Transcripts
1. Introduction Trailer: In this brand new course, we will teach you how to sculpt over ten
different type of tilable materials
using only zebush featuring surface type
like ancient stone walls, cliffs, four tiles,
ground materials, and leaves and branches,
and much more. We highly recommend that you read the description
for more information. General takeaway of
this course is that at the end you will have
the knowledge on how to create exactly what you
see in the images and how you can apply this knowledge to almost any type of material. Due to time consuming
nature of sculpt, this course has been
split into a blend of real time narrated content
and time laps footage. This way, we can teach you exactly the techniques
you need to know without wasting
too much of your time. But as a bonus, we have also added an untime lapsed
version of a tutorial, allowing you to following
the creation of all ten materials completely
in the real time. With a total of nine plus
hours of video content, I feel confident that at
the end of this course, you have the know how on how to sculpt a wide
variety of surfaces. This course will also come with auto generated subtitles in English, Chinese, and Spanish. We hope that you will
enjoy this course, and it has a positive impact
on your artistic life. Thank you very much
again for watching
2. 01 Sculpting Damaged Tiles: Guys. So we start with creating the base mesh for
our floor tiles. You can use any three
D software to create the base also and
bring it in zebush. But sometimes we lose some
data and have scale issues. So if you are comfortable and making
it in three D software, Blender, Ma Max NE, and then bring it in, and then you can sculpt
on top of it also. Just for our Es, I'm doing it in Zbrush yourself,
starting with it. So give me a minute once
I align these here. And yeah, so this is important. So you can start with simple
shapes like I'm doing here, I'm using simple cubes, which we will simply bevel later on and
subdivide and, you know, re mesh anyway to sculpt on top, we don't need to, you know, subdivide it in three software, but it's better you bring it. So see here I dynam
meshed it, okay. And I will show you one on
one tile how I'm doing it, and then we can, you know,
simply duplicate the tiles. Yeah. So this dynamish will just keep
sculpting on top of it, and then we keep
dynamising it to keep getting the good
geometry overall. Um, yeah, this seems
less resolution, um, so but we can, you know, always subdivide. But you can start with the
higher resolution subdivision, surf subdivision on dynamish
like higher resolution. So but not too much, okay. So it will get too heavy. So here, I'm using J Polish, which is by Andrew, you
can check it online. Search J Z brushes,
right? You will find it. And what it does is going see it you know
chip off the edges. Let me increase the resolution. Yeah, so it use, yeah, so don't forget
to use Alpha with that. It is same as your
trim smooth border. We have automatic
already in the Z brush. It's same as that, but
have some custom settings. There is another
brushes by, like, or brushes you can find, and they have the polish brushes which do also the same thing. Like even you can use trim smooth border with this square Alpha will do the same thing. So these brushes, what
the benefit of it is, we do these chip off
and the edge damages, which look more organic. And if you ever worked
with the clay and the knife with the clay,
you know, what it is. Like, you know, peel off the
clay from the sharp edges. So that's what we
are doing here. We are breaking
off the edge very organically with these nice, um, crisp, um, you
know, chip offs. And we can keep it a generic level of damage throughout all of these edges
like you're doing, right? And then all the unique
details we'll add later on. For now in the start, try to
keep the details to minimum. Do not spend too much
time on all the details. Now what we can do,
we can simply, um, we can take this piece and duplicate and
polish also, right? So that also work. If you put a little bit of
detail and then duplicate and add more detail
unique detail everywhere. But there is one little um, technique what you can do.
You can duplicate this. Let me, you can duplicate it and place it on the
side, and then right. Let me delete this. Yeah.
So once you have duplicate, what you can do is you
can remove the history. You can go back, you
can go all the way back or up to a point where you have a little bit
of chip offs and then, you know, start sculpting
again, like I will do. And this way, I will get some more
unique details in here. What I'm doing, I'm trying to do a little bit of
experimentation also. Like, I have done it
multiple times I'm doing it by my thoughts. You can find references also. And if you find references, then you can go with it. And and then create the
details accordingly. You don't have to make all the details by
yourself, right? If you're doing it first
time, better to use references and replicate
the details from there. And also, you have to keep in mind the amount
of details you need on the on the surface. If it's very less, right? Or if you need to be more. Like, it depends on
what type of texture or what type of environment
you are working on and how old it is. So you add the details
as per the um, as per the references
concept and your idea, how old you want to make it. So the chip off also
depends on where it is and what type of environment and what type of
weathering it go through. If it's outdoor and
there is a lot of rain or other type of things, right? I will chip off more. If it's an inside and
there is not much of things impacting
other than just wind, right, it will be
more intact, y. So just think all those things. So now I have this second piece done, so I will do
the same thing. Uh go to subtle duplicate it, place it on the third, and then I'll go back and, you know, remove
back in the history. And yeah, start sculpting again. Again, yeah, you have
to go all the way back. If you have a stage where you have chip chipped off
very generically, very small details, and then you can start
from there, right? And then you can keep
sculpting on top. But it's also good to practice
from the start and do it multiple times then you
will get a hang of it, right? So it's better to make
the practice these chip off when you will have all these worked on
multiple these tiles, then you will have better
understanding of the amount of, you know, damage you
need on your assets and also the amount of
details you want, right? And sometimes you are working on your third asset
and then you feel, Oh, yeah, this is
a nice retail and you can add it on
your previous tiles. So yeah, so just play
with it and work on multiple tiles,
if you can, right? Don't be lazy, right?
And do multiple tiles. And yeah, so if you
find, oh, yeah, this is a nice technique to chip off or this detail
look more organic, and then you can, you know, go back and do it on
your other types also. That's why I suggested don't overdo any detail on any type, keep it generic or similar
level on all those things. And that's what we'll
do in the first pass. We'll keep everything unique
and we'll add the you know, unique details like cracks or larger damages
later on once we have build our basic level
of damage here. So now we have here, right? So now watch me doing
the Cook sculpt. Okay, so enjoy the
music and sculpt. Okay. So we have sculpted the general level
on a tile, as you say. So what we'll do, we'll create
some unique details now. So what I'm going to
do, I'm going to, you know, you know,
break the tile. So there are multiple
ways you can do. You can simply mask the um, tile, right, in a certain
way, where you want a crack. Then simply, you can create a poly group to
split the mesh by it. There are multiple ways
to do the same thing. So what I'm doing is I'm creating a mask where
I want a crack. You can use clip brush also. You can duplicate and use clip brush and then
split the mesh. But what I'm doing.
I'm masking it off. I'm making this, you
know, sharp edges. So I'm not creating it super
smooth because when you see, so let me first, create mass and create the
polygrap, sorry. And then what I want to do, um so yeah, so you see here, let so the mask is very soft, so I will create a
polygrop from it, and then I will split
it by the polygrop. Okay? So I come down
in the split menu, and here you will
see group split. Yeah. So yeah, so this is
it could have been better. You see the steps, right? It could have been if you had
more resolution beforehand, we wouldn't have seen
these steps, right? So just keep in mind to
have more geometry before, you know, masking or splitting. So have a large geometry. But it's not a biggie also. So we can easily
fix it, you know. So we dynamic with
the high resolution. So now what we'll do
well curve these also. So here, first, we'll
remove these pointy teats. Yeah. So same, uh, using HA polish, which I also
call it edge polish, right? So it's not polish, it's edge damage, but
H polish edge polish. Yeah, so we'll keep
breaking the edges, and then what we'll do, we'll try to fit the
other piece, also. Yeah. Yeah, so you
don't have to do if you already have a resolution in the start, you
don't have to fix. So bear in mind to have a
resolution for doing it. Now we have damaged edge overall around now see here, one thing I wanted to show
in the brush is you can go. And we have where to go. Mm. Yeah. So planar wreck brush. So what it does it, you know, take the normal from the
surface and, you know, make it plainer, simply, right? So from the surface
where you want to make a planar surface,
and you can make it. And again, why I did it because the cracks usually
happens in a straight line, not exact straight line, but somewhat straight
line, right? So they break straight, right? Even if you see the large
rocks or cliff rock, you see the cracks
are very much, straight or they are not
too organic or curved. Okay. So this is why we, uh, make it plainer,
so we have this mesh. And also, just keep in mind to not overdo it
because otherwise, you have to, you know, match it to the other side. Like, I will show you
once I'm done with this. Okay. So what we'll
do well first make the surface detail of
inside the broken one. Okay? So it's too much. Let me reduce the density. Yeah. So there are multiple ways. You can simply mask and do
the noise thing on here. I'm trying to, you
know, you know, use a spray to add or
remove some of the organic. And don't put too much also
because it will look noisy, but we'll fill some of
these areas anyway. Okay. So in the
trim smooth boter you can all click and press. It will, you know, fill the gap, the cracks to the plane or mesh. So now we're cleaning
up the noisiness, so we don't want it
everywhere, right? It should not be
everywhere, right? So areas should be calm and some areas should
have too much detail, not too much detail,
some more detail. And yeah, this is how it should be everywhere,
wherever you add detail. It's shown to be too
much. Otherwise, it will start to look
a little bit fake. Again, this was a bit too much, but you don't need to add this much detail and also
if it's not visible also. If it's a debris, if this edge will be
visible, it's okay. Add as many details you want. But I went a little bit
overboard with this. So as you say,
it's not matching. So what we'll do we'll match it simply using Move tool. Okay. So let me get the move p. Okay. And I will move these edges. Yeah. And we need to make it a bit straight
also. So I'll do. So when we sculpt it, it
will go a bit off again. So we'll have to might
have to match it again, but make sure to match it because otherwise
it will look odd. Where did the cap
came from. Okay. So now the other side piece
will do the same treatment as the other one. Okay. Let me. So it'll do we do the same
planar thing on this also. You see, it show in a
little bit of straightness, the mask inverted and
just planar react. Nice. I like that planar thing. Again, you will break it up, also, put some noise in there. So again, you don't have to because if it's not visible,
what's the point of adding? I'm showcasing you the
technique, how you can do it. So now we'll just start sculpting the edge damage
and other details. Okay. Yeah. And cheese brush. So here we do the
same treatment. Here. Okay. First, should I maybe we should Oh, no. Let's do the inner part first. Okay, we do
the same thing. We add some noise,
and then we will, you know, remove the tails. Again, I'm going a little
bit too overboard. You don't need to. And then we just fill some of the tails. It's not that strong. So removing some of the tails and filling
some of the tail, again, we don't
want it everywhere. We just want some information, nice details, not everywhere. So yeah, so we have made
the inner damage tails. So now we can continue
damaging the tiles. Okay. So yeah, so this did
not match again, right? So first let's bring it
close to the other crack. We can move the
other piece also, but it looks fine. Okay. So let's start adding
damage to the piece, okay? Okay, I need to fix it. We accidentally moved it. Apologize. We can, you know, quickly dynamesh, maybe. Yeah. That will fix that. Do
also, but it's okay. Yeah, we have it. Yeah, so the dynamics can fix those geometry mess
ups. So not issue. Okay. Sometime if it's thin and it might give
more bigger issues, but, you know, watch
over these things. No, we'll just keep sculpting
this same as the other one. And so it also have the similar detail as
the other pieces, right. So by this time, you might got the hang of it, like how much detail you
want to add overall, right? And yeah, so just add
that much detail only. And from here, we'll keep adding the
details on other pieces. I will create the other pieces and speed up the scut right? So that's not my actual suit. I wish that could
be my actual speed. So now watch my glory superpower
adrenaline sculpt on. B. So D. D. D. D. Don't do. Don't do. Okay. So as you saw me doing the sculpt
to my whole glory, right? I hope you'll like it. So we added almost
sculpted all the tiles. Now, what we'll do
we'll create, you know, the displacement map
for the surface detail. You can use this displacement as a gravel also if you're
creating that type of texture. So I'm sure, let me
just create this thing. Okay. So we have
enough resolution. Okay. And what we're going to do come down when we
see our surface, and then we put noise. Okay. And we can use
displacement map also, before we create a
layer, so we can record it and put the amount
of detail we want. So we create the
noise, and we put it. So you see this is
like a dirt, right? You apply math and then come to layer and we can
control the amount of how much we want on
our surface, right? So this much is fine. So yeah, so now we'll
just remove some of them. We can use that planar one, plainer brush to
remove it overall. But what I'm going to do,
I'm just quickly, you know, add or remove some of the
places and make it plainer. Okay. So this is you can
use as a base dirt, also. If you have tile ground, um, texture you're making
or sculpt you're making, you can use it as a dirt or concrete in between the
bricks, also, right? So this is a really
nice way to use it. And then we can move it around. But we are using it to
add surface detail on our tiles, stones, okay. So now we're going to grab doc. Okay. So which go to give
us displacement map. Okay. Let me resize and redraw. Quickly, I'll zoom
it fit in the view. And now we're going
to do Grab Doc again. Yeah. So here we
have our height map. Okay. Now we go
back to our tiles. Make sure to keep saving, otherwise, we can
lose a lot of data. So yeah, now we're going to use this Alpha in the
drag, right to drag. So the brush in the Alpha menu, we're going to make it
fade on the corner, right, and put some
reduce opacity. Yeah. So yeah. So we're
going to feed the corner so we don't see those sharp
edges in there with Alpha. And we're going to add the
details surface details. And don't need to do too much. And this spray can be
also helpful, okay? And just make sure the
amount of you know, the intensity, how
much you want. Like, sometime I believe we don't need this
much details, right? So we can add these details in texturing also if it's
not big ones, right? But having some details
is good, right? L some erosion happened
on top of them, right? So some detail for the
love of sculpting, add those other than uh, don't add too tiny details. Like medium level
details are fine, but two small surface
details is a waste. Imagine you have to change
something later on, right? Then you can change. With this, if you add too much surface
detail in the scalp. So it might be
difficult to change, and it might start
looking noisy. Okay? So you can
control the noise in materials. That's
what I'm suggesting. So don't do too much
of these details. Some details are good. They look good, right?
But don't do over. Now we'll just go
over this thing and we'll add some of the
details all over our tiles. Okay. So see I will not add
same detail on all the tiles. I will try to do something
different on each tile. Yeah. So as you saw me
sculpting on my actual speed, I will slow it down for you guys again to show you what's
happening, right? So what I'm doing is
adding those as you see, I added some of those tiny pores and these tiny cracks
around, right? So I'm just continuing adding
those cracks in there. That's the beauty
of cracks, right? They could be thin as
hair at some places and could be eroded or
white at some places. Go some references, how the cracks are on
concrete and rocks. It's so much fun, right? To see all these details. I'm telling you you
will never be the same once you start observing
the things around you. So just watch the references, and as I have done
multiple times already, I'm adding it um, by my creativity or
my observations. So just add this type of detail, keep adding these
details around. We add these cracks and these tiny pores
around everywhere, right? So no need to do over overdo
it on every tile, right? Some of that I just keep
it as per the composition. It should not be everywhere, but some places, okay? So, yeah. So like I have made
this one crack in here and I'll add some of the props and add cracks
and some places also. Maybe some places
have tiny ones, some big ones, but
keep it in check. Okay, don't overdo
it and keep it. And also, we can use
the dime standard to, you know, make these
edges look sharp, also. It's not like we can use
it to make the cracks, but we can use it to sharpen the edges also of the
cracks or damage. Okay. So I'm back to my normal
speed of sculpting now. So as you saw, like,
toward the end, I added some larger cracks
on some of the tiles. So that's what I'm doing.
I'm adding another crack, large one on one of the tile. So we have a little bit
of variation over there. So try to save it for the end. You start adding larger details or very unique
details in the start, and we don't want very unique
details, to be honest. So because it will tile, if it tile too much, then it will be visible, the same type of crack or
larger detail will be visible. So we don't want
to overdo it also, but still keep it in that
generic area, right? So I added this crack, and I'm using the same plain
wreck tool to, you know, chip off some of the details
like the noise reduce the noisiness or make
it plainer, there. So this is overall how you, you know, make all
the small cracks, big cracks or mainly the
damage on the edges, which is more important. Okay? And do not worry about
surface details too much, larger and the medium details which are more important. Okay. And you are free to
use creativity or references to add details
where you wish to. And again, once you
have done bunch of surfaces or elements, you will get the hang of it. And then you will, you start
doing it by your brain. So yeah, so just keep having
fun with the sculpting. So I am flash.
3. 02 Sculpting Rocks With Skulls: Okay, so we will start with
our skull rock cliff, right? We already have the setup, which is very user
friendly for the cliff. I have this plane with all
the subdivisions in here, and you can sculpt all the
things in here, right? See? Like see here,
it have subdivision. Make sure to turn the wrap
on in the brush here, turn on the wrap,
and you will see. So it tiles properly. And then you can start
with sculpting anything. It could be any
type of material, right now we are making
cliff all right. As always, watch a
lot of references, and before creating this, I would say, you need have
good understanding of shapes, larger and medium shapes,
it's more organic. So what we'll do, we're
going to do the clay tubes. Okay. So you can use
clay buildup also. And if you're not sure, then you can use the noise
also as a stencil, I'll say. So just add some shapes, remove some shapes,
make organic shape. Overall, in the larger sense. What I'm doing, I'm
adding quickly adding all these larger
shapes, clay buildup. Clay build up is nice because you kill tubes because
it adds as layers. So what you can do, you can
get those layers by defold. You want to keep building on top of it, layer, layer, layer, and then you will get
multiple layers of rock, which you can
surely add anytime. Okay. So yeah, so I will keep sculpting these
layers quickly, right? I'm going quickly with
the floor, right? Not thinking too
much about, like what I need wear, I'll
go with the floor. And if I like the shape, I'll add, if I don't,
I will remove things. Okay? What I'm trying to get is a nice organic shape with large and medium and
small formation. Like you said, like, I
have made a medium body. There's a large body, okay? This is like medium,
and then I will fill in some corners to make it
look more organic, okay? Then a big shape. Okay? These are
the small details. And see, we already have
something to work on. So then what we can
do, we can use again, multiple uh, brush trays. Okay let me. So what do we can do? So yeah, so benefit of using this first, let me make it square. Okay. Let me redraw quickly. So this shape is handy
because what you can do, you can zoom in.
I'll using this. Just press F, and it
will, you know, uh, make it, focus it on that area, particularly, which
we need to focus on. So bit slow. Let me zoom out. And let me hide it again
and focus it again. Yeah, I'll make sure
you have rap mode on. Otherwise, it will, you know, break the tilness of this thing. So what I'm I will
use the crack brush. You can use any.
I'm just trying to, you know, make these, you know, shapes on top of the
rocks, which I will, um, build more on top of, right? So I'm just using
these as guiding line. Okay? These are not
the final cracks, but guiding lines and some of the crevices which we
have, which will help me. Okay? So I'm again, going with the flow to define
some of the shapes, which we can always break
and improve upon later on. Yeah. I did a little
bit overdid it, but we get shortly when
we'll start shaping off or creating start creating the shapes and then
it will vanish it. Okay. So don't be scared to add, experiment with it and
add some cracks in there. So now, I'll take
the um you know, trim smooth bottle brush, and go to brushes and trim trim, where it is, trim and the fine. Trim smooth water, okay. So I use the alpha with it. It works much more better. Make sure to turn on
the wrap mode, right. And yeah, and then, you know, start building shapes. And with this, like, you can
break the edges, you see, how we get these shapes, and you can press all to,
you know, fill up the area. And then you get these
nice little sharp edges. So now we'll just go
with the flow and start, you know, making
the area planers. And I will, you know, keep building these
faceted plains of rock because it's
it's not that organic. There are some rock
like sand rocks, which are, like, bit organic, but we are trying
to make, you know, more solid and strong
layered cliff rock. So we'll add these
faces some places, right, and, you know,
keep building it. Yeah, you can use
that planer brush also here as well to
make some area plainer, but we don't need it everywhere. This trim smooth
boer works really well to define these faces. Okay. So now we'll just
see we already, you know, broken all those
cracks and shapes, so it's handy to, you know, add some
markings and use. You can use image as
a reference also then do some markings
or a reference to, you know, put it on
your second screen and just keep punching over
it and keep doing this curve. And after a while, you have to, you know, get on with the flow. So just don't be scared
to add too many tails, don't be scared to
break them apart, also. So yeah, so just Okay, so we already Okay. So we already we have rough
shapes of this thing. So what we'll do, we're going to start with the skull shape. Okay. Which is pretty
much straightforward. Okay. We'll take
a cylinder and we start making the skull shape. It's. You can use already
pre built skull in zebrus, but if you want to learn and practice, you
know, make your own. And you can find
references online, and you have three
models or sketch five, which can rotate around
and see how it look. Okay, you can do that, as well. So what I'm going to I'm
going to, you know, start. I have one of the reference
like that on my other screen, so I will just
start sculpting it. Okay. So what we need in the start is the shape
of the curve, okay? So you can use you
can use sphere. You can use cylinder
to build that shape. So what I'm doing here is going to build the shape of the scale. I mean, and we have dynamesh on, which will help us, you know, recalculate the mesh because we're going to make
a lot of changes in this. So in the start, I'm
keeping the resolution low, so I can control the overall
geometry. Easily, right? So now, uh, yeah, I will just quickly,
make the shapes. I'll use a move tool to
make some shapes, right? So these are your friend. Like, you move things and use, Dynamesh it and then
build the shapes, right? Just repeat. Okay. Okay. Do watch over the references and watch it from all
the sides, right? Yeah. Then watch watch the reference and makes the detail as put the
reference in here. I'll keep it. I'll push a
little bit more here, right? All right. And now
let's subdivide it. Before let's make
the jaw first, okay? Okay, and fixing a little
bit of shapes of the head. Yeah, there is not
much like this. Basically, it's a good way
to practice anatomy, okay? So you have roughness, then it will be great. And this is skull is
pretty complicated, like if you look
into the details, right? There are many details. So now I will, you know, extrude the jaw from here
and move some shapes, right? Uh, yeah. So if you have more reference, and as I said,
sketch five is best, there are some scans are there. You can look it from
all the angles. You can snip the
screenshot out of it and keep it in the pure rough and then keep looking
at all the angles. You can put it on the back
in the Zebush also, right? But same as sketching, if you do live sketching, you learn a lot, right,
rather than tracing it. So you can trace
it in the start. If you're new, then slowly try to practice it from
looking at it. Okay. So look at the reference
and then keep sculpting. And here. Let me, you know,
extrude the jaw. Move the shapes here. Okay. And don't be scared
to change the shape a lot. We have skulls of all
the shapes and sizes. Okay. So there's
no hard and fast. You have to make
that exact skull. Yeah. Experiment with it. It will be really
nice if you follow one and try to make it skull of certain human on a certain place that will be good for
anatomical study, right? But don't stress too much. Just go with the flow and try to practice the basic skirt. Yeah. I'm making the
jaw, the teeth line. Okay. Keep working on the skirt. So I keep sculpting,
so don't mind me, and I'm trying to match
it as per my references, trying to create the
shape more realistic, adding those curves, these
tiny dents and other things. And Okay. So once we have our
base shape ready, okay, and we will, you know, increase
the resolution to add more details, okay? So I'm pretty much happy with the overall
shape we have here. We can always change
the shapes, right? And let's dynamic, increase
the resolution. And yeah. Yeah, so now we have,
and now we start adding more details
to the skill, like in more detail, right? Here, upskill
sculpting and adding all the sharper
lines of the skill. Again, go with the references, go with the images or three D reference you find
on it and keep improving it. Okay, so we have a nice
little skull here, right, which we can use to
scatter on our geometry. Okay? So what I'm going to do, I'm going to make nomesh no. Okay. I accidentally
created insert mesh. Okay. So we'll create
the nanomsh brush. Okay. And this we can use to, you know, put on top of our cliff. So let
me load the file. So here we are cliff, which we made previously. What I'm going to do. I'm going to load the plane again. Okay. Let me find it. Mm hmm. Here. So this plane already
have subdivision, right? So what we'll do we
gonna, you know, you know, subdivide it
and project the thing. So let me bring it in the main. We have the plane here. Okay. And we can append plane smooth it here. Okay. So we can use this
to project on the base. Okay. So we'll put the W. We already have subdivision, I believe. Let me check. Okay. So yeah, so we already have, so we'll reduce the subdivision
from there, we don't need to
bring in from there. And yeah, the amount of resolution is because Nanomsh will
work on each phase. So we need to define the
amount of phases we need. So it depends on the
things you need. So now, Okay, that
the subdivision. Okay, so now Mm hmm. Let higher also. Yeah. So now
we can insert the nanomsh. And it no need to be scull. It could be anything like
small pebbles or small, even leech in type of
thing you can also make. And we have the skull example in here and it can be anything. It can be the gravel, right? So you can make gravel
using the same nanomsmetry. So let us so you come down
to the nanoms setting, you see, there is a lot of settings you
can, you know, do. So first let me randomize
the main mesh, right? So now we can randomize the
basic distribution, right? But we can randomize
all the settings like location, which we'll do. So here, we'll just play around
with the settings, right, which I find will be
better for our use case. You can play with it as well. So I'll add some
rotation variation and some location always
already there. So I'm trying to get it
like more variation. I'll reduce the count, but let me first get
the orientation, right? I'll be reduce it maybe 0.25
or something like that. But we can rotate, change
it anytime. I see. Okay. There is no hard value, but I'm just trying like what I feel right for the orientation. I'm trying to get it should not be like all
of them looking up, like some of them should
be from the back also, but should not be in the
very odd rotation, right? Like, these, if the more of the top of
the skull is visible, then it will not
look right, right? So I was trying to
get some, right. So I'll reduce this. I will reduce it more later on
when it's still too much. M Okay. Yeah, so you can spend more time and see what is right
for your scattering, this somehow not getting the
perfect one, what I want. All right. Um, let me go back and test it. Again. Let's reduce this first, and then I will put a little bit of
rotation, not too much. Hmm. It was too chaotic to
manage the previous one. So let me just slightly add again getting showing
up too much, yeah. This would have been better. We change a lot of settings and then it was out of control. Don't be shy away
from doing this. Then we can come here in the
nove entry and then we can make it mesh, right, from Nanomsh and then we're going to extract
it from the Okay. And we have our skull here. Okay. And now we're gonna
author them a little bit, and we need to make sure they match with the cliff.
Like they blend well. They are no poking out.
So it's also important. Here's our clif and our skull, let me move, skull. Okay, so we'll move them
to match a bit more. Okay. We can do them individually also later
on, how we want to match. But this overall color there, we have to check if it
matched the tiling thing, we have to check that also. Because Names might have
put it randomly anywhere. So if we have it on our
tiling plane, it will go. Let's check. We'll take our zooming plane and let's
change the documents. And we says let's redraw and Okay. Let's focus on the
area plus F to focus. Okay? So what we are looking at all the skulls which are
cropping in the corner, right? Those we don't
want because yeah, because it will
be tiling, right? So that's what we need
to do or remove also. Okay. So what I will do, I will, you know,
hide the skulls. Okay. Using clipping tool. Here. Okay. Let me get it. Mm hmm. Okay. We need to bring the
clapping tool from inside, so I'll make the box, and I will invert it. Okay. So yeah, so here you can clip in this
control shift, right? And from outside, don't work. So focus in. So we find in which
skulls are in there, and we'll just a press control shift to make a clip mask and press
T to invert it. Oh, no. I accidentally
did not cliff mask it. Select the skull. Yeah,
now the click Control shift with the clipping
and all to invert it and then remove the selective
ones, which we don't want. So that's hidden
now, and like that, we'll hide all the you can play space but
to move it. Okay. Do Yeah. Sometimes mouse with it
will sometimes it's easy. So yeah, so you
remove all the one on the edges because those
will not tile properly, and then we can
split hidden, okay? And right now, we
hid all the thing. We'll Okay. And let's see if there
is any remaining. Okay. Um, I'm I don't know. So we can blend them in here. I'm trying to blend them
and put some variation. But let's first delete
the hid them first. But, I'm trying to figure out, like how we can blend in. So maybe we have to merge these two to get the perfect blend
of these two geometries. Let's change the blend
wet care to see if it, so I'm trying to get
this gradualness because something inside the dirt will have this
gradual blend with the shape. So that's what I was
trying to get in here. So let's first, uh maybe
delete the hidden one. So we come here in the split, and we split the hidden. So we get all the skull which we hid before and we delete it. And now we have only once. And next we have
individual skull, which we can move around and
place it as per we need. Okay. So Let's see.
We can rotate. So it's more manual work. You can mask it and do it
also if you wish to, right? But yeah, so that
is also the way. Okay. All right. Here, and we place
it with wisdom, trying to, you know, remove the intersection
of the skulls as well, because there are
some places where it is intersecting two skulls, so we make sure we remove
that so it don't look odd. But yeah, so keep
authoring it as you like. Keep moving. Because some of the
skull might not be right in the cliff. They might be in the
corner. So also keep in mind to not put
skull everywhere. So they might be it might be in the corner where
the dirt is, right? Not in the right in the cliff. Okay. So now we'll check once again if
there is any anomaly, then there is some skulls
which are in the corner. Uh Yeah, so you can remove, whichever you find are
not working for us. Okay. And now we can, you know, um Let me save it first. Okay. Yeah, so now we have once you are
satisfied with this thing, we can merge it
down, like all them, and Sonyrg merge down. Okay, we press. Okay. Okay. I merge it
with the clay butter. We can, you know, merge the skulls together first, and then we can decide if we want to merge
it with the main mesh. It doesn't matter anyway. So we keep merging. That's why I pressed
always okay because otherwise you have to keep pressing O on the dial up
box, so do always okay. Then we went one step ahead. So we can undo maybe, so be careful because
now we cannot undo it. Now we have to when we
undo it will be deleted. No, it's okay. Then our
main mesh is not deleted. So we'll merge it with
our main mesh also now. Okay. Okay, we have our one main mesh. So now we'll try to, uh let's see first, try dynamesing it. If it was. It will be better if it. But I believe adopt it, because it have
this high and low, we don't have, you know, the base properly set up because the border
is very up and down, so it might not get
dynamesed properly. But let's how it goes. So because we want to blend in the skulls with
the cliff properly. So if it get dynamise then
we can simply, you know, smooth out or fill in
using smooth boter, we can fill in those sharp edges where skull and cliff is. Other than that, we have to find a way maybe we'll do
it manually. Right? So let's see. Ah, yeah. So now, so dynamic didn't work. It will take time. So
let's just do it manually. Some of the cliffs,
some of the skulls, which are visible
too much, right? So we'll just try
to blend in, not. Uh so you just, uh, just pressing all. But you can do, you can use,
let me remove that. Oops. Let me go be careful, yeah. So, if you cannot
undo the merge one, so you don't get the mesh. Yeah, so I will try to blend
these here. It's too much. Let me try other brushes
which are a bit light. And we'll make sure
our lab mode is on. Yeah. Don't forget about it because we are working
with the tailbtextures. Yeah. So yeah, it's not
exactly what I want, right? So she is giving us
this weird geometry. It's not blending
perfectly well. I don't know. Maybe it's a try Um, it's getting a little
bit too noisy. I feel this blob thing, and it's distorting
the mesh, also. So I'll maybe I will undo it. N. It's not coming right. I feel it's too much
organic, right? And I forgot the rap mode also. So let me undo. I was not happy with no. I wish dynamesh
would've worked fine. It would have been an issue. But we'll try different brushes. Let me remove this first. Ops Yeah. So let's try different
brush. Okay. Yeah. So Oh, thank you, Zebras. Thank you very
much. Um, so yeah, um, we have back and nope. Uh huh. Yeah, so make sure
to turn on the crap and zoom out and focus. I I look weird. Yeah, so focus. Zoom in. Let's try with the cleavers. Yeah. Yeah, this is not too
heavy, like blob brush. So I believe this might be good level of, you know, blend. Now we are you see we are
getting a little bit of that corn or thing
blended properly. Yeah. So you can use
trim smooth water also, press salt and see if it works. If we don't, we try
different brushes. It's just better try things out. Okay. And yeah, so we'll
just keep blending them in. Mm. I, Can.
4. 03 Sculpting Acient Wall Part1: Okay. So we will start with
temple wall design, right? Same as our tile floor, right? We will make it
in Zbrush, right? You are open to choose
any TD software which you like to make the base
model of the wall, like all the details you need. So I will start in Zbrush, same at cube to add the slabs. So you can think about the anchor temple,
what I'm planning. So I will go with flow and my imagination
to create something. We have some references
gathered already. You can look at from your
side like Ancor temples or Indian temples or
Asian East Asian temples. They have a lot of, you know, details like this. So what I will do, I will just try to replicate
something like that where we'll have some slabs, some pillars, some details, some trims, something like that. So around the corner. And you'll see in so many temple it repeats
in detail, right? So it could be that. So it could be a trim also. So what I'm doing, I'm just
making the simple boxes, a simple different blocks of details I want to
add in here, right? And so that's what I'm doing. I'm placing different boxes
to defining those areas. And then I will add more details to the area which I
feel need more details. So let's try something out. Okay. And I will add
to trims in here. Okay. So let's see. So what do you, again, you can do it in three D
software. You're free to do. I think it will be much
quicker to do it there, but once you're happy, and then you can bring it here. But if you are very picky about doing it
in here, welcome. So what I'm going
to do is basically beb all these corner of it. Okay. So simply using
clipping brush and, you know, other side. So I will take the circular
and then scrap it. Maybe a bit larger weight. Mall bigger Yeah, that will do. So something like that. So it's basically making the trim, beveled edge of it, right? It's not perfect, right? But we'll do the job. And then we can, you know,
we keep dynamising it. And we can have
similar mesh below. Okay. And this is maybe on. So we have, you know,
something similar design. So I'm just experimenting
with the shape and just going with the
flow, what comes to mind. And once you have
practice a little bit, you have made a structure. It happens, then these
things come naturally. Okay? So just try out shapes. Okay. If you are not very strong in design, and pick references. Look at a lot of references, concept arts and try to
replicate the detail, and then you can
improvise on top of it to add your own details
if you like. Okay? So this is just
keep adding in there. So this what I'm
doing, I'm duplicating the same trim and add a
smaller one underneath it, right to support
this larger shape. And maybe we'll break
it apart later on also. But for now, I'm you know, making the larger shapes, we keep it here. So matching the edge. We'll do let's scale it
so it have enough width. Again, we have this
plane on the back, which we'll use to
bake the thing. So so it's okay if we
little bit overflow. So these are the larger
and the mid level trim. Trim like trim alike detail. I'm trying to add. Like you see in all
the Gothic church, you see the trim around
the gate and the door, something like that, there's
in the straight form. And it's really keep
part of these walls, you know, all those temples, they have really they're
really rich in detail. Okay. So I'll keep slitting. I'll much these four. Okay. And let's see. Scale it down to see. Okay. Let's try this out. So so we can split it
horizontally also later on. But what I'm doing, I'm going to make the bricks normally. So what I'm going to
duplicate it and then, you know, place it there. And then you scale it to create the different brick alike
formations in these streams. Okay. So basically, it will look like like those stones or those bricks are carved in here. Those are not like one long, because they might
not have concrete. They might have carved the stones and then
placed it there. So actually, the actual those the craftsmen were really
skillful in that time. You know, imagine we have
zebush now, we can undo. They cannot. And I was recently looking at
the temples in India, which was really great. And they had the whole temples carved out of the mountain. Forget Petra and
forget about others. This is, like, the whole 1
kilometer long mountains, carved into this temple
and the details. So I was really
inspired to, you know, sculpt this from the temples. So I will just, you know, make it. And, you know, so when you have one to make it
exact on the other side, you can, you know,
offset it one. So, you know, it's 1 meter or
one unit on the other side. I is good. So I'm just figuring
out if we need to keep the tiling ware, so just keep in mind. So that's why I duplicated that corner piece and
then moved it here. So it detail matches on that. Okay. Now, I'm just
trying to match. Anyway, we'll sculpt it, then we'll see the bible a lot, so don't be scared to, you know, let them intersect
a bit or touch to win. And now let's try
something else. Let me save. Okay. So Like saving is important,
guys. Keep saving. We don't want to lose
our hard work, okay. So make sure you keep saving, although it's quick
saving there, but sometimes it
still crash, okay? So keep saving whenever
you realize. Okay. Okay. So I will try to make this
slab or stone detail in here, in between the trim and
the bottom big stone slab. Yeah. Okay, it will be much
easier if you already have concept or you can
model it out in the software and bring it
in here. It's much simpler. But if you want to
experiment around and have one, then this is the way. Okay. I'm making a flat
rock tempt t. Let's see. Should I match it
or should I keep it different unaligned
one. So let's see. Okay. Because like
the brick formation, sometimes we have
those variation where these horizontal lines
are Not aligning, but sometimes it aligns. So that's what I
was figuring out. Should I keep it the
count of the slabs more than the trims or
less. But let's see. In the future, if we need to, we'll make it more. Okay. So for now, I will keep it same
as the upper trim. Then this piece also just
scale it up and match it. I'm letting it go overboard
because I will duplicate it. Okay. So we have the same thing on the
other side as well. Just moving it slightly here. Yeah. So we'll duplicate it. And then we'll offset
it one unit, okay? Bit differentation. Yeah. Oh. Okay. Yeah, so this is long we have
moved two units, so we leave the other box. Where did it go? Okay. Mm. What epen. Yep. Match it slightly. No, why? Okay. Okay, so there is no slab in
there, so that's why it was. So moved the plain now we'll just duplicate it or
maybe scale it up. Okay. Let's duplicate this one. Okay, let's move it here. I'm just matching it
to the upper brick. It's not visible, but the
brick is there. Okay. Let's see this one. Yeah, so this is matched. Now, we'll hide this maybe. Yeah. Okay. So there is now
we'll try thinner trim one, the brick, you know, the thin bricks
laid out in a row. Let's try that. And again, I'm going with flow
and my thoughts. If we want to change it
later on in the future, if and feel like,
we'll change it. So, we'll have it, and then we make a
row of this brick. You know, I was
thinking about it, doing it in three D tool first. Then I thought it would be
fun doing it in Zbrush, or the whole thing because I'm really fan of God of War, right? As it is they do
everything in Zbrush, like all the details
and everything. So we have our wall
almost complete, right? With not the wall, the row of
bricks is almost complete, and we'll now plan
what to do with this lorow maybe we'll
keep the larger ones, the same kind of in row. But we'll add some
details do this maybe. We'll add more details in here. Let's append
something. Let's see. Okay, too big. Okay. So because so we'll create
this shape and we'll try to, you know, carve out of it also, like we have inner arch
type of thing. Okay. Let's say how it goes. I'll move it fit in here. Okay. Less dams. Yep. Yep. We'll change it to and we crumb. So we'll try to make the shape in here to add more detail. Okay. So like you can manually sculpt it also when I'm trying
out to make some shapes, I will split it, and then
I will try to, you know, make some type of
design in here. Dams, I scaled it. So rather than just spitting, I will just duplicate it
on the other side, right? And I will try something out
and maybe break in more. And maybe we'll
sculpt on top of it. Okay. So, select the centro fill right in the center. Oh, let's do it other way. Okay. Okay. Invert it in there. Yeah. So now we have maybe we can click it in
maybe. Let's try it out again. Okay. What's one more time? So I'm just keep looking at some images or some references in case
just to get the idea. Okay. So yeah, let's try
this and we'll create another more layer
of this same row maybe if, uh, the clipping do work. Yeah. So we'll go and
subt duplicate it, and then we create
the upper layer, maybe scaling it down. Let me remove this box first. Okay. And move it in the front
and we will just scale it smaller than the other rim. Yeah. So, we have two layers in
here for the same trim. Okay, you can be more creative, like making you can
add more layers or bull in it or just keep the frame or add more
details in the center. But for now, I'm just
keeping it. Okay. This way, Okay. Here we'll keep
dynamising it later on, so we have good geometry. Select down we have. And then Yeah, I keep referring to the
images on the side. Yeah. So this is cool. So we have some design in here. I'll move it to the wall, and maybe we'll add
more details to it. Now, L first align. Yeah. I feel like I'm just
going with my thoughts, like if it looked good
and how it looked good. So I'll just keep
making changes in here. And once we have this thing, and we can, you know, uh, duplicate and make
a whole row out of it of this detail also. Yeah. And now, let's try clipping the top and then
maybe splitting the. So we'll split it apart, so it feels like it's
made of different bricks. I'll split it from the
top, clip it from the top. Yeah. Then we have three little different
pieces of the same design or we mix Let B try other side and move it back. Okay. Yeah, this is
just do it here. So we could scale it anytime and we could have
done it other way. I did it again. So here. Yeah. So now we have three different pieces
of this design. You know, right now, it's not visible, but we'll sculpt it. I will look good. We did that part.
Okay, so now I have to split this also
from the other side. So the left side is here. Okay? So yeah, so now we have three pieces left
right and the bottom. Here we have this design now. And what filter? Of course the resolution. And same to all the
meshes dynamesh. Okay. All right. Let me smooth this
corner out first. Today, I forgot to Oh, yeah. So I forgot to turn
another dynamesh. Yeah. Now you can simply curve. Let me do it on the other
piece also. Have dynamesh. Nice. This piece? Yeah, let me here also. Subdivid it and now look good. Okay. It looked like a tiny
little window, right? So we'll try to add some
details on the side of it. So as it looks like a window, let's add some rivets to this. Why not? So let me scale down
this sphere and bring it here and we add some
sort of design. We can add we can
go crazy, right? What you can do,
you can, you know, make a flower or swirl
or something like that. You can add it on this
place or twisting rope, twisted rope type of detail. I think. It's your piece and you can be fully creative what
you want to do with this. So I will simply take this
sphere and duplicate it. Before less much everything. We can keep it also. But let's once we sculpt, then we'll split
it again, maybe. But for now, let's keep it much. So we have easy to
see the details. So I will And what I will do, I will focus on the placing these beads on the border of this
our window design. Yeah. So let's Let me
increase the resolution. You should keep the dynamic, you know, around frozen,
stuff like that. Everything I bring have the
same level of dynamesh. So I don't have to, you
know, change it every time. So uplicate Okay. I will try to space it
out a bit more precisely. Okay, it is much easier
in steer but yeah, we'll have fun with this. Yeah, I was telling
the story, right? So this the God of War
guys, they're super crazy. And they add so much
detail in their sculpt. I'm very much fan
of their thing. So if you are thinking to
apply at Santa Merica Studio, that's the one thing you need. You should be crazy with Zbrush. You have to make
so awesome sculps in Zbrush, like
basically everything. I think Ivana had a
video long time back. So make awesome sculpts. And you can see some
work on the Rtan. Which they have done, they put crazy details
in their assets. Basically they make all
the structure in there. So we have our beats complete. Now here, let me bring it down and add here caps
type of detail in here. Oops. Yeah. So we
have detail here. So this is don't be shy to
add more details. Okay. I'll move it here maybe duplicate
it and add another one. Maybe four. Three and four. Maybe we need to scale
it over to match. Let's scale it and fit it
first. Duplicate it from here. Okay. And here's let's use the other one. It doesn't matter anyway. We
can see the other one also. But it matched properly.ce
we have all these we can, you know, carve it out as per our circle.'s take this. Yeah, so we'll just carve
it as per the shape. I believe we'll I think we need to make
it a little bit archer. Ah, yeah. Let's try, this c maybe a
little bit larger. Yeah, you can use a
curve press is much more easier than
circle to guessing what is where we can use move tone also later on if we need to fix the shape. Let's try once again. Why curve. Here, Smath it. Okay. Try once more. Maybe smaller step. Almost almost. I forgot the corner now. Okay. So once again here in the center and
then in the corner, make a ice little arch. Why? Let's it back. Smooth it out, maybe.
We dynamise it later on also.'s fix the shape. And we'll do the
same with this also. Maybe we'll just sculpt
it and move it. Okay. We'll just match those
edges on these two, so it matched the curve
of that Rame Oops. Not too hard, the smoothness. You could have messed it
before, but it's okay. It's almost there. M I'll be mismatched. Let's try to. Anyway, it will be sculpted and that actual an will
look more organic. So let's just merge it for now. This one. Yeah, so this
whole did, restrict. Okay. Let me remesh
it. It's not on. Oh, no, increase the resolution. Imagine the whole
thing. It's okay. We made a smooth mesh we Okay. So look like nice
little door now. You can slowly forming
it up where quantity. Okay, so we will mirror
the other side of this thing and move it slightly. I'll just look good and keep it slightly
on the surface. I'll dynamic more bigger one. Let me smooth or some details. I carve out these details. Let me increase the
intensity maybe. Okay. Okay, so maybe we'll add
some details in here, like, some emblem or some
sculpture type of thing. Okay,
let's try that out. And I'll use clay buildup. But first, let me
make extensive. I will quickly sketch
something out and we'll just, you know, build upon it. We'll use clay
Builder clay tubes to add the layers to it. It's just like clay if you
ever worked with the clay, you add layers or remove layers. That's why I'm talking
about that in there. So what I'm doing, I'm just
making a quick design. Let me try something. Okay. And these nice little elephant tooths you can use some utensils also if
you have use image, which you can replicate
in the design. And if you are making
some certain locality, surely they might have a lot of stories and sculptures there. So you can replicate
some of them in here. I'm just going making
my own design in here. Here. I will make these lines and then we'll just fill in the shapes in there. So now let's take
the Clay Builder too and then just
add the shapes. You see it start
to get the shapes of that pattern and design. You can surely
improvise then add, keep adding and removing tails. I see a lot of things out of it. These could be swans and
that could be Satan on top, alms and there could
be a monk doing meditation also
with horns. Yeah. Now let's make these. Now it looks like armor, someone sitting in
samurai suit, right? Yeah, it literally
looked like someone sitting on the Japanese style on the knees and hands on the
thighs and these arms. This is the helmet
and the horns. The tiny little
head would be nice now adding that
surprise in here. Yeah. So when you try something out, and then you get the ideas. So just keep doing stuff, you will get you improve
things along the line. So if you ever feel stuck on
somewhere, and just start, do it for 5 minutes, and then you will find a way. And you will figure out multiple ways how to
get yourself stuck. Yeah. And overall, good. In some details here and there. Okay. Maybe this here maybe
something a little in there. Yeah, don't mind me, I just
getting lost in the details. Okay. You can have your own design. You can make your
own design and look at some of the images. I'm making some weaves in here and you can have fun in there. So I will make these crevices. So it's like so it
feels like it's made of different rocks and
brought in together. Okay. So, that's why
I'm adding these lines. It's better we had the previous. So I will add maybe here. Yeah. So so it totally feel like
there were different slabs of rocks brought
together to build this, you know, sculpture shape. I will make it prominent with
more thickness m. I will, you know, push the other side to the back so it have
some thickness. Yeah. That's good. It's good. Okay. Now, let's add a little bit
more layers to the design. It's so much fun
going with the flow, adding these designs,
improvising, changing things. That's the part of the
journey, part of the work. So don't be scared.
Like Babos say. We don't make mistakes. We
always have happy accidents. Why am. Okay, I should have
wore the wig also. Okay. So yeah, so
this is overall, we have, um, we are
making it more permanent. This is like the
weaving of, like, robes typos or these
curves intertwined. You will find it in
many sculpture and even Indian temples in
ncur temples or even, uh, you know, in the churches, you'll see these nice
little intertwined lines, snakes in there. So I try to capture a little bit of that,
right? Not too much. Okay. But it's your own design. You can have as much as
details in here, okay? You know. And be free. If you feel like this
data look good, add it. If you feel it's
not working well, remove it. Add something else. Practice. So as we spoke before, when you do something, you figure out something
Oh, this is nice. I could add on the other area. So it's a learning
part of the journey. So we learn a lot while
doing other things. Yeah. So I smoothed
it out because it was looking too sharp in there because if the old
old structures, they erode with rain with water, right, and with
other weatherings. So they erode. So
they will not have these crisp details as they might have when they made it new,
but now they don't. Okay. So again, go
with the history, like how much
detail do you need. Okay. Just keep that in
mind that is solved. Okay. Let's try to maybe add a little bit
detail in the hatches. Okay. So what I'm doing, I'm breaking the
symmetry a little bit. Yeah. It's always good to break it because
that will have, you know, we use it. Now
we'll just break it. A different details
on the boss side, so they both look different. No need to overdo it,
but some variations. Okay. And let's keep damaging it. I know this design
does not make sense, but look at the Satan head. I hope you can see it. I
made the horn so beautiful. So those that's a hidden design. Okay. Long live Cathol. So now
we have this design. We can duplicate it
along with this. But let's, we should have, but let's just sculpt it anyway. We could have kept all
the slabs differently. Then we could have, you know, sculpted the
middle line more better. But let's just sculpt it,
the damages on the edge. Same as our floor tiles. We need to be more you know, add a general level
of details in there. So by now, if you have
made those simple tasks, you might have got a handoff. We can mask it, maybe. First. It's just keep
doing it. It's nice. Keep the level of weathering
same as I said earlier, if it's outdoor, it
might have more indoor, it depends where it
get more touched, if it have more exposure
to the weatherings, then it will have more damage. Imagine in the rain. So I'm just merging with
all these beads first. Then so we can dynamic and it look more blended
rather than just, you know, odd sharp
looking balls on the edge of almost there. Yeah, I believe all the
beads are there. Okay. So now we can dynamie it. Okay. Save, remember. Increase the resolution
and dynamite. Oh. That's what I was
saying, right? We should have certain level
of set always. So we have equal level
of dynamics everywhere. So let's just do it with my proper speed. Yes. Okay. So now we have this thing, okay? And we can duplicate it. And this design let's
fix it. It's good. You know, get you feel of it. Everything is
floating. And let's bring everything together. Let me say it. So let's
try another slab here. What we add maybe larger details because we have the smaller
one and the medium one. Okay. Das our friend to do it. Okay. Let me try clipping a
large chunk in here. Oops. I always forget why Yeah, perfect. That's weird. Oh, come on. Why? I should trim maybe sumetry That's weird. You see. Finally. Okay. Let's smooth it out. So we'll make this again, more stones, and then
we'll, you know, try to match the same of things. Let's try out this here. Maybe the upper part can match. Let's just match everything. Here. Et's put it in the bottom out. I'm just reusing the
details in here to add the add something similar
details so it look relatable. Not everything
need to be unique. Let's move it down where
we have our trims. Sure. So we have this one piece. Not the one piece that
everyone is looking for. But this one piece. Here we have I'm
trying to match, and we can match it to
the upper trims also, keep it same as them. But these slab can
be their own also. Maybe we can break them
apart more larger, not this large detail we need. Yeah, I'm trying to match it
with I'll do the same thing, I will just, you know,
offset it. Do the ritual. Yeah, now we have a duplicate
fit the slabs in here. Perfecto. Yeah. So
we have our design. What we'll do, we'll
just split it split it. Yeah. Split my mask. Okay. You can do the polygroup
by control doublu also. Okay. So polygroup by masking and then split mask
and cool and you dynamesh it, and then it fill the holes. So no need to worry
too much about it. Let's do the same to
these. We can duplicate. Let's see how we get the ideas. And later on, but
we can do that. So you can do the vice versa, whichever you feel quicker. You can ask and split it
into the filling using this or you can duplicate the previous piece
and keep it here. Okay? Scale it, whichever. It depends how lazy are
you to do these things. Just do it. Yeah, this
is my actual speed. Don't be jealous. Just practice.
You will be also there. Okay. A little bit of
variation is okay. Okay. It's not iness. We're adding a variation.
Yes. I mean it. Only one remaining. W one we duplicate. Let me just put this in here. I will duplicate it
again towards the side. Let's duplicate. This is perfect. Okay. No need to match
it perfectly again. So anyway, we're
going to sculpt it. So it will look a
bit off from there. Let's align these. Properly. A lot of them. Just keep swimming. Just keep swimming. Yes. We have to move in. That's why I need Zep so we can select multiple
subtols and do this thing. I don't know when they're
gonna make it proper outliner. Why, this is offset. Okay, so we'll add the last
one. A need detail we need. Put this jokey boy over there, and here. Let's get to that and
let's duplicate it. I can match to the upper slab, like we did to the trims. The upper design, which I mean Okay. In order to match it perfectly, little bit around the
same lines is fine. Okay. Let's do it. Here. Okay. Nice job. Saving. We don't want
to lose our work. Okay, so now we have
our most of pieces. We can select move in todine maybe match it to the upper slabs. It hurts. We just swam with them. Okay. It's just like we
redoing things. It's just like we
forgot the wallet. We walked all the
way to the market. And then we make
the changes again. We're like, Okay. Now I
mean just quickly do this. I will just make all
these pieces and then we'll just start sculpting. I'm just fixing
them one last time. So once we have all the shapes and all the gaps are filled, we'll just go preserve
with the sculpting. Okay. I hope you have read preserve.
Go watch and read it. Now, let's duplicate this one. Ritual fill in the gaps. Just lightly. Okay. Let's do the
upper one also. Slight variation is okay. Try to. We're almost there. We're almost there. Okay, we just duplicate the
end piece for that. Selected. Maybe we duplicate
it on the other side. Maybe just sculpt some
of these details. And this is same as your
tiles, floor tiles. You just keep sculpting, okay? Just the same procedure. Nothing too much too heavy. Okay. We'll sculpt the edges. We just don't want these
straight lines, okay? And look at some
reference like go for be inspired and
just break these edges. We don't want to see
these laser lines, what we call it, these
highlighted edge look like a laser line, right? So we don't want
these edges straight edges and intact edges
because this is not new. This is the old specimen. So we'll just break
all those add all those lovely damages, right? And, yeah, I'm that fast. Yeah, blink of an eye,
you could not see, right? Yeah. So we have these pieces, we sculpt it already and
pause it, it's the same. And we added details in there, added cracks same
as tiles, okay. And yeah, and some places we added
some unique information, which you can also add some unique rains but
don't go overboard, right, because if you add
too much detail, then it will be visible in
the in the tiling, right? So don't add too much
unique detail, but add. Yeah. So spend as much
as time you want to. Okay, so this piece, I'll
show you again. Yeah. Uh, one more time to do it. Okay. Okay. So then we can, you know, have fun, more fun. So yeah, so this
piece, let's sculpt. Okay. So the same same ritual. You take the j polish, trim smooth border or
edge polish, right? Just use any brush
you like. Okay? Use square Alpha brush
Alpha with this brush, it works really phenomenal. So just damage those edges, add some beauty, which
we need for this. Okay. And keep for on it. And that's pretty much what we need on overall,
all the shapes. Okay. And we'll add
something similar. I'm adding this type of
surface require we don't need. Okay? I'm just
smoothing it out now. So we don't need it in
the surface because whatever don't contribute
to the seal out of the piece, we don't want it. So mostly HDH is what
we require unless it is a hole or a chunk
fallen off from it. Okay. So yeah, so we solve those faceted
lines smoothing it out. Okay. And yeah, we have this piece also maybe we
sculpt another piece, but it's the same ritual and u. So same as you can duplicate, you can sculpt it or
you can duplicate these pieces, same as the tiles. But if you practice it more, you do it on more pieces, the more better you get the more faster you
get to sculpt it. Okay. Just quickly saving it. And then we'll just
scurb and then, you know, we can fast forward. Okay. Then I can go back
to my actual curbed, okay. Ah, man. So yeah, so let's just, you know, add those damaged
beauties to this also. Yeah, so again, you can look for references
on the temples. Already, there are even, you know, Greek ruins,
Greek temple ruins. They also have some
nice little damages. So you can look
at any sculptures or these type of architecture, and they have these damages, which you can replicate if you're struggling with
what to do where. So just find some good
references and stick to it and add that many details
to all areas. Keep it generic in the start. Again, don't overdo it. Like, I'm keeping I'm
doing it from a long time, so I have a habit of it.
I know how much I need. So keep it little in
the start and then slowly add as per
the requirement. Okay. So because it's harder to that is
like a lot of rework, cleaning up, all those things. So just add these
damage, add cracks. Add post type of details
and all those things. Okay. So pretty much it. Just enjoy the scope and enjoy the process.
That's what I want. And this piece is almost there. Okay. I'll show you a little bit with the
smooth border also. So you see it do something similar as the polish
and edge polish. Okay. Try out different brushes which will work for you. Use it. And we're almost there and
now enjoy my actual speed. Y J m.
5. 04 Sculpting Acient Wall Part2: It a To. The and
6. 05 Sculpting Historic Wall Part1: Okay, we will start with
our historical wall, and same as our previous one, we will start with
our base plane where we will keep
adding our trims, blocks, and sections
as per our need. And I will start with a simple box for my
first slab here. Hey, it's simple box, and I will, you know, move it on the top. So we'll start from
top to bottom. Here is my very first slab. I will fit it to my thing. So we'll try to keep it matching to our plane
because it will tie, right. Otherwise, we'll get
the tiling issues. So um, adding my slabs. So I'll first design the layout, what I want we like
our previous ones. So what we can do, we can look at references
and bring it in here, and you are free to do it in
your three software as well. If you feel like this is more easy for you to do
in there, do it. Okay. Otherwise I will
keep doing it in here. Try to design the
design the part and different trims or slabs as per my planning or
thoughts or creativity, and it's best to have
some references for it. So I'm just moving it
here so we can have this one little line in
the center. All right. It's pretty much steer
forward at this point, right? We'll have our slabs, then we'll design
them how we want to with simple blocks
like these cubes. And as soon as we have
our simple block ready, and we'll offset it, so we can make our
tilable part, right. So make sure to set
it up that way. And I'll make sure my slabs in between are
fitted properly, right? They can intersect a little
bit, but not too much. So they can be touching
each other these boxes, but try not to
leave too much gap. Now we have let's
quickly save our scene. Don't forget to save your scene. Yeah, and we'll keep
adding our other slips, I'll duplicate this thing
and think about adding some unique details on the
the next parts, right? And this blog. And I kind of shade and try to sculpt
some details in there. And so we can cut it
and if we want to, you know, make some unique
shapes in there, we can. Okay. And here I'm
moving it in there, so we get this
ledge type of trim. Okay. So you're free to make the trim like these
architectural molds, right, which have more curvy
design and everything. So it's totally up to you
how you wish to make it. Um, doing it like this. So because it's look good. Yeah, S that's why we
are doing Dynami so we get geometry I drat it quickly. We have our trim,
so I'll go back and clip some part from it. It just to test out the detail. If you like it, we'll keep it. Yeah. So let's see how it goes. I'm going to invert it. And wait. Yeah. So we try to
chip off the detail. We will continue
adding more details. Let's create more trims below. So add this maybe shape
to this trim we have. Cylindrical shape. Scale it down and match
it to the trim side. Yeah. Make sure to making it as wide as our
type of thing. Yeah. So this is what I
was trying to do. I was trying to add
a spherical shape. So it's okay. We can add another
cylindrical shape to it. Like if you are good
with TD modeling, and if you wish to bring
it from there, do it. Okay? So you don't need to
struggle doing it in here. Only if you want to learn
and have more control over your skill than do
everything in Zebush. Everything have their own, you know, good and bad. So merge it with this and then, you know, dynamics
to get this shape. Thanks, I need to turn the
police here, dynamesh. Yeah. Okay. So we have our circular shape
with that trim that slab. We move it. So it's
not intersecting. So we have this trim here. So similar will keep creating
the next slabs. Were there. There it is. Okay. So we might convert
it to the brick thing. So what I'm doing
is I'm duplicating. So I'll match it to the overall. Okay, so we're back with
two rows of these streams. Okay. So we can decide if we want to keep it
similar or not, right? So you can be creative
with the design you want with your and we'll go and and we'll make another
design for it. Yeah. So I was looking
for the basic settings. So we'll scale it down
and try to create another design for the next slab or trim or row,
right after this. I'll try to keep the different shapes into
different design because, yeah, you can keep it
similar and try to make different designs
with different type of details and I have. So I'm planning to
add another one here. So let's try out with this multi layer
type of design with this disk, and dynamish. Okay. Yeah, so because
we can duplicate it let's try to add another
shape in here or add whole. Let's try it or stuff. So clipping brush, not always
work as we expect, right? So I want to flat the top, maybe I will mask and
just scale it down. I will be much easier. Increase our resolution, maybe. So now I will select
the top and just scale it down to get
the half circle. Okay, nice. I will
dynamic shooting in. Yeah. So we have our
flat surface on top. And I'll try to maybe duplicate it and get
another layer of this disc. Maybe scale it evenly. You can be totally creative
with your designs, and you can go to Petest It is a rabbit hole of
references and inspiration. You can upload image and
visual search it as well. But our temples and all the monuments
are full of I think. So maybe I will
just widen it up. So I'm turning on
the symmetry, right? So I'm smoothing it
out on the edges. Maybe we'll just make
another shape out of it. Maybe different shape. I'm turning on the symmetry
and making the edges smooth. Okay, we can do it before
night only before we turn into dynamesh,
we improvise, right? I will bring it down. So we have and we
can bring it here, and we can dynamic to merge
these two pieces together. So it's totally fine.
So they will look too. And we'll add another
design on top, maybe some spherical shape
where it go. Where did it go? I add circle I will
add sphere Yeah. Scale it down to
match the design. Small. Okay. Here. Try to match it to
the other design, and we can remove
the top as well for this to match our design. Maybe smaller to not hide the. Let's do it this way. So we have our sphere. Don't forget to save
I will move it. Keep the half here also. I always forget here, the top half, I'll
keep and keep it here. Yeah, so we have this
nice little design. Maybe it look too bulgy, we can reduce the thickness.
Yeah, that's right. We can always control
this or we Okay. Nice. Um, we scaling it down. Now, we can actually
merge it with the thing. Yeah. We merged with
something else, I believe. Let's march it. Okay. Now we have
here safe dynamo. Yeah, this was a
circle, actually. We accidentally merged it. So safe and let's
split. March again. Okay. This time, we careful
not merch the circle. Yeah, lastly this one. Okay. Yeah, we always have these type of tiny
things. So be careful. So we merge it again
and try to Oh, yeah. So let's try to
improve this design. Let's check our dynamesh is on. If it is. No, so we
have to turn on Yeah. So we can now play
with this design. We can test it out if we want to polish it or if you
want to make a design on it, and so we can make
these markings to define what type
of design we need. And then we can sculpt
like our previous chapter. We have made a design
with a marking. We can try that out. I'm not liking it. Maybe let's just bring it here. Scale. Actually,
actually, I like it. It looks better than
super roundish. See, we don't make mistakes. We have happier
accidents, right? Like our legendary Pabo says. So now we'll duplicate this design around
to make a full row. Okay. And yeah, we're back
once we finish with this row. Okay, so we have
finished our two trims. I will make another trim. Make sure to place those
corner pieces, right? So we don't mess up
our tiling, right? So I want to make another trim. I want to look a little bit different than our other album. And I also want this to
be more detailed one like our middle layer. Maybe I'll add those
diagonal bricks, two of these and maybe it will add the different look to
the overall look and feel. Maybe we make crisscross
one or maybe we make it parallel
like our upper ones. I'm still figuring out how
much we should scale it. Maybe we'll make it like
pointy arrow type of shape. Let me see. Let's need
to start a few things. Yeah. So this is one
diagonal, Let's try out. Mm. Yeah, so this seems right. And I will scale
it on this side, maybe and then place
another one on the other side so
it don't look odd. This should look fit also.
No, this should not look odd and not going well
with the overall design. Move it here, and then
let's try duplicating it. Yeah, so like we try to make this arrow like shape,
not particularly arrow, but like this or Yeah. Maybe like this. So we have another type of
feel comes in here. So again, we add two rows. We can maybe keep them diagonal like criss
cross, like bricks, or we can keep it similar
like the D shaped row and we'll, you
know, ublicate. Okay. So we'll just continue
placing them around. Okay? So we come back
once it's finished. Oh No. I I that Okay, so we are back with
all of our slab. This is our last and the
largest slab or trim or area, which will start a
little bit sculpting with our mano damage, but now I'm trying to figure
out where it tiles, right? As we have made it a
little bit larger, right? So withrab, we can just
test out where the damage. Maybe you'll check
it the other side. Yeah. Basically, so we know
where the end is coming. Okay. So what we can do, we can start sculpting the simple damage
and generic ones, not too much. Okay. It's the same as we have done in the past on our other
towels and organic shapes. We'll start with some larger just breaking down
these laser lines. These laser lines again, are these highlighted lines which you can see on the
edge look like laser. So we need to break
them down into different just some
shape, organic. And you can use again, AJ poli shrimp,
smooth butter, right? Or geamie brush. Anything is fine. So we'll just remove these highlights and try to add some general
details over. And keep in mind and just make sure your brush
wrap is on, right? You see here, we got our nice little trim with
this brush wrap on the left, which is free, right? So brush wrap will
take care of it. This damage, it might not tile. If it's tilable mesh, proper placed on the one unit, it will scalp the same thing
on the other side as well. So make sure it is there. We'll keep sculpting these
basic shape over all the mesh. Okay. And we'll keep the
generic pass throughout. Okay. Nothing too much
because we can always add these details using Alpha maps or displacement map we made. Or in the previous
one, we can make it again to add overall damage to the surface and add cracks
and other details as we want. Okay? So we'll look at the
big picture while doing that. Okay. And I will keep moving to add some generic pass over the edge and
keep breaking down. Let's try. I know it's
very generic. I know. At this point, I love
procedural system where we can get this overall
generic damage overall, like masking the edge
highlight and then doing this damage like sups and
designer have on materials, breaking down those sharp edges, and Houdini also have some
edges you can break down. So something like that,
overall generic one we get, and then we improve it where we want and control it. We want. Mm. Because after a while, it starts to become a chore, and then you start
to feel a bit lazy and maybe you don't
want to keep doing it. So those procedural
system comes in handy. Blender also have
really nice token OCD, one click destruction
or damage, I believe. And yeah, so this
generic level of thing, damage is required overall. If it's a older set, again,
it's definitely required. Otherwise, it will not look that organic or that much weathered, some information is good. And then we can later on, we can keep adding, you know, more like I want
to crack in here, I can add improving these
details everywhere. So this type of pass will, you know, give overall all
the different shapes, right? So there is nothing new in here. We have already done in
the previous assets, and this is the same we'll
keep doing on our on all the elements
on all the slabs and and the trims, okay? So just make sure to give a single pass to everything
and then add unique details. If you know what you're doing, you can start with these unique details right away on each piece,
which is fine. But if you are not
sure about it, keep it a bit more details and then add more unique
details to some pieces. Okay. Try to keep it in control because if
it will be too much, then it will start to repeat or start to be visible in there. If it's tiling texture
or tiling surface, then it should be in
the control and you should add it where it's
needed, not everywhere. So yeah, we will continue
with sculpting this and you watch me at my actual
speed of sculpting now, and enjoy the sculpt. It So and T D the I I I
7. 06 Sculpting Historic Wall Part2: A and Do. So the Mm. Is that I
8. 07 Sculpting Historic Wall Part3: I
9. 08 Sculpting Damaged Floor: No.
10. 09 Sculpting Large Brick Wall Part1: Okay. So in this one, we'll start with large
brick or stone wall. Okay. So we'll
start with creating the base of the bricks. You can use many different ways. Again, you can use
three D software to create the base
of the bricks. You can use many three D tools
like in Bind for example, there is a wall maker
add on already in there, so that also you can use
to create the basic one. And yeah. So if I'm too slow and
I sculpt too fast, that's my actual speed. I can multitask
really well, right? I have this special ability. Yeah. So yeah, so you can just keep making
this basic shape. Okay? And then you can just make the basic layout
of the brakes, and then you can start
sculpting one by one. Now, what you can do is you
can sculpt it all around, right on all the sides. Then in the later
on, what we can do, we can duplicate it and rotate it and show
the other side. Try to keep the details generic at this point
because we will duplicate. Right later on once we
have our layout ready, we will add the
unique details or break that repeatedness, right? Because we'll scale down
the brick also and we will rotate it also and then we'll add a little
bit of sculpt and damages on top to add that extra level of details
to remove this repeatedness. Yeah. So try to, you know, I went ahead and started making the whole
wall brick by brick because don't worry about
the layout because I know I can scale up or down or I can place the
bricks later on also. But if you're confused about it, you can make this layout first. Or you can use a image reference or you can use generator. Even in substance designer, you can have this 22d
layout made of brick. Okay? Once you're happy
with this formation, you can bring it in
and make the boxes on the basis on based
on that layout, and, you know, then
start sculpting. You can always replace
and make few breaks and duplicate and
replace those boxes, but it is handy to
have that layout, which we which we
require at this stage. Okay. And because I
know what I'm doing, I already practice
it multiple time. So it is, uh, easy for me to define and break at details and
make the brick stripes. But always for you, it's important to find
references and follow some guidelines or art style or what type of damage you
want to add on there. Okay. So keep that in mind. Right? You don't need to
go by your creativity. Always. You can use so many references and other tools to speed
up your workflow. Right? And once you have practice multiple times
the same workflow, like this damage is, of course, you might, you know, be proficient by now
because you have already practiced on some
of the elements. I hope you have
created the tiles and simple blockout before. But if you haven't, then
just practice at once. So if you are at this tutorial, just make the whole
wall and each brick, practice the sculpting or
practice how to add damage. How to chip off the edge,
how much detail you need. So once it's finalized, it's easy for you to make the whole set because this will be a part
of a big environment. And if you have some
pieces which have lesser information and
some pieces which have more information will
be difficult for you to you match them.
It will look odd. Like some pieces have
too much damage and some pieces don't have damage.
It will not make sense. Again, if it's interior or exterior or is in different
type of scenario, then it might have
different type of detail, but imagine there
is a floor tile and wall and pillar next to it. And then you have
too much detail on the wall and less
detail on the tile, and then a different type of detail on the
pillars will look odd. So make sure to maintain that consistency in the detail
and how much we want to, you know, add the details or how much detail or
damages we need to keep. And like that, we'll keep
making bricks and this brick have have all the
crag and damaged one, and keep it single, and then next one will make a little bit different
from this one. So we just making
a set of bricks, like a few bricks
which we can dublicate and place it around to
complete our layout. Okay. And yeah, again,
as you can see, I have, uh two bricks made. I'll make another
one, which will be again, custom made, right? I'll start scouting
on it and add some unique details
to it as well. And as you can see, I have a custom UI down there, which you can also make,
you can check online. And if some of the tools
you're using again and again, you can pin it to the UI. Like some brushes I have added, some dynam settings,
and like that, you can add multiple settings
so you don't have to scroll again and
again in the UI. Okay, it's a little bit of
pain to do that in the UI, like clasping and unclasping it. So by now, you might already have a set of
tools you like to use, and then it's really handy
to make a UI out of it. So you can always
customize your UI. Now if you need this UI, then let us know. Send us an email, we'll be
happy to provide the UI, okay? And we'll keep adding details to the bricks and
we'll make a set of it. And this one, I'm just making
a chip of detail like it's been sliced some
detail from it, right? So, same as some drills, yeah. So we have layered
effect over here. Okay. So this is you can plan what type of bricks you need and
how many bricks you need. Okay. It's also what you can do, you can make a few breaks
independently, like a diama. You can take a few
pieces and you can sculpt them just
to practice this. Okay. So practicing
the scut and damages is really important
because this is what we'll do most
of the time and get your hand set to the
brushes and how much damage they put or what
type of damages do and what damage you require and if you can
achieve it using that. Okay. So make sure to
practice that a lot, which is more important as you might have seen
from the start, we are doing something similar. We are making a box
or simple shape, then we dynamise it and we start damaging it a
little bit generically. Okay? And then we add second level of
details like cracks, some more chip off, like
smaller faces chips. And then we add a details
using displacement map. So we create on
displacement map. You can use Alpha
from the Internet and from other libraries, you are open to use anything. But the most important
thing is consistency. That's the most important thing, and you're not getting bored
out of it is also important. So make sure you love it and enjoy every part
of the process. Okay? Try to learn it. And I hope you enjoy
the sculpt as much as I do because if for inspiration, you can again watch God of War sculpts on Art
station, it's gorgeous. Okay, everything they do in
zebrus in very high detail. So look at those as
inspiration if you'd like to. So if you have aspirations to
work in that type of game, then sculpting by hand is
really, really important. So make sure to, you know, how that craft. Right. And it's not like you have to make
the same type of rock, try to make different
type of rock and detas because rocks from different places have
different type of damages and different type of
formations, right? Like, some are soft, some
are layered and strong. So make it according to
the references. Okay. This is the generic damages which you can give to your
rock, and it will look nice. But also try to study
different types of rocks and damages, which will again, make your skills more
better and strong. Okay. And just watch me now and we'll sculpt the rest of the breaks
and make the layout, so enjoy the sculpt. M.
11. 10 Sculpting Large Brick Wall Part2: I so as you can see, we have our wall finished. So we can add more
details to them, and keep improving
our normal bricks. Make sure to keep it
again to a certain level, not overdo it, okay? But a medium level
of details are okay. Like I'm adding this
layer and adding a bit more chip off to
the straight lines. Another thing is we
make the other side of the brick walls, you we have left some corners so that we
just simply duplicate these corner pieces and we duplicate it or offset
it to the other side. L we have done previously
multiple times. So in like always, watching references is
one important thing and it's okay to add
details overall, right? And you can go crazy, but try to make the
subtle areas also. Do not add too many
details and leave it. Otherwise, it will
start to get noisy and will not good overall, okay? And that's what I'm doing here. I'm improving brakes,
uh one by one, you can see I'm keeping
the faces and I'm also breaking the
straight edges. So it looks more organic. I do add a bunch of faces with clay welded and clay
tubes brush, then I, you know, smudged it or damaged it or remove or added some details to
make it bit calmer. You went from the first
and this variation, there are a lot of variation. So you see we have larger details overall
on all the things. Now we're adding medium details. No need to go to the
micro level details, medium details are fun
because micro one, we can get it using
detailed textures or detailed map or also when
we add turb textures, those will have micro details. And if we are making
uniu textures for this, then we can have it in
those texture as well. So no need to go too super
crazy about these details. I'm adding details in this area also because we will duplicate this piece
on the other side. Okay? So we'll offset it there. So I'm adding it, um, extra love to this particular
piece on this corner. Okay. But it's all
up to you how much love and how much detail you
want to put on the piece. It's your work and go crazy. Don't do too much
overwork on this also because there are a lot of
things to take care of, right? There's a whole
environment in here. So to the learning side of it, you can practice and try to find out stuff like
I'm doing here. I quickly added a slash, so I could make it crack and
I can make it this chip of layer effect or I can add
damage to this place also. So it's all up to us. In the start, I will
quickly do the scub and like all the
sketching artists they do a rough sketch. They quickly go over and
then they refine it. So that's what we
are also doing. So we are quickly
moving our hand around and try to get a shape. And then we refine it. This is also another example
is when we look at clouds. When we were kid, we
looked at clouds and we try to make shapes
out of those clouds, and that's what we are doing. So right now it's a cloud and we try to make shapes out of it. So we'll remove some
of the details, make it calmer, or smudge it place here and
keep it in the area. So as a brick by the
composition law, right? And by the point of visual
point, it'll look good. Okay, I don't look
noisy overall. You see, it's very much calmer and we have
that one point in there where we have more detail
than overall other thing. And we have areas
which are super calm. Okay. So it's very
much important. Okay. You can check out this
composition link which give composition idea on the
color and depth and details. So it's something principle
applies here as well. Okay, so don't don't leave
it all those details, add it and experiment with
it and add all the even, I suggest sometimes even
if you don't know how to, okay, then you can make
a tilable textures. Using subset designer
or use online, or you can make it
in Zbrush also. That table texture
you can use as displacement map on
top of your breaks, or each piece, and then you get this stencil or trace
marks on top of it. Then you just try to find a shape out of that
cloud, what I mean to say. Okay? So if you're not sure
about what where to do, use that as a stencil, or you can use any noise mask. For example, you
can add it overall, and then you will
get some noisiness in the shapes and the
refine those shapes. Okay, add some more
organic shape like this damages layers, chip offs. Okay. And the faceted
look added to those will be you know, super love and beautiful. Like chef's kiss, basically
what I want to say. Yeah, so this is basically
overall what we have to do. And if we feel like
we need to add, like I'm adding a unique
detail, adding a crack, and then we can
make it a layer or refine the crack and the
other things as we want. Okay, so this is the
same thing we'll repeat on all of
our other bricks. If you have any
doubt or anything, just watch over this part again, listen to me what I'm suggesting and watch
our previous part. So for now, enjoy the sculpt. And I
12. 11 Sculpting Large Brick Wall Part3: H. M. A
13. 12 Sculpting A Rock Material: Okay. Let's start with
our leaf material skirt. Okay. With this, we'll start
with the rock sheep, Okay, which we will duplicate multiple times to
create a surface. Okay. And so with this, you can start with
any basic shape. Okay, you can start with a
sphere that you can, you know, move around to get
this organic shape, which you can break apart, or you can use a cube
or even, you know, the low poly model,
you find online. They have really nice shapes. Okay. So you can
inspire by that. There are so many scans
on the sketch fab, which you can use at reference
or as an inspiration. But overall, once
you have this shape, okay, we can always push
and pull this thing. We will try to get these areas. So these areas I'm
marking right now, you can use Dime standard. I'm using crack to
add these areas, which I will facet. Okay, facet means I will make
them plainer, basically. So these are only for the
references, this line, and I will keep turn all these
around surfaces to faces, like you can see here. I'm adding more larger
shape faces, okay? So in the starting stage,
keep the dynamesh, resolution high and keep adding, low, I mean, and then add
these faces to the surface. So once we are happy
with the shape, okay? And like for now, I feel like I need to
make some changes, we can simply push and pull and keep making
shapes in there. And if you feel like, okay, this area do not look good, and then you can surely move
it around and do this thing. But it should have some
interesting shapes around from all the sides. Okay, we should not see a straight curve
or straight line. And you can for this better example of this type of thing, you can see all
those rocks which are standing out of the sea, okay, the standalone
rock cliffs. To have really nice slats. So you can see it
from all the sides. So that's how we
need the shapes. I'm just duplicating
and placing and making two partons so we can
get nice little shapes. Okay, not little but
seal outs, basically. So we can get some
sell outs and borders. And yeah, so we'll keep
improving the shape. And this is not not
the end of the thing. You make, move it around, add those facite dyna mesh, and keep repeat until you're
happy with the shape. And again, having a reference is really helpful because
you can work toward it until you have
control over how to sculpt and how to make
faces or you have a sense of the shapes of a
particular rock. Again, there are thousands type of rocks on the planet Earth, and then and then you can just pick one and try to find reference
of the same areas. And yeah, sculpt it. And there are so many 360
images on Google map, and there is three
Sisities and even HDRI, they all have these
three t images of places which you can use. Normal image is also good. You can find, really
high resolution on, uh on different places. And sometimes on Archon
or other market places GameronETC artists
give these packs of different rock surfaces. Okay? So they go visit a place
and artists being artists, they collect a lot of images, and then they make a packs of those references, and
then you can use those. Sure. Try to credit them because that's their
livelihood, our livelihood. So try to credit. Okay. So here we have
our overall, you know, shape and then, you
know, what we'll do, we try to break
these faces more. Like Trim smooth, I'm using trim smooth boer to add
those layers effect, okay. You can use clay buildup. I see now I'm breaking the larger shapes into
smaller shapes. So we'll keep continuing it. Mm. Thanks oh
14. 13 Sculpting A Ground Material Part1: Okay, let's start with
our ground material. Okay. What I want to do, I'm going to mark the
flow of the surface, like organic surface because
with wind and water, these organic shapes
might have met. It could be field,
it could be forest, but I'm just basically making the markings with
the strap to mark. Then I will, start sculpting and forming these
areas of the shape. And again, you can use noises and some other resources
to get this base shape. But what I'm going
to do, I'm going to, you know, sculpt
these from start. Okay, so this is basically
I got the shapes. Now I've broken
up all the lines, same as our rock thing. So we don't have
any lines visible, but we start to
get these surface. Like there is lower
and higher surface, and which is tiling
really nicely around. Okay. And I will
add a few more line to define these
areas more better. Again, these lines will be
not visible when I will, you know, define our
sculpt when we will scup. So from this line, uh some of the parts
will be defined like lumps or it could be because of some rocks underneath or some
roots or some grass spurs. So we'll have these areas. Now I will add and remove some of the areas to
form this better. Okay. So now I'm just filling in those areas in between, okay. So just to get some formations which we will break
slowly, again. Right now, it looks more
organic, like tissue thing. Maybe that you want to bend
but just wait for some time. Once I'll start
breaking this apart, this will no longer
look like this. These lines will not be
visible. Same as our rock. I'm just defining these small
sections of this ground. Okay. Okay. So now
we'll start breaking up these corner areas
and start blending these different formation
together. Okay. And once you start blending, it will start to look
like a muddy surface, a muddy or sandy or
more organic surface, which we are trying
to build here. And you can increase the
intensity under keeping, but you can increase
the intensity, then these lines will
start to break up. Okay. And don't hesitate to go a little bit
overboard and try to make this form of
surface going up and down, which is more organic and yeah, breaking up this
area and blending these where it is cracked. So we don't need to keep it. So basically, these
cracks, the water flowing. And even on the sand
dunes because of wind you get this formation because
of the same thing. And if the water flows
somewhere because of the root, you get some areas
are more eroded. So you can go by that example if you have something similar, but I'm trying to make a
generic muddy organic ground. So you see this we are now
almost blended all the areas. So I'll continue
with this curve, and once we have overall and
surface, we'll come back. So as you see, we have
made our surface overall, and we have added
noise in the end, just to add more variation. So what I'm doing right now, I will create a set of pebbles, which I will scatter
across the surface of the ground and will create other debris or other stick
leaves and other part. So for now, I will make the
pebble easy for you now, I believe, because you have worked on a large rock.
This pebble is nothing. So just look at some shape. Okay, and make the
different type of pebbles and rocks
or small stones. Basically, that's what we need. So you just look
at some images and references and make some of these debris pieces as per
your reference or locality. Imagine you are
making some river bed which have more roundish stones. Make those stones. So
you can scatter those underneath the surface on top of the surface and on
top of each other. So it's really important. You go by the reference. Okay. And once we
have these pebbles, we can sculpt or scatter it
using many different methods. Again, one of this
is you already know. Okay. And I'm adding
more details, and I will remove this. Okay. So it is, I think the
straightforward for you now. And what I will do,
I will scatter them manually by hand over the surface where I need because
we don't need that many. But if you feel lazy,
you don't want to do it, you can use the same method as nanomshes as we did it
on skull clip video. Okay. So you can use that one and scatter
across the pebbles. Because that have more control and more it's more quicker. So you can use that as well. And here I'm having another pebble, which
I will, you know, duplicate and change
the shapes and try to find a unique shape in
there. Okay. Nothing. Okay, so we have made a bunch of rocks and different
small pebbles. So we'll start with
making our leaf. Okay. So same it's easy. You can use the
thread software to create this also,
but I'm making. So I'm um bending
it, rotating it. So it's also depend which
type of leaf you are making. So again, gov references, what type of trees you are placing around and make
the leaves for that. It's really important.
We don't want to place maple trees and then put burch leaves on
the floor, right. So make sure you have if you have already made the
leaves for those trees, use those same and
import zebrush after adding thickness and
use those to scatter around, which is totally fine. Okay? You can do it as well. And we will do the same thing
here. We'll make a leaf. Okay. And then we
use it to scatter. We add in thickness, otherwise
it will not dynamesh. Let's make this thin. This could be any
type of leaves again. But we need a few
variation of leaves. It could be dried ones, and
dried ones will be more crumbled up and more organic. But the fresh one
will be autumn one or fall one will be
much straighter. It's also depend on which type of species you are working on. So again, look at references. We'll add these
veins on the leaves, which is the detail
of the leaf, right? And we don't need
to go to overdo it, but some details are good. And we'll fill in some of the in between parts and chisel
these details of the vein, and you can add
details more to it, more smaller veins you can add. If you have already made it, you can use this as well. There are a bunch of resources also available on the Internet. You can use those as
well if you are not feeling comfortable
but practice it. Okay. Try to make, sculpt and all type of surfaces, rocks, leaves, bark, stone, ground sand dunes,
all type of things. It help you understand
the surfaces. The more you watch surfaces
or observe things closely, the more better you
get as artists. Okay? When you use actual
to sculpt something, texture something
or model something, it will be in your head,
it will be easy for you to make it again if you practice it or make it again and
again multiple times. So we are I sing it again
and we'll crisp the thing. It's all up to you how much
time you want to spend on it and how much or what
type of leaf it is. It also depend on that. Even when you work on foliage is something
similar, we do. We create the leaves
individually, sculpted. I'm adding final touches to it. Then we'll move to other pieces. So let's duplicate it and add some rotation
and variation. Okay. Yeah. Simple as that. We'll add some variations. So it's a totally different leaf and we'll move to our twig. Okay. Okay. And now we'll start with our twig, which again, is nothing
too complicated. And I will, you know, use this and make
this Y shaped branch. Again, you follow your reference and what
you are working on, what type of tree
you are working on. Okay? For me, it is
making a generic one. Okay. So we have this Y shaped make one branch
long and small. So it's like bifurcated branch. And then we start sculpting
and make sure you dyname it, and then we put all the
organic shape on top of it and try to make it
look like a branch. Here, and again,
you have some of these branches in
mega scenes and some of these resources online, check there if you want
to find inspiration. But mostly, it is
straightforward. You take a cylindrical shapes, and then you make um organic surface on top of
it and give it undulation, not super straight and
taper it out for sure, skinn and then chip off the edge and add it really
nice broken detail. It's totally depend on how
much detail you want to add in there. But these
are the general thing. Yeah. And for sure, you can use Alpha map and use a displacement
to stencil out things, and then you can sculpt
on top to make things better and remove and add details as per
your requirements. So we'll keep sculpting
in there and we'll add some nice little damages so it don't look like
simple cylinder. Okay. And we'll make a the
damage is visible. This should be
visible in bake also. So make sure you had
a nice little edges. You can make those broken branch pointedge
but dry branches usually don't break as fibers because they are
dry, they just break.
15. 14 Sculpting A Ground Material Part2: Okay, so we have our
twig, with some dt. We'll just polish it
a little bit more. So like you see, we use dam standard to add
the knots in there, and we are tapering it a
little bit down over the top. And uh and let's add these cracks in
there and fiber details, which is add a little bit
of nice details in there. Okay. So once we
are done with this, we'll gather all of our pieces and start placing
it on the surface. Again, as here we are
with all of our thing, all up in the
branch scale it up. Make sure all the pieces
are properly scaled. Okay. Okay. And we can use the nanomes
to scatter around. And we can manually
place it also. It's all up to how
you want to if it's very few pieces of elements
and then do it by hand. But if it's like
so many of these, then doing it by Nanomesh is better, okay? Use nanomesh to scatter
it around the surface. For now, we are
doing it by hand. Okay, so we can showcase. But it's really straight forward in both
of the processes. So we place the pebbles here and there and
leaves and twigs and then we'll
just follow along, how it turns out. So enjoy.
16. 15 Sculpting A Cinder Block Wall Part1: No. M
17. 16 Sculpting A Cinder Block Wall Part2: [No Speech]
18. 17 Sculpting Rocky Ground Part1: [No Speech]
19. 18 Sculpting Rocky Ground Part2: A so Don't do