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