Super simple and easy modeling on Nomad Sculpt | Olique B. | Skillshare
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Super simple and easy modeling on Nomad Sculpt

teacher avatar Olique B.

Watch this class and thousands more

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      What will we learn?!

      0:51

    • 2.

      Useful Setup

      2:31

    • 3.

      Modeling the Poke ball

      14:34

    • 4.

      Lights, Camera, RENDER!

      21:36

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About This Class

This is a class that involes one of the most minimalistic tool to create the pokeball. There will no real sculpting.
This course is to help the super beginners get used to the interface of nomad sculpt and to show that you can use simple tools to create interesting things.. even without sculpting!

Also this tutorial can be for the pokemon fans who want to create pokeball with nomad sculpt!

Meet Your Teacher

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Olique B.

Teacher
Level: Beginner

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Transcripts

1. What will we learn?!: Hi, guys. This is my first time teaching on Skillshare. Let's see how it goes. I'm going to be teaching you how to make this pokey ball. I am not good with nomet sculpt, but I'm going to use whatever knowledge I have and make the best out of it and make this super simple pokey ball scene. I will not be using any of the sculpt tool, which is a bit unfortunate, but I will be using primitives, trimming, and repositioning with Gizmo tool. This is basically gives you a good practice and understanding how to move around in three D space and just get more comfortable with a three D space environment and noMat sculpt. If you want to make this, so keep watching. 2. Useful Setup: Hi, guys. Before I get started, I'd like to share with you some of the settings that I use. You guys can follow exactly or you don't have to if you don't find those settings comfortable, but for me, I have set double tap to be Gizmo. Anytime I'm working on something and I need to move, I double tap to go to Gizmo. In my tutorial, if I go to Gizmo, you should know that the Gizmo is right here. You can just click Gizmo and you're on Gizmo. But for me, it's double tap. If you would like to set this up, just go to the second panel here, and then go to gesture, scroll all the way down, go to Gizmo. Pencil double tap becomes gizmo. So when you double tap, it's a gizmo. Another settings that I really think it improves the quality of life is having finger sculpt, also gizmo off. If they were on, say, I zoomed in, I worked on clay, and then my finger becomes also a sculpting tool, and if I turn the finger off, my finger is now not a sculpting tool, but I can move the camera. Every time I'm working, I can move the camera. This is very, very useful. I probably not very useful for this particular course, but I think it improves the quality of life and just turn it off right here. For this project, I change the background color to be a bit brighter over here. Color white. You can change any color you like. We can change it later, but I put it a bit bright so that you guys can see what I'm doing. If you really need a reference, you can go to Google and search Pokey ball and then go to reference and click on the image and you can import any of the picture you have downloaded. And then the reference will be the reference image will be right here. If it's not there, you can go here, go to transform, and you can put your reference image anywhere you prefer and tap outside. Where we go. There we go, tap outside. These are the settings that I use. NUS. Let's continue. 3. Modeling the Poke ball: So pokey ball, like I have explained in the introduction. This is really not a technically sculpting tutorial, more like getting used to trimming and using gizmo to move things around. It is way more basic than a normal sculpting tutorial. We're not even going to do sculpting much. You'll see. First, I feel like this sphere that you get by default, it doesn't feel as circular as a new one for some reason. I usually delete it. Over here, and then I'll click this Add new sphere. It looks more circular for some reason, or my eyes are playing tricks with me, but I have no idea why. I will validate it, and I know this is not really the professional way to do it, but I will be working with higher resolution. Because when I trim it and if I try to subdivide it later on, there are some problems that happens. I'd like to make a high resolution from the very beginning. So click this and then go to Multi Rs and subdivide maybe three times, and It's much smoother. We will go to the front, we will go to the front. Let's learn about locking your viewport. I will click this, and it's not locking. I have no idea why. If I hold it, you can see the lock feature. But if you take it off, and it's still locked. How do you go? I see. Hang on. Let me lock it. Yeah. It's locked, your camera won't go anywhere, and I'm in the front, and I will go to trim, turn off the symmetry and go to rectangle and cut it in the middle. If you don't feel like it's wrong. Double tap to go back. No, double finger tap to undo and triple finger tap to redo. Remember this shortcut. Anyways, let me undo that. And then remember trim symmetry, rectangle, and cut it right in the middle as you prefer. Maybe here. That looks all right, I guess. I'll work with this. After you have trimmed it, we will go to the, don't worry. Keep the panel locked, just in case you don't mess up. And then we will add another sphere, click this. Go to add and go to sphere. Then color that sphere in black immediately by clicking this. Scroll up, go to black. Maybe a roughness, super high, metal, you can change it if you want. Then we can change it later too, and then paint all. Now you have the new sphere that's black. We'll validate that. We will double tap to go to Gizmo, or you can just go to gizmo by yourself. Over here. Gizmo, and then we'll scale it. Now, as you can see, there's a sphere within a sphere. If you scale it high up, it goes beyond the outer shell. If you scale it lower, it goes inside. And gives it some detail to the pokey ball. Once you have that, just unlock your layer. I think just hold it. Yeah. Then you can see there's a bit of detail to the pokey ball. I could double tap to go to Gizmo, perhaps again, let's see. Scale it just a bit. Oops. What am I scaling? The inner sphere. So I could scale it again just to get the right detail and not too much depth inside. Yeah. Let's work with that. Now we'll be going to the left hand side. Let's just lock that layer so that doesn't mess with us. Left side. What happens now is that we have created the outer shell, we have created the black line. We need the circular line here. We will simply just clone the black sphere. And then move it up immediately. If you don't have that, moving up to is by gizmo. Remember, again, gizmo is right here, gizmo. Then that will allow us to move it up. Then we'll go back to trim. There we go. Then symmetry off, rectangle, and then we'll cut it right here and perhaps here. Then we'll go to gizmo, move it forward, move it down. Scale it, move it down. Perhaps we need to slightly rotate it for some reason. That's rotated a little. Rotation should be this one. L et's see. Maybe somewhere here. After you rotate it, click on pivot and then click align so that the arrows are back to normal world axis. Align, say, it changed, and then click pivot again. Then we will push it inside like this. Unlock the viewport, and then we'll go to the front. So I have made a mistake, and if you guys made the same mistake, so we can learn a bit from this. When I trimmed my remember when I trimmed this thing from the black, there's white. That's because I had my painting on during trimming. And whatever I trimmed, whatever is left of it becomes painted. So what I should have done is while trimming, I should have turned off the stroke painting. So when I'm trimming, there will be no additional painted paint added on it. But since I've already made a mistake here, I'll just simply paint it back into fully black, and then paint all. I will move that back in. And then I'll go to the front and see the situation right now. I could scale it, maybe scale it. Maybe scale it here, perhaps scale it however you like. This is your artistic choice as long as it looks like a nice looking pokey ball. We'll push this in. We can't push it in too much because the sphere is showing up. We could trim the sphere, but let's not make it too complicated. It is a tutorial to get used to the simple interface of this software. So the black mesh. This one we're working with this one. We'll push it in until maybe here. Let's look at the front again, looking fine. We could go to the left, we could trim No symmetry, rectangle, maybe trim here. You can't trim that much. Go back do trim a bit. That's fine. Let's go to the left hand side, trim again. Make sure you're on one side of the viewport, so you know you're trimming it very well straight down. I will use the gizmo to move it forward just a little bit because the sphere is showing up. Is there. There we go. We have something that's taking form of a pokey ball. To recap, we got the outer shell. We got the sphere inside. We got the mesh from that sphere that we cut out and put it in the front as the circular pattern there. There could be more complicated way to do this. I could make it inside, bevel it, but again, this is a simple tutorial, so let's just do whatever we can to make it look like a pokey ball. Plus I'm not super good with sculpting anyways. I just love Pokemon, so I wanted to share with you my Pokemon, tutorial. Anyways, let's not waste time. Let's go to the front. Once we're in the front, we will Duplicate this mesh, clone it, and then after you do that, you have the new mesh, color it white immediately, paint all. Now we can move this forward and then go to the front. Make sure you're on gizmo to far moving and scaling, and then we will scale it down until we feel comfortable. Maybe here. I think that looks about right. And then we'll push it in. There and it seems as if it has taken its form. Now we need to do that black line and then a white one. Again, same formula, go go here, clone and then paint it black immediately over to the side, go forward, go to the front view, and then my bad, and then I will scale it. Ah. What did I do? There we go. We will scale it maybe until here, and then we'll push it inside. The more we push the smaller it gets, we'll push it until here, go to the left hand side, go to rectangle, just trim it, very small here. Now we need to make the white one inside. Again, same formula, go here, duplicate, clone it, color it, color it white, paint all, then go to the side, gizmo, where's my gizmo, there we go, move it front, and then go to the front view, scale it down, there, and then push it inside. So we have a pokey ball, not the most professional way to do it. But I think using whatever simple knowledge we have. We happen to get something that we want to make. I think that's a win for us. In the next lesson, we will color it, which is super simple, and then we'll render it. See you guys. Next lesson, we will just simply paint it, separate it, and then we will go through rendering. Rendering is actually one of my favorite thing to do in blender and no meet sculpt because I like lighting and camera angle. I'm actually a photographer. Yeah. Let's continue. 4. Lights, Camera, RENDER!: Okay. Painting, super simple, super simple. You choose the outer shell, which should be your very first mesh. You can just click and see what you're checking, and let's see hang on. Yeah. So mesh, the first one is the outer shell. Now, you can't really paint it like that because it's one mesh. You have to separate it. Let's go back to mesh, and then you can see separate right here. Once you do that. Now you have two mesh under this big mesh, which is the upper mesh and the lower mesh. We will click the upper mesh and then paint it. Now you can paint it as you like. I like to make it metallic because during rendering, I'd like to see some nice reflection in bloom. And paint all. How about that? How does it look? Now you have a pokey ball. Time for rendering, don't forget to save it. We should have saved it long time ago, Pokey ball. For rendering, you guys can do whatever you want, or you can just follow me. You can have it suspended in midair and then duplicate the pokey ball and have no ground. But I'm going to make the ground. You guys can follow me if you would like. So first, I will click here, and then Add plane, where is plane there, and then perhaps scale it. It doesn't matter how you scale it. You can just do that. What is that? Hang on. What is that? I have no idea what's the difference. That's from the center and that's on the site. I see. It's best to do from here, from here, from here. I see. Not that. And validate that. Let's touch the plane. Wait, Are we on the plane? Yes, we are on the plane. Gizmo on the plane, go down under it, so you know where the pokey ball is if it's the ground and we will just simply do this. Now your pokey ball is right on top of the ground. After that, what's next? We would like to since we would like to duplicate the poky ball, let's confirm that this is the final look for the poky ball, and we will not change it anymore. If you're satisfied with that, we will make the entire poky ball into one mesh. Once it's one mesh, then it's easier to duplicate and move it around. And the whole there will be less mess in this pla whatever this is panel. So mesh. That is the, my bad. First, your plane, this one happens to be under the first mesh, which is not a good idea. We will hold the plane and just move it out. The plane itself is just stand alone. The rest. The rest, let's uncheck the plane and check everything else. These are all the pokey ball, and then we will join them. Now it becomes one mesh. We can duplicate that and rotate very easily. Let's rename it. Click here, rename, P key ball. Okay. Now let's set up the camera. Basically, your viewport can become the camera. We will set the camera, go to perspective, because if you don't go to perspective, the sense of scale becomes a whole mess. Perspective. You can have focal length. We can change that later. Focal length really gives a good perspective on things when you have a lot of things at the background, so we can do that later. Let's say I'd like my camera to be here, and I would like to move the pokey ball. Don't touch the Z axis or it will go up the plane. T. Pokey ball right here, and I will click on camera and add view. You have a new view. That means if I move around, I can just click camera and go back to my main view. You can move around and update that view, and that becomes your new camera position. I'll go back to my original view. So there's something I got to tell you. If you duplicate your pokey ball and rotate it, your axis changes. Right now, if I do X axis and Y axis, It stays on the ground. However, if I rotate it a bit, now when I do x axis and y axis, It goes above the ground because your axis has shifted. I don't know if I can lock axis, but if you do rotation, make sure you go to pivot, and then you align. So once you align it, it'll be back to the normal alignment, and then click on Pivot again to get out of it. And then now you can move you can move in in y and x axis, and then your pokey ball is still on the ground. Once you duplicate and rotate, once you rotate, make sure you realign your pivot, and then it will be easier to move. Or another method is once you rotate it, sorry, once you rotate it and your alignment changed already. But you can always go to the top view. If you're really on the top top view, you can actually move it around and it's still on the ground. So that solves the issue for X and Y movement because once you're on the top, you're only moving x and y regardless of the axis orientation. Anyways, it's not super complicated to understand. It should be easy, hopefully. Right now, I'd like you to duplicate your pokey ball. Clone it, gizmo, realign, and then move it around, position it, rotate it, rotate it, and then realign your gizmo pivot. That's it. Keep doing that for several pokey ball and I'll do the same. Maybe I'll split it up or just go speak along with it. You guys do whatever you want and make sure you have several pokey ball the space. So after you have done that several times, it's the same steps, same formula, you will get several poke around the space at a different rotation and make sure they're all touching the ground. If they're not touching the ground, just axis, push it down. And let's go back to camera over here, and then view. Now, you could now you can change the perspective view and you can see how much dramatic differences it makes. This is pretty cool wide angle. If you want to change your camera view, just change here, change the angle, change the focal point. Focal length, and then remember update. Yes. That becomes your new camera position. Let me just change more. Maybe maybe right here, and then Update. I will work. I still want to maybe hang on my bet. Let me update my camera a bit more. I do like wide angle. It's not that wide to be honest in terms of real world, but it looks very wide on the. What's next? Next, we will add a light because if you click here, no, if you click Shader, if you go to environment lighting, it doesn't really light up, it lights up your objects, but it doesn't give the shadow to make it realistic. Choose an environment of your choice. I think I'll just choose this. Then go out, go back to Shader, and then click on lights. Once you add lights. I once you check lights, you can add light. Once you do that, you can see the shadow right now. Without light, with light. And that light you can change the direction of the shadow. The position of the light won't matter because it's a sunlight. You can change the intensity of the light. And I think we won't play around too much with that. We'll change the direction of the shadow. Well, you're changing the direction of the light, which in turn changes the direction of the shadow. We can always go to camera view to see how it will actually look. Then this is the light direction. At certain angle, it's really not that intuitive. You can just go to top and then you can actually check which direction of shadow you want. Maybe you want smaller shadow or a longer shadow and rotate it just like that. Let's go back to camera view. Now you have shadow. Let's go to plane. Perhaps you want to change the color of the plane. Plane, Choose color. You definitely don't want metallic because your shadow goes away. Roughness is high, change the color. What color would you like? Choose whatever you desire. Choose whatever you think looks good. I am not that great with color. I will just choose something like this, paint all. C. Should I choose the plane and make it larger? I don't know. Let's add a background color, perhaps, choose this or we could choose the environ gradient. What color? Something bright and maybe neutral. Let's just go with that. It's going to be blurry anyways because we're going to add post processing and depth of field of the camera. Let's go back to main camera here, and then we'll go to post processing, here, here. The third panel from the right over here, click on post processing. Let me just turn off whatever I had before, and then I'll go through it once more. Processing. In your post processing, once you check it, Let's go to depth of field. Far blur blurs the back. Near blur blurs the front. Of course, this is going to be my main pokey ball. Let's see. Near blur won't matter much because there's nothing in the front. If you have something in the front, you can play around with that. Far bl may be blurred. Just slightly more realistic. Go back to main camera. Now, let's see what else we can play around. This is simply for you to play around. However, you want depends on your artistic sense. I like bloom. Bloom is actually well, that's bloom, gives the bloom. I like to use it just slightly. Maybe in there, and then where's the vignette? Ve gives you vineting like that. I like it just a bit hardness of the e. Ve is this thing and you can change the hardness of it and let's go here. I'll do that. Then actually, let me go to the environment image. No, not here. Shader environment. You can also change the shader, scroll down to have the lights back on. Go to environment and you can control the exposure of the environment. I will lower it just slightly. I'll add back the brightness later in the post processing. Next, let me go back to my main camera and go to post processing. It's this one, the third one. Yeah, third panel. We're still under post processing. We will click this to lock it. Lock this panel. When I touch outside, it doesn't go away. I don't really need to touch outside anyway. What happened? Any, we'll still go back to post processing over there. Curvature. No. I keep forgetting. Is it color grading? Yes. Color grading, play around with the curve here and see what your artistic sense talks to you, see what you like, and do it accordingly. You can just play around. You can have sharpness. I don't like that. You can make it into pixel art. You can just play around. You can have scan lines and just play around, see what you really like to do gin. I don't know. Just really just play around. This is just post processing. And, right, before I forget. Ambient occlusion. I love this. This one is actually once you click it. It makes a whole difference with the shadow. The shadow becomes much better. Shadow bounces back to the object, once you turn this on. It's just very nice. Remember to click the main pokey ball, so the focus is on that pokey ball, not the other. Now this becomes blur. This one's on focus. Ambient occlusion is, very good to add. I should have told you guys to add that in the very beginning. And that's it. To render, make sure you're actually on the main camera that you have chosen and make sure you are focusing on that pokey ball. Go to folder, scroll down, render, and you can just click Export. And it will render, and that's your render, and you're done. Just click that. You can save image. Now it's saved on your iPad photos folder. That's it. That's it for the class. I hope you guys liked it. It's nothing super technical because I'm not that good at no meet sculpt. I am learning from a fellow user Dave Rid. He's amazing. But I am trying to use whatever simple knowledge I have to make whatever I can. I have taught my friends and family and they loved it. I thought, why not share it with the world in skill share. There's that. Anyways, please upload your work. I'd really love to see your work. At least I know maybe I'll feel happy that my tutorial is working. You guys can comment, review and Tell me how it is. And yeah, I hope to see you guys in the next class if I ever teach. Maybe I'll teach Blender. I'm not sure. I'm really new to Nomet scult. Anyways, cheers bye