, I'll introduce
you to Blenders lapting wax space and work you through the most
important brushes, what they do and how to
use them effectively. Withers pushing, pulling,
or smoothing or pinching. You will understand how each brush helps
shape your model. Here is what we will cover setting up your
scene for slapting, exploding essential slapting
brushes like draw in place, grave, smooth and mod. Tips to keep your mesh clean
and smooth while flopping. How to approach just clouting
workflow with confidence. And once you are comfortable
with the brushes, we'll move on to a
simple hand on demo, a fun little cartoony face club. I'll show you how I
approach it step by step, from shaping the head to
carving out the eyes, nose, mouth, and
basic expressions. This part will help you connect everything you have learned
and see it in action. By the end of this lesson, you'll have a solid
foundation in blenders clapting and you will feel ready to start creating your own stylist
characters or model. Whether you are
complete beginner or just looking to strengthen
your fundamentals, this class is made
with you in mind. Let's get slotting and bring your imagination to life.
See you in the next lesson.
2. Lesson 1 Essential Sculpting Brushes : Hi there. In this lesson, we'll dive into the basics
of slepting in blender. Sclpting allow us to shape models with a hands on approach, which is different from
traditional modeling. While modeling involves building of shapes using vertices, edges, and faces, sclpting let
us mold the surfaces, much like working with clay. This gives us more freedom to create organic and
detailed shape, like character pace muscles, and other natural forms. To get started, let's
add a basic shape. That will act as
our slapting base. Go to the Ad menu
under me section. Import a Q. Once it's there, go to the property spinel. Go to the property spinel. In the modifier section, at subdivision surface modifier. Increase the Bupot and render
level to four and apply it. For slepting, we need a
very dense mesh because the slapting brushes will push the verticies
inward or outward. So make sure the
meshes are very dense. If you go to the war fame, you can see our meshes
are very dense, right? And now we can use
the brushes to extrude or to push
the vertices outward, and we can add details
to our shape, right? Now, once you apply the
subdivision surface modifier, we need a modifier called
the multi resolution. For that, go to the properties panel and
in the modifier step, add a multi resolution modifier. This modifier is ideal for slapting because it allow us to add more details to the model while keeping the
original shape intact. Now, I'll increase the
subdivision to one for now. Now we can start sloting. Let me tell you that there are two ways to slot
onto the surface. One is by staying to the
layout workspace and just switching the mode from
object mode to slap mode. Or you can go to the slating workspace to adapt the environment
bit better. This is the slating workspace. I will expand the panel
by dragging it outward, and you can see there
are so many brushes. By default, the draw
brush is selected. This is the basic brush, and it allows you to
draw onto the surface. If you draw onto the surface, you can see the vertices are
pushing outwards, right? Just like this. Now
to show it better, you can subdivide
the mesh again. Now for the dropsh there are some properties you can increase
or decrease the radius. The radius meaning the have
thickness of the brush, you can increase or
decrease the thickness. If you increase
the brush radius, it will increase the
area of influence on the surface where the
slapping action occurs. If you use a draw brush
with a large radius, the bulge created will cover a larger portion
on the objects, resulting in more noticeable
and smoother transition. Similarly, if you decrease
the brash radius, a smaller area will
be influenced, allowing for more detailed
and precise clapping. It is useful for
details such as carving the fine lines or working
on intricate features. Next, we have the
strength the strength of the brush control
how powerful or intense the effect of the
brush is on your objects. It determine the depth, height, or amount of deformation applied during a
single brush stroke. If you increase the strength, the brush will have a
stronger influence, creating more pronounced changes in the object with each stroke. It is ideal for making bold modification or
quickly building up shapes. A high strength draw
brush will create taller pumps or deeper
cars in the surface. If you decrease the strength, the brush will have
a subtle influence, making lighter, more
gradual changes. It is useful for delicate detail or fine tuning where
precision is key. A low strength smooth
brush will gently even out the surface without drastically
altering its shape. Next, we have this operation
called the direction. By default, it is
on add effects. That means if I draw, it will push the
vertices outward, right? And next we have the
substract effect. If I enable it, it will push the
vertices inward. You can see for PC, you can see it is pushing
the vertices inward. Another shortcut that
I want to tell you if you want to flip
the effect or if you want to get the negative effect from the staying from
this substract mode, you can press control. Control will allow you to
switch to the different mode. Now I'm in substract mode, but if I press control, I can draw and it is in opposite mode you can see the buttices
are pushing out. Similarly, if I go to
the ad effect mode, and if I press control, it will push the
buttices inward so you can increase or
flip the direction of effects using control key. Another effect I often use
is called the smoothing. If I press shift key, if I press shift key,
I can smooth the area. And it is very helpful
when you are modelling. When you want to smooth the area surfaces, just like this. If I increase the radius, The strength is too much, so let me reduce the strength. If I use the shift key, now I can smooth the area.
Just like this, right? Another effect is called
the fall off setting for brushes control how
the strength of the brush decreases from the
center of the brush outward. Think of it as the softness or gradient of the brush effect. By default, it is set
to the smooth mood. That means if I draw, let me increase the
strength, if I draw, the impact is very
high at the center. And the transition is
happening gradually. You can see the transition
is much smoother, right? If I draw, you can
see that there is a transition and the impact
is very high at the center, and it is getting gradually. Next, we have this
called the sharp. If I draw, you can see
the effect is very sharp. Let me subdivide it more. And you can see there is
very little gradient. If I go here, you can see there is if I draw just like this, you can see, there is no much gradient
or fall off, right? The smooth fall off. If I
change it to like Smooth. And if I draw, you can see there is a smooth
gradient right here. But if I choose this linear, you can see there is a
linear gradient, right? So this way, you can choose the brusses according
to your need, right? Next, we have this
call the draw sharp. The draw sharp brush in blender
is similar to draw brush, but it is designed to create sharper and more
defined details. While the draw brush
typically produce rounded, smooth bulges or dips, the draw sharp brush
focus on adding prizes or sharp
indention to your model. While the draw brush makes
moth soft deformation, the draw sharp brush creates sharper or more
angular features. In short, it works
like that draw brush but specialize in
sharp precise details. One of the useful cases for the draw sharp brush is clopping
hair trends or grooves. To achieve this, lower the brush radius to make it
small enough for fine lines. Draw on the surface to carve sharp groups that mimic
hair tends or locks. For additional variation, hold control to invert
the brush or create sharp edges instead of groups adding more dimension
to the hair clout. Next, we have the clay. I airs clay onto the surface. If you want to preview the
brushes like these brushes do, if you go to the active tool panel and you can see the effect
the brush do, okay? And now you can see if I
increase the strength, it will add blobs. Okay, let me
increase the radius. Maybe much bit more. Now you can see it is
creating these effect blobs. It is adding the clay
onto the surface. Next, we have this clay strip. It is like clay, but it is in lime or in strips. It is adding volumes
to the strip, and it is very useful
to add volumes, right? If you press shaped key, you can smooth out
the surface or area. Next, we have this
called the clay thumb. Next, we have the clay thumb. It is similar to the clay brush. It imitates the effect of
deforming clay with the finger, accumulating materials
during the stroke. Now, let's go to the clay
thumb and it is clay brush, and it is accumulating the area and creating
thumb effect, right? You can see it is
creating thumb effect. It accumulates the area. Okay? So these are
not so useful brush. Next, we have this
called the layer brush. It airs layer on
top of the surface. You can see it is adding layer. And if I again pull off
the brush and again draw, it will draw on top of it. If you want to draw
a single flat line, it should be done in
one continuous stroke. If you lift the brush and draw
over the same area again, it will add another
line on top of the first, creating
unevent result. To avoid this, complete
stroke without lifting or adjust the brush setting if additional layers
are not desired. The layer brush is
ideal for creating controlled event deformation and careful stroke management ensures clean,
consistent result. Next we have this called
the inflate brush. I will inflate the area. If I increase the strength, now you can see it is
inflating the area. Next we have the blob brush. It is similar to like inflate, but it creates the
bubble like effect. You can preview
the brushes here. So this is the effect, the brush to equate the blobs. Next, we have the rise brush. This is very helpful brush. When you want to add details
wrinkles onto the face, you can use this cloth. You can use this rise brush, and you can see preview the brush in this setting
in this active tool panel. And you can see it increases. Now, if you draw, you can see it is adding
creases. Just like this. You can add details or add
creases using this brush. Now that we have learned about essential
brushes in blender, we are ready to take your
slub ting to the next level. In the next video,
we will dive into the secondary brushes
exploring how they can enhance your workflow and add more complexity to your
creations. See you there.
3. Lesson 2 Secondary Sculpting Brushes: Hi, friends. Welcome
to this unit. In this unit, we will explore the secondary brushes in
blenders clapped mode. These brushes are called
secondary because they are typically used after the
primary shaping is done. They help refine, clean up, and add finer details
to your clap. We will also go over
which brush to use in specific situations
to get the best result. For demonstration, I have
taken a default cube and given it four subdivisions using the subdivision
surface modifier. Then apply the modifier. After that, I have added a multiregolution modifier and
subdivided it three times, just like I showed you
in the previous class. This setup is
necessary so we can clearly see how the brushes
affect the surface. Let's start with the
flattened brush. As the name suggests, it allows us to
flatten any strokes or bums you have created
on the mass surface. To demonstrate, I'll first use the class tip brush to add some lines and bums
to the surface. Now, I'll switch to the flattened brush and
go over the strokes. You can see how it
smooths out the surface, making it more even. A important tip to remember is that a smaller brush
radius will affect a more focused area while a larger radius covers
a broader area. At the strength and size
based on your needs. Now let's look at
the fill brush. This one is used to fill
in low areas of the mesh, bringing them level with
the surrounding surface. It works similarly
to the clay brush, but it's designed specially to add volume to
dips and crevis. To show this, I'll first create a dip using the flattened brush. Now with the fill brush, I can easily fill the dip. Now, let's look at one
of my favorite brush. It is called the scrap brush. This brush is used to remove
materials from high areas, which makes it the opposite
of the fill brush. I'll use that draw brush
to add raised lines. Then switch to the scrap brush and use it to remove materials from the
side of the strokes. It is very useful for
cleaning up surfaces, especially when you want a flattened surface,
high points, perhaps for both organic
and hard surface clupting like
cleaning up muscles, planes on a face or
mechanical details. Next, let's look at the
multi plane scrap brush. It is an advanced version
of the scrap brush. It flattens the mesh using
two planes simultaneously, making it great for
creating sharp edge and strong transitions
between surface levels. This brush shines when slopping styles characters
with sharp features, slopping hairs or working on clean mechanical shapes
like armor or rocks. It might take a bit of
practice to control, but it is incredibly powerful once you
get the hang of it. Now let's look at another essential brush I
often use is the pinch brush. This brush pull vertices towards the center
of the stroke, tightening the mesh and
sharpening edges or creaches. Watch as I drag it
along the edges, it's creating a sharper,
more defined edge. If you switch to wireframe mode, you will better see how the vertices are being
pulled together. It is perfect for
refining details, tightening folds, and making your clap look crisp and clear. Now it's time for bonus tapes. Bupot shedding air for met caps. You might notice that
my model looks red. That's because I'm using
a Met cap in the Bupot. To enable this, click the arrow icon in the top right corner
of the three D Bupot. This opens the shedding menu. Here, under the Bupot shading, you can pick any
Mt cap you like. Met caps gives you
a quick way to see your model's form and detail without needing
to set up lights. It's only for preview purpose, you would not see it
in the final render. Here I'm using a red met cap to clearly visualize
the surface details, which is super
helpful when slopting The wrap up our lesson on blended secondary
slopting brushes. Practice these brushes on your own models to really
understand their strength. This concludes the lesson. I'll see you in the next one
until then Happy blending.
4. Lesson 3 Deforming Brushes: In this unit, we will explore
blended deforming brushes. These are essential tools for reshaping and
adjusting the mesh. These brushes allow
you to manipulate and deform the mesh surface
in various ways, enabling a wide range of
creative possibilities. The first, we have
the gray brush. The gray brush deform a specific region of the mesh by pulling
or stretching it. It's shortcut EG. You can adjust the
brush radius using FK. By increasing the brush radia, you can effect a larger
area of the mesh. This brush is particularly useful for making
broad adjustments, repositioning sections, and
shaping the model quickly. It is one of the most commonly
used brushes in scupting. Next, we have the
elastic deform brush. It is designed to
deform the mesh in a stretchy
elastic like manner. It maintains mesh consistency while allowing
flexible reshaping. Use this brush when you need
smooth natural deformation, such as bending limbs or
adjusting body parts. Next, we have the
snake hook brush. It extends the mesh outward, creating snake like shapes. To demonstrate, I'll reduce the brush radius and pull
a section of the mesh. As you can see, it creates
long stretched effects. However, at the end point, the mesh can run
out of geometry, highlighting one of these
brushes limitations. This brush works best
with a dynamic mesh, which we will explore
later using Ditropo. Next, we have the thumb brush. It simulates pressing the mesh with the thumbs, displacing
surrounding area. In were frame mode, you can see its effect and more clearly. The impact is subtle, making it useful for fine tuning shapes and adding
organic surface variations. Next brush is the pose brush. It allows you to create a
bone like deformation effect. When you hover the
brush over the mesh, a bone like preview appears, enabling you to pose and
deposition parts of the mesh. This tool is
especially useful for character plpting and
creating natural poses. Next, we have the null brush. It gently pushes the mesh in the direction of your stroke. This brush is ideal for
making small adjustments and aligning details
without drastically altering the mesh structure. Next, we have the rooted brass. It roots specific
region of the mesh. To demonstrate, I'll use the
glasty brass to add volume. Then apply the rooted
brush to twist the area. You can adjust the brush
radius or strength as needed. This tool is useful
when creating twisted shapes or adding
dynamic movement to model. After making
deformation, you can use the smooth brush to
even out the surface, reducing harsh transitions and
blending areas seamlessly. This concludes our lesson
on blended deforming brush. Mastering these tools will
enable you to reshape and adjust your model with
precision and creativity. I'll see you in the next lesson.
5. Lesson 4 Special Helper Brushes: Idea. In this lesson, we will explore a few unique
brushes in blinders Clapting workflow that are not meant for shaping in the
traditional sense, but for making your
slapping process easier and more efficient. Let's dive in. To help
the slide relax brush. This brush is used to
smooth out uneven areas by relaxing vertices
without altering the overall shape significantly. To demonstrate its effect, I'll enable the
wireframe mode from the overly setting to
visualize the impact clearly. With this brush, I can relax some tense areas of the mesh. For better demonstration,
I'll be using the snake hook brush to pull some section
out of the mesh. Now, using the
slide relax brush, I can ease tension in specific areas and smooth
out irregularities. It is particularly useful for adjusting vertex
distribution. You can control the
bash size and radius according to your need for
precise clapping adjustments. Next, we have the
boundary brush. This tool is designed to deform mesh boundaries while keeping
interior vertices intact. But the demonstration, I'll
switch to object mode, hide the current object
add a plane mesh. In the edit mode, I'll subdivide it few times
for better resolution. After switching
back to slop mode, I can use the boundary brush
to deform the plane's edge. Remember, it only affect the
outer boundary of the mesh. By default, its radius is relatively small,
limiting its impact. You can adjust its setting
in the active tool panel where you will find several parameters like
deformation target, deformation type, boundary fall of boundary origin
of set, et cetera. Let's change the
deformation target from geometry to
close simulation. Now the plane will behave
like a pitch of fabric. Using the brush, I can
deform the mesh boundary. Notice the white line within the brush radius indicating
the extent of the effect. In the deformation type, we have several options. By default, it is set to bend, which allow bending the
boundary with the brush. Switching to the
grab type mimics using hand to fold cloths. In the boundary fall up setting, selecting brush radius confines the effect to the brush radius. You can adjust the brush
strength according to your specific needs and explore various configuration to
understand their effects better. In the boundary f of type, there are options like
loop and invert fall off, which creates looped or
inverted deformation. These settings are
ideal for slapting garments like scars or shards. Next, we have the
boundary origin of set. Determining how far the
brush impact extends. By default, it is set to zero, affecting only a small portion. Increasing this value
broadens the affected area. Let's switch the deformation
target back to geometry. Increase the radius and set the deformation type
to loop and invert. Creating product deformation. This follow up type is
extremely useful for creating realistic plus like effect such as clapping
plates in the skirt. We also have the
deformation type twist, which rotate the
affecting mesh areas. Additionally, there
is a expand type which enlarge the
deformation area, creating an event distribution. Adjust these settings to see how these influence
the slapting process. Next, we have the cloth brush. This tool simulates
realistic cloth physics by deforming the surface
with fabric like properties. For better demonstration,
I'll subdivide the mesh further in object
mode for higher resolution. After returning to slap mode, I can disable the
wireframe display. Now, using the cloth brush, I can create folds and wrinkles, making the surface
appear like fabric. Adjusting the brush size and strength allows for
more precise control. Subdividing the plane multiple times helps demonstrate
the impact ally. This brush is
perfect for creating detailed clos simulation with natural looking
folds and creases. Lastly, we have the
simplify brush. This brush works with
dynamic and it's used to reduce mesh complexity by
simplifying the geometry. While not always essential, it can be useful in
certain workflow requiring lower mesh density. It efficiently
simplifies the surface by collapsing
unnecessary vertices, helping optimize the
mesh structure for smoother performance during
the slpting process. Now we will take a look
at the past brush. The phase set brush is used to create and manage
phase sets in vendor. Phase sets help organize
and control different areas of your slub by acting
like selection groups. They allow you to hide, mask or isolate specific parts of your mesh while slapping, making your workflow
faster and more focused. To demonstrate this, I'll
first go back to object mode. Then I'll press R plus H to unhide any hidden
object from before. I'll be using this
peer for the example. Now, switching
back to slap mode. I'll do a few things to prepare. From the vals menu, I'll enable Wafam view so we
can see the mesh clearly. I'll also disable the modifiers temporarily to keep
things simple. Now, I'll select a facet brush and begin drawing over
the surface of the mesh. As you can see, it
creates a colored region. This is a new faced. When I click and drag
again in a different area, it creates another faced
with different color. You can create facets for
any region of the mesh. Just click and drag the brush over the area you
want to isolate. Once you have
created the facets, you can perform some very hands operations like hiding ast. For that, hover over acts and press H to hide that area
and reveal everything else. To unhide all, press Alt
plus invert visibility. For that, hover over t and preshlusHT hide everything
except the selected facets. This is super helpful when
you want to focus on slopting a specific part without visual clutter from
the rest of the mesh. Now that I have isolated
the top part of the mesh, I can use any slopting
brush in the focused area. For example, I can use the relax brush to
smooth out A tens area, or I can use the pose
brush to move or isolate the extruded top area more easily without affecting
the rest of the model. This wrap up this lesson. I'll see you in the next one.
6. Lesson 5 Mask Brush: Hi, gas. In this lesson, we will continue
exploring the brushes. We will be looking
at the mask brush, which allow you to define protected areas while
working on our model. For example, if there is a well defined area that
we do not want to deform, we can use the mask
tool to protect it. Here, we have the mask brush. With the brush selected, you can define the
mask on the mesh. You will notice a black color
appearing on the surface. The area in black
define the mask region, which means this area
is now protected. Using a deformation brush, I can now slap the
non mask areas. I can increase the brush
strength and radius as needed. As I pull the area, only the ar mask
regions are affected while the mask areas
remain untouched. We have several
options for the mask. You can find it
in the mask menu. In the mask menu, there are several options
related to the mask. Such as we have the clear mask. It clears the mask
from the model. The shortcut for this
is control plus M. You can undo the action with
Control plus G. Next, we have the invert mask. It will invert the mask region. So the protected and unprotected
areas switch places. The shortcut is Control plus I. By clicking on invert mask, you can see the mask region
flips to the opposite side. Now I can perform operations on the
previously protected areas. Remembering these shortcuts can greatly improve your
workflow efficiency. We also have options
like the smooth mask, which will smooth the
boundary of the mask, creating a softer transition. Or we have the sharpened mask. It makes the boundary sharp
useful for defining edges. For example, when I pull the unmask area with a
sharp mask boundary, the result is a defined edge. Similarly, smoothing the mask ensures a more
simless transition. Which is great for
organic shapes. Additionally, we have
the grow mask options to increase the mask area or the sync mask options
to reduce it. These adjustments allow us to control the mask
region as needed. To clear the mask completely, press plus M. The mask brush is a powerful tool for modeling and works well with
symmetry in the world, which mirrors the mask
on the other side. Now I can invert the mask
with Ctol plus I or by manually clicking the
invert mask option to focus on the unmasked area. Using the draw brush with
the substect effect, I can create I cavities. For the nose, I will create
a mask for the nose region. Using Control plus I, I will inbt the selection. Now in the side view, I will use the grab tool to pull the sections outward,
shaping the nose. This way, you can
create or modify mask as needed to achieve
precise clcting results. Next, we have the
draw face set brush. This brush allows us to
create face sets on the mesh. For example, I can draw a
face set on the surface, and as X mirror is enabled, it will mirror the face set on the other
side of the mesh. Now when I draw again, I will create a new facet. You can control the brush
ras to suit your needs. Face sets are incredibly
useful as they allow us to create mask
or heart specific areas. For instance, press H while hovering over
a facet to hide it. This let you hide
parts of the mesh to focus on a specific
working area, making it a handy feature
for detailed clapting. Next, we have the paint brush, which allow us to add
colors to a model. This brush works similar
to artex painting. Here I have leg
selected as the color. When I paint, you can see the black color applied
to the surface. Since symmetry is enabled, the color is added to
both sides of the model. From the color
wheel, you can pick any color and draw
over the surface. This brush is particularly
useful when you one to preview the object with
materials or add visual details. Next, we have the smear brush. Wach stretches the
painted colors and blend it with the
surrounding colors, creating smooth
transition and gradients. Next, we have different
kind of mask brush, each with specific use cases. Like we have the box mask, drag about the mesh to
create a box preview, defining a mask on the model. For example, after
creating a box mask, you can use the
deformation brush to slap the unmask area. Next, we have the so mask, a free hand mask
selection tool that allow you to draw
irregular shapes. We have the line mask. It creates a straight line mask, which is useful for
defining linear areas. Next, we have the polyline mask. It creates a polygon shape mask enabling more complex selection. After creating mask,
you can smooth or sharpen it using smooth mask
or sharpen mask options, as we have seen before. Next, we have the hide brush, which functions similarly
to the mask brushes, but instead hide the
selected portions of the mesh rather
than masking them. Here are the types
of hide brushes. We have the box hight brush. It hides a rectangular region. We have the eso hide brush. It allows freehand selection for hiding parts of the mesh. Next, we have the
line height brush. I hide areas along
a straight line. We have polyline hide brush. It hides polygon shaped areas. These brushes are particularly useful when you want to focus only on visual areas without the destruction
of hidden parts. Lastly, we have different
types of face set brushes, which are similar like
the mask or hide brushes, but create face set instead. This include box face
selection brush. It creates face set in
a rectangular shape. Next, we have the free
hand facet brush. It allows drawing
free hand facets. Next, we have the
line facet brush. It creates a
straight line facet. Similarly, the
polyline facet brush, it creates a polygonal facets. Facets are a great
way to organize and control the topology of
your model during slotting. In the next lesson, we
will continue exploring the remaining brushes and their applications.
See you there.
7. Lesson 6 Advanced Brushes: Hi there. Welcome
back to the lesson. We are now heading toward
the more advanced brushes. In this lesson, we
will explore some of the more advanced
clapping brushes. Let's catch date. Here we
have the mesh filter brush. This brush allow you to apply various
filters to the mesh. To demonstrate, I'll first
add a mask on the sphere. Now, I'll select the
mesh filter brush. Using Control plus I, I'll invert the mask. For the mesh filter brush, we have different filter types. Like first, we have
the smooth filter. It smooth out the surface. On a flat surface like this, the effect is not
very noticeable, but we will exclude
this in a moment. Next, we have the scale filter. It scales the area. Dragging left scales inward, while dragging right
scales outward. Next, we have the
inflate filter. It inflates or
deflates the area. Dragging left inflates inward, while dragging right
inflates outward. Next, we have the spear filter. It deforms the mesh
into a spherical shape. Next, we have the random filter. It randomly adjusts the vertices creating a distorted effect. Next, we have the relaxed
phase set filter. It relaxes the face set,
smoothing transitions. Now, with the
smooth filter type, I can smooth out the surface. Dragging will increase the
strength of the smoothness. Next, we have the
surface smooth filter. It smooth the surfaces
while retaining details. Next, we have the
sharpen filter. It sharpens the edges
and enhance the area. Next, we have the
enhanced details filter. It add finer details
to the mesh. We have the eras displacement. It erases the displacement or bombs resetting the surface. Next, we had the
cloth filter brush. Which simulates cloth like behavior on the mesh
to demonstrate, I'll first add a plane in object mode and
subdivide it few times. After switching
back to slap mode, I'll use the cloth brush to simulate cloth
deformation on the plane. For the cloth filter brush, we have several filter types. Like we had the gravity, it simulates gravity
pulling the mess downward. Next, we have the inflate. It inflates the mask area outward to demonstrate L
mask part of the plane, invert the mask with
Control plus I, and then use the inflate filter
to inflate the mask area. Next, we have the expand. It expands the mask
area, creating wrinkles. Let's first invert the mask and then select
the expand filter. This filter expands the area outward, generating
natural wrinkles. Be mindful of the strength as it can quickly
exaggerate the effect. Use Control PG to
undo if needed. Next, we have the pinch, it
pulls the mesh together, creating sharpen and
more defined wrinkles. Then we had the scale. It scales the geometry
of the mask area. Finally, we had the
color filter brush. Which modifies
color on the mesh. To demonstrate, I'll use a spire switching back
to the slough mode. Now I'll paint the mesh
using the paintbrush. After cleaning the
mask with plus M, I'll pick a blue color
and paint it on the mesh. With the color filter brush, we have several filter types. First, we had the fill,
it fills the area with a selected color.
Next, we have the hue. I adjust the hue of the color. Dragging right will increase
the strength of the effect. Next, we have the saturation. It modifies the
intensity of the colors. We have the value, which changes the brightness or
darkness of the colors. Similarly, we have
the brightness, it brightens the selected area. Next, we have the contrast. It increases or decreases
the contrast between colors. Next, we have the smooth. It smooth the colors,
blending them together. Next, we have the red. It
adjusts the red channels increasing or decreasing
the intensity of red in the selected area. Similarly, we have the green, I adjust the green channel, enhancing or reducing
green tones in the mesh. We had the blue, it
adjusts the blue channel, allowing you to make the areas
appear more or less blue. Next, let's explore the
rig phase set brush. This brush allow you to edit existing face sets
in various ways. To demonstrate, I'll
start by creating some face sets using the
draw face set brushes. Now, I'll select the
dig facet brush, which offers several more. First, we have the grow facet. It expand the faceet outward by including
additional geometry. Next, we have the sync facet. It reduces the size of the facet by excluding
outer areas. We have the delete facet. I removed the selected facet, leaving it as part of
the base geometry. Next, we have the fear position. It smooth out the
surface of the face set, focusing on positional fairness. Next, we have the fear tangency. I smooth the surface
while ensuring tangential alignment,
maintaining better flow. We have the mask by color brush. This brush enable you to create mask based on the
color of the object. For instance, when I click
on a color on the object, the existing color
area becomes mask. Now I can invert the
mask using Control plus I and perform various operations within the selected area. For example, with the draw
brush in substect mode, I can slot inward. Once again, I'll
use Control plus I to invert the mask and
draw over the nose area. This brush is particularly
useful for isolating specific color regions and
masking precise adjustments. With that, we have covered all the brushes available
in blender slopting mode. You now have a
solid understanding of the different brushes, their modes and settings. In the next lesson,
we'll dive deeper into some additional slopting tools
to enhance your workflow, C in the next session.
8. Lesson 7 Dynamic Topology And Remeshing: Hi there. In this lesson, we will be exploring two of the most important
Claptin tool in blender, Diantopo and remesh. To demonstrate, I have added
two sphere in the scene. One sphere has the multi
resolution modifier applied, and the other does not have any multi resolution modifier. First, I'll enable the
wireframe option from the overlay settings so we can see the
topology of the mesh. Using the snake ho brush, I'll pull out some areas of the mesh with the multi
resolution modifier applied. Let me increase the
brush strength. Using the F key, I can
adjust the brush dias. Now, as I drag out
parts of the mesh, notice that the
extended area has an event distribution of quartz or consistent
boxel sizes. If I disable the multi
resolution modifier, we return to the
original base mesh. Modifiers allow you to non
destructively add details to your model without permanently altering its original geometry. Currently, the mesh
has an even number of polygon distributed
across its surface. However, when pulling
out geometry further, you will notice the mesh
starts to break apart. This is the limitation
when working with stretch topology as there is a insufficient
geometry at the edges. To resolve this, I would need to subdivide
the mesh repeatedly, creating an overlay dense mesh that could permanently
crash your system. To solve the issue, we have
a tool called diantopo. Diantopo dynamically adjust
the topology of your mesh, allowing you to
deform it without worrying about losing
details or structures. I'll now switch to the
other sphere without the multi resolution
modifier and activate Dantopo in Slap mode. Upon enabling it, you will
see a warning message stating that Dantopo does not preserve UBs vertex color or
other attributes. Click Okay to proceed. Dantopo has several settings, including detail size, which determines the
density of the geometry. Lowering the number
increase the detail level. Using the deform brush, I'll demonstrate
how Dantopo works. I'll enable the Wafame again, and as I draw on the surface, you can see it dynamically airs polygon wherever I clapped
using the drawbrsh tool, observe how zooming in
creates more polygon, while zooming out produce fewer polygon with
larger phases. The detail size depends
on your viewpoint zoom. Closer zooms result in finer details while further
zooms reduce details. This localized subdivision
is different from the event subdivision created by the multi
resolution modifier. As Dantpo only add
details where needed. Keep in mind that zooming out can erase fine details
created earlier, so careful adjustments
are essential. While Dantopo is powerful for
dynamic mesh deformation, this joom dependent behavior is a key limitation to consider. Next, let's explore
the remesh tool, which generates new topology for your object based on a uniform
grid of boxels or quars. Remesh is ideal for creating clean event topology
suitable for slapting. To demonstrate, I'll go back to the object mode and duplicate the sphere with hip D. Then
switch back to the slap mode. Enable the mage of
shin and note that you cannot use both Dantopo and
reimage simultaneously. Now, click on the Remage button. The boxel size settings control the resolution
of the topology. Decrease the boxel size to
0.05 and apply the image. You can now see that it creates a evenly distributed quad based topology
across the surface. For quicker adjustments, use the shortcut R to
preview the boxel size. Dragging outward
decrease the boxel size, adding more details,
while dragging inwards increase it
reducing details. Once satisfied, press Control plus R to apply the
image to the objects. With remesh, you achieve
uniform topology, whereas Dian typo allows for localized details
in the clapting area. Choose the tool that best
suits your specific needs. Another important
function of remesh is its ability to march multiple
object into a single mesh. To demonstrate this, let's
first delete all the object, the press shape plus
A to add a cube. Next, I'll add a UV spare
and a mess cylinder. Using the move tool, I'll reposition the
object as needed. Additionally, I will rotate and scale them down to
better arrange them. Now we have three distinct
measures in the scene. To join this object, I'll select them all
and press Control J. While these technically combine them into a single object, it does not yet create
a unified mesh. If we switch to Werfme view, we can still see the
overlapping sections of the individual objects. This means the objects
are combined but not merged into a single
cohesive geometry. If I go to the edit mode, I can still separate them back into their
individual powers. This is where the power of
remesh comes into play. Remesh allow you to fully
merge these objects, transforming them into
a single unified mesh. Before proceeding,
it's important to apply the transformation of the objects to do
this press Control plus A and select apply
all transformation. Next, I'll set the
origin of the object to its geometry to ensure
everything aligned correctly. Now switch back
to the Slup mode. With the objects selected, navigate to the remesh options. Set the boxll size to
0.05 and hit remesh. Instantly, the separate
objects are merged into a single mesh
with uniform topology. To make the changes more
visible, I'll disable Werfmbw. To smooth out the surface
of the newly merged object, you can spress and hold the shift key while
using any brush. This quickly smooth out
the geometry where needed. Let's switch back to the Werfmbw
to inspect the topology. As you can see, the
mesh is now very dense. If this level of detail
is not necessary, you can reduce the boxel size. Press R to preview the quart
size using the preview grid. Adjust the size by dragging. Then press Control plus R
to apply the new settings. Switching back to WFM view, you will notice there are no
overlapping section anymore. The objects are now completely merged into a single
cohesive geometry. This is the strength
of the remas tool. It is very useful in
slapting for merging multiple objects
while maintaining clear and event topology. With remesh, you can
unify your model, prepare them for
detailed clapping, and ensure a
professional workflow. That's it for the lesson. I hope you found it
informative and helpful. In the next lesson,
we'll dive deeper into another exciting aspect
of the blenders clapting. I'll see you there.
9. Putting It All Together: Sculpting a Cartoony Face: Hi there. In this
practice lesson, we are going to do a simple
cartoony face clapped, just to demonstrate how to
approach Claptingbnder. Now, this is not
going to be a super detailed or polish clapped. Instead, it's more about understanding the
slapting process, how to build up forms, and how to think in volumes. Whether you are
slapping a human head, a monster, or even
a banana with eyes. The process is the same. You always start with
the basic shapes, work in broad strokes, and slowly refine the
details. Let's start. First, we will begin
with a default cube, or you can add a
spear if you prefer. Now, press one for
the front view, then press Control plus two to add two
subdivision labels. Now, before we jump
into shaping the mesh, I'll use the nutate tool to draw a rough sketch of the face. I'm planning to sclub the sketch does not need to be perfect. It's just to give us
a quick visual guide, an idea of where
things like the eyes, nose and mouth might go. Feel free to draw
your own version too, just to block out the
character in your mind. This really helps when
you are starting out. Once I finish drawing the face sketch with
the nutate tool, the next step is to fill
that sketch with geometry. At this point, think of the
object as a digital clay and your job is to fill out the silhouette to match the shape and proportion
of your sketch. I'll go into Edit more
now and start editing the object so they fit nicely
inside the rough sketch. Don't worry about the
fine details yet. We are just building
up the foundation. You can also use
multiple mesh object for different parts of the pace. For example, here I am using a subdivided
cube for the head. And I'm shaping it to sit comfortably within the
outline of the face sketch. Now switching to side view, I'll shape it further to make it feel more
anatomically correct. Even though we have not
drawn a side sketch. Use your observation here to get the depth and
proportions right. Same thing for the top view. One quick tip to
remember is there about making the hair shape perfectly
circular from the top. Instead, keep it broader at the back and slightly
narrower in the front. This gives it a more natural
and appealing cartoony fiel. I'll continue blocking out
the rest of the head this way slowly and carefully.
Don't rush this part. A solid blockout will make up almost 60 percents of
the slopting wall. If you do it right, it will make the refining stage much
easier and more fun later on. Once the head is blockout, I'll start adding
more mesh object for the rest of the features, like the ear, nose, and even the neck if needed. This part of the process is all about building
the structure. So take your time,
have fun with it, and treat it like
you are assembling pitch of clay to form
your base character. For the years, I'm using the same subdivided cue and
mirror to the other side. Simple and effective. This let us work
symmetrically and save time. For the nose again, I'm sticking with the
same subdivided cube. Just shape and position it to fit the front of
the face sketch. For the neck, I'm
using a cylinder. I'll scale it down so
it fits nicely under the head and lines up with the overall
proportion of the character. Now here is something
important to emphasize. If you look closely,
you'll notice that I have used two separate
shapes for the head, one for the skull and
one for the face. This is intentional, especially
around the forehead area. You can see a clear separation between the face and skull. I have done this on purpose because once
we remesh it later, that separation will
blend in beautifully, creating a subtle transition that naturally defines
the eye region. Now I'll switch to front view and select all the
separate objects. Then I'll press Control plus J to join them
into one object, then apply their
transformation by pressing Control plus A and
choosing all transforms. These steps is very important. It ensures that the
slating brushes behave properly and don't act weird due to any non uniform scale or
rotation on the mesh. Now, I'll switch to slap mode and then activate BxelRmhing. I'll press the archy to bring up the remesh
resolution read. Here you can preview
the boxel size, and for now, I'll
choose 0.05 meters. That's a good starting point. Once I have set the resolution, I'll press Control plus
R to apply the image. You will see how beautifully all the separate parts
blend together seamlessly. It now looks like a unified
feature digital play. Now I'll take the draw brrush and start defining the forms. The first thing I'm going to do is creating a dip
in the eye region. Then I'll sketch in the eyebrow
area with a few strokes. Since we have locked out
everything properly, this part becomes much easier. Next, I'll start defining the shape of the
nose and the ears, still using the draw brush. Now, I'll switch to
grab brush and adjust the proportions by
pulling or pushing the mesh to fix anything
that feels off. Now, I'll take the
scrape brush and scrape away some areas on
the side of the forehead. Now with the draw brush, I will create a dip on the
nose for the nostrils. Once done, I'll go to
object mode and add a for the hair and subdivide it
and scale it along the Yax, then I'll go to edit mode and
edit it to resemble hair. Now, back in object mode, I'll input a sphere for the eye and place it
in the eye socket. Now, with the face selected, I'll go back to slap mode. And in side view, I'll push
the I region sideways. Now I'll switch to object mode and select the
eyes and go to Edit mode. Now I'll add loop cut
to define the pupil. Back in object mode, I'll add subdivision modifier
using Control plus two and I'll also add a mirror modifier to mirror
the I on the other side. Once done, I'll
work on the here, select the here and
apply the modifier. Also, apply the scale. Then go to slub mode and
set a boxel size for remsh and apply it using Control plus R. Now with a drhar brush, I'll add some quiz strokes
to define the here. Now, I'll take the draw
brush and add volume to it. Holding the shift key, I activate the
smoothing function and smooth out the hair. I'll continue defining
the hair strengths with drawbushOr alternatively, I can use the Cris brush
to define the hedge. For the mouth, I'll select
the phase in object mode. Then switch back to slop mode. And with the dro brush selected,
I'll define the mouth. As I'm making the
cartoony phase, I'll place the mouth
slightly sideway. Here I'm working with
lower resolution. Once I define the features, I'll increase the resolution
to add more detail. Now I'll take the pinch
brush and define the mouth. At this time, I'll increase
the resolution a bit more. Now I'll go on and
define the pace. We are entering the
detailed refinement stage. Now with the clast brush, I'll define the eyes, and with the door brush, I'll add more volume
around the eyes. I'll move on and continue
refining the model. Now, I'll use the scrap brush
to create flat surfaces. This helps create
sharp edge later on. Now, I'll work on
the mouth region. I'll draw it again as smoothing
removes the boundary. Since mirror is enabled, the mouth is mirrored on
the other side as well. This is a mistake I often
make while clapping. So noticing small things
carefully is important. Now I'll work on the ear. For that, I'll use the draw brrush to add
necessary features. I'll now use the scape brush to scrape away the area
behind the ear. Now with the drawer brush, I'll draw around the border and define it using
the crease brush. I'll go on and continue
refining the model. Again, I forget to vel the
mirror modifier for the year. Now I have to manually do
the same for the other year. Let's do it together.
We'll get some practice. Now, I'll continue refining our model to make it look nice. At this point, I'll increase the mess resolution
to add more detail. Now, I'll refine the
features on the face. Y y Once done, I'll now move on to the here. I'll do the same steps
for the here again. I'm not making a model to
present to an audience. I'm just showing you how
to approach sclpting. Sclpting is a time
consuming process, and you need to dedicate time
to create a detailed model. Now I'll go on and finish
adding the details. A a once done, I'll go back to object mode. Now I'll add color to the
face using buttexPaint. For that, I'll switch to buttexPaint mode and
pick a skin color. Now I'll fill the enter
face with the color. To do that, go to
the paint option in the top bar and choose
set buttex colors. Now pick a red color and draw
onto the cheeks and mouth. Now switch to flat shedding
mode and with the smear tool, blend the red colors with
the surrounding colors. For the eyebrow, I'll pick a dark brown color
and draw over it. I'm going first here just
to demonstrate the process. Now I'll add color to the I. For that, select the
I then in edit mode, select one buttex in the center. Then extend the selection by
pressing Control plus plus. Then create three materials, one white, one dark, and one brown for the pupil. Now ascend the selected
parts with the dark color. Now enable material prebmd Now I'll add color to the here the same way
I did to the face. I'll set a dark brown color and fill the entire
object with the color. Now I have to link the
material to the model. For that, I'll switch
to shedding workspace. Now search for a color
attribute node and input it. From the drop down, select the attribute and connect it
to the principal BDF node. Do the same for the here. Now for the phase, I'll increase the subsurface value to
add a skin like effect. Further here, I'll increase anisotropic under specular
and choose a bluish tint. I'll also increase the
sine value as well. As you can see, it gives a bluish tinted reflection and that's conclude the lesson. I hope now you know how
to approve slapting. Slopting is not easy to learn. It takes practice, keep
practicing and I'm sure you will be able to create amazing slap see you
in the next lesson.
10. Class Project & Final Thoughts: Hey, again, now that
you have learned the basic slapping
tools and watch the full workflow of creating
a simple cartoony phase. It's time for class project. Here is what you will be doing. Clap the same cartoony
phase we created in this class using the blender
slapting brushes we expose. Don't worry about
making it perfect. Focus on applying what you have learned and
enjoy the process. Once the slap is done, bring it to life with colors using buttex paint them blender. Add colors to the
eyes, less face. Feel free to be creative. After you are happy with
your scrub and colors, upload your final result to the project gallery
here on Celsire. I would love to see
what you create. I'll personally review
every project uploaded in the gallery and give you feedback and tips
on how to improve. Thank you so much for
taking this class. I hope you had fun learning
and creating with me. B sure to check out my
other classes as well. If you enjoy this one,
I have more coming your way to help you level up your skills. Piece clapting.