WEBVTT 0 00:00:00.440 --> 00:00:05.330 So in this video I'll go over the fundamentals of blender sculpt mode. 1 00:00:05.650 --> 00:00:07.970 I'll try to keep this video as short as possible 2 00:00:07.970 --> 00:00:11.560 and only talk about the essential sculpt mode related features. 3 00:00:11.940 --> 00:00:16.200 A lot more can be found and looked up further on the blender manual. 4 00:00:16.370 --> 00:00:19.880 If you might have any questions on how a setting in the interface works, 5 00:00:19.890 --> 00:00:21.150 you can always right, 6 00:00:21.150 --> 00:00:25.620 click on anything in the interface and click on online manual 7 00:00:25.680 --> 00:00:29.660 or hover over it with the mouse and press F one. 8 00:00:30.040 --> 00:00:31.990 This will take you directly to the official 9 00:00:31.990 --> 00:00:35.460 documentation of any particular feature in the interface. 10 00:00:36.440 --> 00:00:39.520 These fundamentals I will be talking about might not seem like much 11 00:00:39.520 --> 00:00:43.660 but don't mistake that for lacking depth for the sculpting workflow. 12 00:00:44.040 --> 00:00:47.300 Most of the features modes and editors are kind of 13 00:00:47.300 --> 00:00:51.660 feeding into the possibilities of blender as a sculpting tool. 14 00:00:52.040 --> 00:00:55.960 There will also be features that I will be intentionally leaving out 15 00:00:56.640 --> 00:00:59.760 to not make this video too bloated or complex. 16 00:01:00.540 --> 00:01:02.290 Also, before we start, 17 00:01:02.310 --> 00:01:08.310 I can highly recommend you to get a pen tablet to really get the most out of sculpting, 18 00:01:08.320 --> 00:01:10.350 drawing and painting and blender. 19 00:01:10.840 --> 00:01:13.790 There are many settings that relate to pressure sensitivity 20 00:01:13.800 --> 00:01:17.480 and sculpting with the pen is generally faster, 21 00:01:17.490 --> 00:01:22.020 easier, more comfortable and economic for your hands. 22 00:01:22.030 --> 00:01:25.350 It doesn't need to be a very expensive pen display. 23 00:01:25.360 --> 00:01:28.660 There are many affordable options for tablets on the market 24 00:01:29.040 --> 00:01:32.440 so if you're not familiar at all with sculpting in digital 25 00:01:32.440 --> 00:01:35.850 software then look at it more like traditional sculpting with clay 26 00:01:36.640 --> 00:01:39.190 instead of modifying the geometry of your object. 27 00:01:39.200 --> 00:01:42.430 In edit mode, you are dynamically adding, 28 00:01:42.440 --> 00:01:46.350 removing and moving around the shapes of your object to 29 00:01:46.350 --> 00:01:50.260 affect your surfaces and volumes more freely and dynamically. 30 00:01:50.640 --> 00:01:52.260 To enter sculpt mode and blender. 31 00:01:52.270 --> 00:01:55.300 You can switch the mode in the top left corner of the three 32 00:01:55.300 --> 00:01:59.960 D view port or use the pie menu with a shortcut control tap. 33 00:02:00.940 --> 00:02:02.910 This will change the options in the interface 34 00:02:02.910 --> 00:02:06.060 and replace your cursor with a brush circle. 35 00:02:06.740 --> 00:02:10.150 The way you interact with your object and sculpt mode is 36 00:02:10.160 --> 00:02:14.760 generally to left click onto the surface of your object. 37 00:02:14.770 --> 00:02:18.610 By default you're using the draw brush and emergencies 38 00:02:18.610 --> 00:02:21.910 within the brush radius are then pushed outwards. 39 00:02:21.920 --> 00:02:26.230 Holding control while doing this will result in the opposite 40 00:02:26.230 --> 00:02:30.350 effect in this case pushing the affected vortices inwards. 41 00:02:31.540 --> 00:02:32.710 When holding shift 42 00:02:32.830 --> 00:02:34.800 it will smooth the affected for disease. 43 00:02:35.540 --> 00:02:40.850 Press F. To change the scale of your brush and left click to apply the change 44 00:02:41.840 --> 00:02:45.640 also press shift F. To change the strength of your brush. 45 00:02:46.740 --> 00:02:50.380 All these settings can be seen and changed in the tool settings in 46 00:02:50.380 --> 00:02:53.660 the top bar and the sidebar of your three D view port. 47 00:02:55.140 --> 00:02:57.730 If you cannot see these areas of the interface. 48 00:02:57.970 --> 00:03:01.950 The way to toggle them is by using the shortcut T for the toolbar 49 00:03:02.740 --> 00:03:06.760 and for the sidebar and looking into the tab called tool 50 00:03:07.640 --> 00:03:10.420 and right mouse button clicking on the header 51 00:03:10.720 --> 00:03:13.660 and enabling tool settings to get the top bar. 52 00:03:15.140 --> 00:03:17.270 It's not called top bar anymore. 53 00:03:17.280 --> 00:03:21.070 It was at some point during the development of Planet 2.8. 54 00:03:21.080 --> 00:03:26.230 So the name kind of stuck with me and it's going to stay there for a while. 55 00:03:26.240 --> 00:03:31.760 You can also toggle these areas while clicking on view and tackling them. There 56 00:03:32.740 --> 00:03:37.060 there might also be a bit of confusion with the difference between tools 57 00:03:37.440 --> 00:03:40.810 and brushes. So to explain the terminology a bit more. 58 00:03:40.940 --> 00:03:46.650 The tools you see in the toolbar each have distinct settings and behaviors. 59 00:03:47.140 --> 00:03:48.270 If you switch between them, 60 00:03:48.270 --> 00:03:50.400 you might notice that the options and the top 61 00:03:50.400 --> 00:03:54.760 R and particularly in the brush settings are different. 62 00:03:55.540 --> 00:04:00.250 A brush in this case is a saved preset for these settings. 63 00:04:01.140 --> 00:04:05.050 You can change the available brush settings freely at any point and 64 00:04:05.050 --> 00:04:08.360 their settings will be saved to the brush you are currently using 65 00:04:09.540 --> 00:04:13.300 if you want to reset the brush to the default settings at any point, 66 00:04:13.540 --> 00:04:15.140 you can do it in brush 67 00:04:15.540 --> 00:04:16.600 and clicking on 68 00:04:16.709 --> 00:04:17.750 reset brush. 69 00:04:18.640 --> 00:04:23.850 Or alternatively you can also press f. three and search for reset brush. 70 00:04:25.740 --> 00:04:29.460 You can also create new brushes at any time in the brush settings. 71 00:04:29.940 --> 00:04:32.570 To delete a brush properly. Hold shift 72 00:04:32.860 --> 00:04:34.650 and click on the X. Icon 73 00:04:35.340 --> 00:04:38.550 after reloading your file, the brush should be gone for good. 74 00:04:39.140 --> 00:04:42.650 But let's actually go through the tools that are at your disposal 75 00:04:43.040 --> 00:04:46.550 what they are for and what settings they provide. 76 00:04:48.340 --> 00:04:53.280 So one thing you might notice is that the tools in the toolbar are color coded. 77 00:04:53.290 --> 00:04:59.640 So blue generally stands for simple adding and subtracting of volume. 78 00:04:59.650 --> 00:05:03.850 Red is increasing and decreasing contrast in different ways. 79 00:05:04.340 --> 00:05:10.460 Yellow is for grabbing behavior instead of drawing lines on the surface 80 00:05:11.140 --> 00:05:14.080 and gray is for tools that affect the model 81 00:05:14.090 --> 00:05:17.460 in different ways like hiding or masking geometry, 82 00:05:17.840 --> 00:05:20.450 but we'll get into all of these tools in a moment. 83 00:05:20.840 --> 00:05:22.990 The default and topmost 84 00:05:23.180 --> 00:05:24.760 is the draw tool. 85 00:05:25.240 --> 00:05:27.360 This one is the simplest one out of the blue 86 00:05:27.360 --> 00:05:31.260 selection with the main effect of adding and subtracting. 87 00:05:31.940 --> 00:05:36.500 The direction that the brush pushes the geometry in is based on 88 00:05:36.500 --> 00:05:41.360 the average normal direction of all the vortices within your brush radius. 89 00:05:41.940 --> 00:05:44.090 If you don't know what normals are, 90 00:05:44.100 --> 00:05:50.760 they are basically the direction that any vertex edge or face is facing towards 91 00:05:51.340 --> 00:05:55.560 to have them visualized, you can enable the normal overlays in edit mode. 92 00:05:56.440 --> 00:05:59.560 The shortcut for the draw tool is X. 93 00:06:01.140 --> 00:06:05.760 The next two tools in the list of clay and clay strips which are very similar 94 00:06:06.140 --> 00:06:09.660 just like draw they add and subtract but have 95 00:06:09.660 --> 00:06:13.760 a secondary effect of flattening the affected surfaces. 96 00:06:14.440 --> 00:06:16.540 This makes these brushes great for building 97 00:06:16.540 --> 00:06:18.920 shapes and forms early on while sculpting 98 00:06:19.120 --> 00:06:22.060 since they can easily replace previous strokes by 99 00:06:22.060 --> 00:06:25.440 flattening them out while you add and remove 100 00:06:25.560 --> 00:06:26.460 more volume. 101 00:06:27.340 --> 00:06:31.310 The difference between the two is that clay strips uses a 102 00:06:31.310 --> 00:06:37.340 square sharper profile while clay is very circular and smooth. 103 00:06:37.340 --> 00:06:38.050 Instead 104 00:06:38.640 --> 00:06:44.240 place trips is generally great as a more aggressive and rather version of the two 105 00:06:44.470 --> 00:06:46.050 to build volumes and shapes. 106 00:06:46.940 --> 00:06:49.330 The clay tool has the shortcut see while the 107 00:06:49.330 --> 00:06:52.460 clay strips brush has no shortcut by default. 108 00:06:53.140 --> 00:06:56.730 The layer tool is also for adding and subtracting but 109 00:06:56.730 --> 00:07:00.250 has the extra settings to define a maximum height. 110 00:07:01.040 --> 00:07:05.260 This way you can more precisely add strokes that won't exceed a certain 111 00:07:05.260 --> 00:07:08.430 height and even make the heights persistent 112 00:07:08.430 --> 00:07:10.760 for multiple strokes after one another. 113 00:07:11.640 --> 00:07:13.650 This one shortcut is L. 114 00:07:15.040 --> 00:07:18.590 The inflate tool is the most unique out of the blue ones 115 00:07:18.830 --> 00:07:24.100 it adds and subtracts based on individual vertex normals instead of 116 00:07:24.100 --> 00:07:27.850 the average of everything that is in your brush radius. 117 00:07:28.440 --> 00:07:30.120 This makes the affected areas 118 00:07:30.270 --> 00:07:33.450 essentially inflate and D. Or deflate, 119 00:07:33.840 --> 00:07:37.650 which can be great when sculpting thin and small objects. 120 00:07:38.040 --> 00:07:40.460 The shortcut for this tool is I 121 00:07:41.340 --> 00:07:45.150 blob and crease are very similar to each other as well. 122 00:07:45.540 --> 00:07:47.450 In addition to adding and subtracting, 123 00:07:47.450 --> 00:07:52.250 they have the secondary effect of pinching or magnifying, 124 00:07:52.260 --> 00:07:55.160 so essentially pulling the verses together 125 00:07:55.640 --> 00:07:56.660 or apart. 126 00:07:57.440 --> 00:07:59.840 This effect can be made stronger or weaker 127 00:08:00.080 --> 00:08:02.750 in the brush settings by changing the pinch slider 128 00:08:03.740 --> 00:08:04.810 with all these tools, 129 00:08:04.810 --> 00:08:07.790 it's good to keep in mind that the main effect 130 00:08:07.800 --> 00:08:11.820 like adding and subtracting can be inverted by holding control. 131 00:08:11.840 --> 00:08:14.280 But the secondary effects in the brush settings 132 00:08:14.300 --> 00:08:18.030 like pinching and flattening cannot be inverted. 133 00:08:18.040 --> 00:08:23.660 Crease has the shortcut of shift. See all blob has none by default. 134 00:08:24.940 --> 00:08:27.660 The first of the red tools is smooth. 135 00:08:28.040 --> 00:08:31.850 This one is very straightforward since it has almost no brush options. 136 00:08:32.240 --> 00:08:38.260 It smoothes the affected vertex is by averaging their position to each other. 137 00:08:38.840 --> 00:08:43.960 Keep in mind that this also results in loss of volume, not just surface detail. 138 00:08:44.740 --> 00:08:47.250 The common way of smoothing is holding shift, 139 00:08:47.740 --> 00:08:50.760 but the tool also has the shortcut. S 140 00:08:52.540 --> 00:08:57.050 after that comes flattened fill and scrape which are also similar to 141 00:08:57.050 --> 00:09:01.740 each other while the flattening is a secondary effect for the clay brushes 142 00:09:01.980 --> 00:09:05.050 in these particular tools, it's the main effect. 143 00:09:06.040 --> 00:09:10.970 What these tools basically do is to push Virtus is within the brush radius 144 00:09:10.980 --> 00:09:15.960 up or down to meet each other in the middle on an average height. 145 00:09:16.540 --> 00:09:21.650 The fill and scrape tools are similar but only do this in one direction. 146 00:09:21.660 --> 00:09:24.430 So the scrape brush is always pushing the Virtus is 147 00:09:24.440 --> 00:09:27.960 down while the fill brushes always pushing them up. 148 00:09:28.740 --> 00:09:31.440 These brushes can be a more aggressive way of 149 00:09:31.440 --> 00:09:36.450 smoothing large sections of your surfaces or flattening areas completely 150 00:09:37.140 --> 00:09:38.670 while holding control. 151 00:09:38.680 --> 00:09:42.770 They will do the opposite though and essentially enhance the contrast 152 00:09:42.780 --> 00:09:46.460 of your surfaces by pushing away from the average height, 153 00:09:47.140 --> 00:09:52.920 you can also change the plane offset slider in the brush settings to define 154 00:09:53.160 --> 00:09:55.810 the average height where these vortices meets. 155 00:09:56.340 --> 00:09:59.320 So instead of meeting at the middle they can be 156 00:09:59.320 --> 00:10:02.850 pushed further up and down to meet somewhere else. 157 00:10:04.840 --> 00:10:11.460 Flattening has the shortcut of shift. T while scrape and Phil have none. By default 158 00:10:12.140 --> 00:10:14.260 pinch is also very familiar. 159 00:10:14.840 --> 00:10:20.050 Instead of only existing as a secondary effect for the crease and block brushes, 160 00:10:20.060 --> 00:10:22.150 it also has its own tool, 161 00:10:22.160 --> 00:10:26.650 so by default it will pull in or pinch your purchases 162 00:10:26.660 --> 00:10:31.360 and when holding control it will push them apart or magnify. 163 00:10:31.840 --> 00:10:34.060 This tool is using the shortcut. P 164 00:10:35.140 --> 00:10:38.350 next in the list of the yellow tools. Starting with grap 165 00:10:39.640 --> 00:10:42.440 with this one, you can move vortices within your radius 166 00:10:42.580 --> 00:10:45.550 round by making them follow your mouths. 167 00:10:46.540 --> 00:10:49.850 Holding control while doing this will not invert 168 00:10:49.850 --> 00:10:53.450 the effect with these brushes but change the direction 169 00:10:53.450 --> 00:10:56.590 to be consistent with the average normal direction 170 00:10:56.670 --> 00:10:58.860 instead of following the mouse across the screen. 171 00:10:59.740 --> 00:11:02.380 This effect is called normal weight and can also 172 00:11:02.380 --> 00:11:05.050 be adjusted as a slider in the brush settings. 173 00:11:05.540 --> 00:11:07.320 The shortcut for the grabbed war 174 00:11:07.510 --> 00:11:09.160 is g. By default, 175 00:11:09.940 --> 00:11:13.060 Snake hook is also very familiar to grab. 176 00:11:13.540 --> 00:11:17.060 The behavior is different and interesting ways though, 177 00:11:17.240 --> 00:11:19.850 instead of only moving the verges is that are 178 00:11:19.850 --> 00:11:22.880 within your brush at the start of your stroke, 179 00:11:22.890 --> 00:11:26.160 it lets them go and picks up more along the way. 180 00:11:26.540 --> 00:11:29.450 This gives it an almost liquid like feeling. 181 00:11:29.840 --> 00:11:34.020 With this brush, you can also basically pull out snakes from your object, 182 00:11:34.030 --> 00:11:35.060 hence the name. 183 00:11:39.940 --> 00:11:42.330 The two most important options for this tool 184 00:11:42.340 --> 00:11:46.060 are rake and pinch in the brush settings. 185 00:11:47.540 --> 00:11:53.060 When increasing rake. The geometry will follow the rotation of your brush stroke 186 00:11:53.740 --> 00:11:58.450 while increasing pinch will avoid the loss of volume during that stroke. 187 00:12:00.240 --> 00:12:04.350 The shortcut for this tool is shift K. By default, 188 00:12:05.340 --> 00:12:07.350 the thumb and nudge tools are 189 00:12:07.740 --> 00:12:10.860 each very similar to grab and snake hook, 190 00:12:11.540 --> 00:12:13.530 they behave exactly like them, 191 00:12:13.540 --> 00:12:16.570 but instead of moving the vortices around based on 192 00:12:16.570 --> 00:12:18.930 the direction that you're looking at the mesh, 193 00:12:18.960 --> 00:12:21.760 it moves them based on the average normals. 194 00:12:22.140 --> 00:12:25.500 This way you can slide verses along the surface 195 00:12:25.500 --> 00:12:28.050 of your object instead of along the screen. 196 00:12:29.640 --> 00:12:32.160 The last of the red tools is rotate. 197 00:12:32.540 --> 00:12:37.550 This one essentially twists the affected vertex is based on how long your stroke is 198 00:12:37.940 --> 00:12:39.460 and the angle that you take. 199 00:12:39.840 --> 00:12:44.250 It's a bit of an odd brush but it could be useful at times. 200 00:12:45.140 --> 00:12:48.650 The great tools at the bottom are pretty simple actually. 201 00:12:49.040 --> 00:12:54.650 We'll start with mask and skip, simplify for now until we talk about later settings. 202 00:12:55.440 --> 00:12:58.190 What this brush allows you to do is to place 203 00:12:58.200 --> 00:13:03.060 a mask on your geometry indicated by a dark color. 204 00:13:03.740 --> 00:13:07.660 This mask will not be affected by any other brush. 205 00:13:09.340 --> 00:13:15.380 A mask with the strength of one is shielding the affected areas from any changes. 206 00:13:15.390 --> 00:13:19.510 While a mask of half the strength makes the 207 00:13:19.510 --> 00:13:22.560 other brushes affect the surface only half a strong. 208 00:13:23.540 --> 00:13:26.770 This brush can be incredibly helpful for many 209 00:13:26.770 --> 00:13:31.250 things like sculpting overlapping areas or custom patterns. 210 00:13:32.940 --> 00:13:34.420 You can hold control 211 00:13:34.580 --> 00:13:36.000 to unmask areas 212 00:13:36.170 --> 00:13:38.850 and hold shift to smooth the mask. 213 00:13:39.840 --> 00:13:42.430 You can adjust how dark the mask appears 214 00:13:42.650 --> 00:13:45.360 in the overlays with the mask slider. 215 00:13:46.440 --> 00:13:52.390 You can even talk all the mask overlay off to make the mask temporarily invisible. 216 00:13:52.400 --> 00:13:55.950 This can also be toggled with a shortcut Control M. 217 00:13:56.640 --> 00:14:02.060 You can invert your mask with control I and remove it completely with old M. 218 00:14:03.940 --> 00:14:07.260 Very similar to the mask tool. Is the box mask. 219 00:14:07.840 --> 00:14:13.150 If you click and hold on the tool, it will actually reveal the lasso mask tool as well. 220 00:14:13.640 --> 00:14:18.110 These are very similar to the regular box and lasso select an object and edit mode 221 00:14:18.430 --> 00:14:21.530 at the moment. They unfortunately have no additional options 222 00:14:21.660 --> 00:14:24.350 but they're surely coming for the next blender release. 223 00:14:24.740 --> 00:14:28.470 You can also access the box masking with a shortcut B. 224 00:14:28.480 --> 00:14:33.760 And that's why I'm asking with holding down control, shift and left mouse click. 225 00:14:34.240 --> 00:14:39.070 It's important to know these types of masking are infinitely deep. 226 00:14:39.080 --> 00:14:43.280 So box masking will also select through your surfaces 227 00:14:43.290 --> 00:14:45.460 and affect the other side of your model. 228 00:14:46.840 --> 00:14:49.570 The last great tool is box hiding, 229 00:14:49.580 --> 00:14:53.260 which can be a quick way of hiding geometry and sculpt mode. 230 00:14:54.140 --> 00:14:58.660 Hiding geometry is not just invisible but also unaffected by tools. 231 00:14:59.140 --> 00:15:03.250 Any geometry that is hidden in edit mode is also hidden in sculpt mode. 232 00:15:09.840 --> 00:15:15.060 The last tool in the list is annotate to draw annotations just like in any other mode. 233 00:15:15.740 --> 00:15:18.000 To get a bit deeper into the tools. 234 00:15:18.010 --> 00:15:20.860 I will also explain the most common brush settings. 235 00:15:21.340 --> 00:15:23.430 This will not be an extensive overview. 236 00:15:23.430 --> 00:15:27.420 So again I can recommend to visit the blender manual if you have any questions 237 00:15:27.430 --> 00:15:33.160 in the right mouse button menu or pressing F1 or hovering over any setting. 238 00:15:33.840 --> 00:15:37.460 All these tools settings can be found in the top bar and the sidebar 239 00:15:37.570 --> 00:15:41.360 as well as the tool settings. Tab in the properties editor to the right. 240 00:15:43.140 --> 00:15:48.560 Some of the ones that are most exposed, our radius and strength and they are part of 241 00:15:48.940 --> 00:15:51.460 basically every brush and sculpt mode. 242 00:15:51.940 --> 00:15:54.800 For the most part you will be changing these via the shortcut. 243 00:15:54.810 --> 00:15:57.640 F and shift F like mentioned before, 244 00:15:57.840 --> 00:16:01.660 but the slightest can give you an overview on what they are currently set to. 245 00:16:02.040 --> 00:16:06.360 You can also enable the button next to them to enable pressure sensitivity. 246 00:16:06.740 --> 00:16:09.430 This will adjust the setting based on how much 247 00:16:09.430 --> 00:16:12.950 pressure you apply with your pen on the tablet. 248 00:16:13.540 --> 00:16:16.360 The setting is not relevant for mouse users though. 249 00:16:17.040 --> 00:16:20.870 The next most use settings are the ones that are tied to holding control 250 00:16:21.090 --> 00:16:26.250 namely the direction of your brush or the plus and minus in the tool settings 251 00:16:27.040 --> 00:16:28.300 like I mentioned before. 252 00:16:28.310 --> 00:16:33.780 This is to invert the main effect of your brush holding control with grab, snake, 253 00:16:33.780 --> 00:16:35.460 hook, nudge, and thumb though 254 00:16:35.840 --> 00:16:38.150 Instead inverts the normal weight. 255 00:16:38.640 --> 00:16:42.080 You also have more advanced settings in the brush drop down here 256 00:16:42.080 --> 00:16:46.070 you can adjust the behavior of your brush in more detailed ways. 257 00:16:47.040 --> 00:16:51.840 A very common brush setting for almost every brush is auto smooth, 258 00:16:51.850 --> 00:16:55.860 which adds a secondary smoothing effect for your brush stroke. 259 00:16:56.240 --> 00:17:00.470 You can enable pressure sensitivity on a lot of these settings as well. 260 00:17:00.480 --> 00:17:04.000 For example enabling pressure sensitivity on both. 261 00:17:04.010 --> 00:17:10.960 The strength and auto smooth has the effect of applying more pressure to add or 262 00:17:11.540 --> 00:17:18.349 subtract volume and applying less pressure to get more of a smoothing effect. 263 00:17:19.540 --> 00:17:22.609 More examples for brush settings are settings like pinch 264 00:17:22.619 --> 00:17:25.660 rake and plane offset which we mentioned before. 265 00:17:26.640 --> 00:17:32.030 Another very common one is accumulate which removes the strength cap of 266 00:17:32.030 --> 00:17:36.450 your brush and lets you infinitely apply the stroke on your surface. 267 00:17:38.440 --> 00:17:41.050 You can also apply textures to your brushes. 268 00:17:41.540 --> 00:17:44.180 This allows you to use patterns for your 269 00:17:44.180 --> 00:17:47.960 brushes instead of just the usual circular fall off 270 00:17:49.540 --> 00:17:51.460 for this. You can click on new 271 00:17:51.840 --> 00:17:55.460 and or select an existing texture from the texture list. 272 00:17:56.140 --> 00:17:58.650 New textures are blank by default so 273 00:17:58.760 --> 00:18:00.560 to load an image to your texture, 274 00:18:00.560 --> 00:18:03.960 you need to go to the texture tab and the properties editor 275 00:18:04.340 --> 00:18:08.660 and select create or open a new image from the file browser. 276 00:18:09.540 --> 00:18:13.950 Once an image is selected, you can rename the texture for organizations sake 277 00:18:15.040 --> 00:18:19.060 for textures you have a variety of options in the tool settings. 278 00:18:19.540 --> 00:18:22.510 You can for example change the mapping which will change 279 00:18:22.510 --> 00:18:25.860 the way the texture is being projected through your brush. 280 00:18:26.340 --> 00:18:31.400 You can also change the angle of your texture or enable rake to make 281 00:18:31.400 --> 00:18:35.360 it follow the rotation of your stroke just like with the snake hook brush. 282 00:18:37.450 --> 00:18:41.060 The offset and size architecture is also freely adjustable below. 283 00:18:42.040 --> 00:18:44.770 For your stroke you can also change the behavior. 284 00:18:45.140 --> 00:18:49.100 The default stroke method is often space which applies the brush 285 00:18:49.100 --> 00:18:53.270 strength every time after a certain distance in your stroke, 286 00:18:53.840 --> 00:18:58.720 increase the spacing and he will get dots that are further apart and 287 00:18:58.720 --> 00:19:03.050 decrease it to get a very smooth but also very strong stroke. 288 00:19:03.840 --> 00:19:09.770 Smooth stroke is also often used and has the shortcut shift. S to toggle it. 289 00:19:10.140 --> 00:19:14.920 The effect this has on the brush is like dragging a paint brush along a rubber band. 290 00:19:14.940 --> 00:19:20.670 You can change the radius and factor to make the stroke more or less smooth. 291 00:19:22.940 --> 00:19:26.100 The fall of curve settings are relatively simple. 292 00:19:26.110 --> 00:19:29.170 You're sculpting stroke always has a profile 293 00:19:29.640 --> 00:19:32.030 by default. It's using a smooth curve 294 00:19:32.170 --> 00:19:34.260 that you can see in these settings 295 00:19:34.840 --> 00:19:38.170 or by pressing F or shift F. 296 00:19:39.940 --> 00:19:44.290 You can either manually change the curve to be sharper or rounder 297 00:19:44.290 --> 00:19:49.660 by adding and moving points or even make a completely custom profile. 298 00:19:50.040 --> 00:19:53.010 Points on the curve are added and moved by 299 00:19:53.150 --> 00:19:54.060 left clicking 300 00:19:54.440 --> 00:19:59.560 and you can remove them easily by dragging them to the end points of the curve. 301 00:20:00.740 --> 00:20:05.560 You can also just select a preset which will give you the most optimal results 302 00:20:07.640 --> 00:20:10.610 with the display options. You can change the look of your brush 303 00:20:10.750 --> 00:20:12.670 but not much functionality wise. 304 00:20:13.540 --> 00:20:17.350 And then further down in the tool settings, we finally get to symmetry 305 00:20:17.940 --> 00:20:18.690 these options, 306 00:20:18.690 --> 00:20:23.160 let you mirror or duplicate your stroke on your object while you sculpt 307 00:20:23.540 --> 00:20:29.460 the most basic ways to use symmetry is to total X. Y and or Z. 308 00:20:29.460 --> 00:20:33.460 Mirror to mirror your stroke across a certain axis. 309 00:20:35.040 --> 00:20:39.170 The symmetry options will use the origin of the object 310 00:20:39.640 --> 00:20:44.860 and its rotation as the center axis of where to mirror your strokes from. 311 00:20:48.740 --> 00:20:52.550 You can also lock and tile your stroke and certain axes. 312 00:20:55.840 --> 00:20:58.310 Even radio symmetry is available to repeat 313 00:20:58.310 --> 00:21:01.830 strokes multiple times around your object. 314 00:21:01.840 --> 00:21:06.420 Unfortunately there's no dynamic preview of these points 315 00:21:06.420 --> 00:21:09.300 where it's going to be murdered or duplicated. 316 00:21:09.340 --> 00:21:12.760 But this is a feature that is coming for the next version of blender. 317 00:21:13.940 --> 00:21:17.860 Lastly it's time to talk about adaptive sculpting methods. 318 00:21:19.040 --> 00:21:22.400 You could of course just sculpt on your subdivided cube. 319 00:21:22.410 --> 00:21:26.960 But there are better ways of providing you with more resolution to sculpt on 320 00:21:27.440 --> 00:21:31.600 one of them. Is dynamic topology or dine topo. 321 00:21:31.610 --> 00:21:35.770 In short you can find it towards the end of your tool settings. Usually 322 00:21:36.240 --> 00:21:40.060 when enabled your sculpting brushes will dynamically tessalit 323 00:21:40.060 --> 00:21:42.960 your surfaces to add or remove detail. 324 00:21:43.440 --> 00:21:46.380 This way you don't really have to worry about running out of 325 00:21:46.390 --> 00:21:50.850 geometry to sculpt on because it will always auto generated for you. 326 00:21:50.860 --> 00:21:54.560 You can enable dynamic topology with a shortcut control D. 327 00:21:55.040 --> 00:21:57.090 You might get a warning message when trying 328 00:21:57.090 --> 00:21:59.550 to enable the enemy topology letting you know 329 00:21:59.550 --> 00:22:02.070 that it will not preserve some object data 330 00:22:02.080 --> 00:22:05.270 like you ve vertex groups and vertex colors 331 00:22:05.740 --> 00:22:08.560 since it constantly re measures your geometry, 332 00:22:08.940 --> 00:22:12.450 this will delete any of this data that you might have 333 00:22:12.940 --> 00:22:14.350 So keep that in mind. 334 00:22:15.240 --> 00:22:20.550 Dynamic topology will also not preview any modify as you might have active 335 00:22:21.240 --> 00:22:23.140 within the dynamic topology options. 336 00:22:23.150 --> 00:22:27.010 You can then change a couple of settings and are presented with more options. 337 00:22:27.060 --> 00:22:31.170 One of them is the method of re meshing that is being used. 338 00:22:31.540 --> 00:22:34.880 You can set it to constant detail which has a 339 00:22:34.880 --> 00:22:39.160 set constant detailed level that every new triangle is using. 340 00:22:39.640 --> 00:22:43.510 This way the resolution will remain consistent across the object. 341 00:22:43.520 --> 00:22:47.440 You can change the resolution value manually or pick a resolution 342 00:22:47.440 --> 00:22:50.260 from the three D view port with the picker icon. 343 00:22:51.340 --> 00:22:52.660 The higher the value 344 00:22:52.960 --> 00:22:54.850 the more dense the geometry. 345 00:22:55.240 --> 00:22:57.960 If you change the method to relative detail. 346 00:22:57.970 --> 00:23:03.550 On the other hand, it will base the resolution on how far you zoomed into your model. 347 00:23:04.040 --> 00:23:07.370 The resolution gets renamed to detail size and now 348 00:23:07.370 --> 00:23:11.020 it relates to the screen size of the triangles. 349 00:23:11.140 --> 00:23:15.480 Set the number to a lower amount of pixels for denser geometry, 350 00:23:16.440 --> 00:23:22.040 the other two methods are used less but what they do is simple brush detail 351 00:23:22.040 --> 00:23:26.850 ties the resolution to the brush size and how far you zoomed into your model. 352 00:23:27.340 --> 00:23:29.450 And manual detail on the other hand, 353 00:23:29.650 --> 00:23:33.640 doesn't dynamically remesch by using the brushes which 354 00:23:33.690 --> 00:23:35.770 leads me to the extra options below. 355 00:23:36.340 --> 00:23:40.730 When using constant or manual detail, you can flood fill 356 00:23:40.840 --> 00:23:43.660 the set resolution to your entire object. 357 00:23:44.040 --> 00:23:47.750 This is the only way to remesch when using manual detail 358 00:23:47.760 --> 00:23:51.060 but also very useful at times when you're using constant detail. 359 00:23:55.540 --> 00:23:59.860 You can also symmetries the object by re meshing 1/2 360 00:24:00.240 --> 00:24:03.170 to copy the other half of your geometry. 361 00:24:03.840 --> 00:24:05.630 Just set a symmetry axis 362 00:24:05.810 --> 00:24:09.060 and click the button to make your model perfectly symmetrical. 363 00:24:10.540 --> 00:24:14.480 The optimized button optimizes the performance of your view port. 364 00:24:14.490 --> 00:24:16.450 Should it become particularly slow. 365 00:24:17.140 --> 00:24:20.590 Almost all brushes are using dynamic apology, 366 00:24:20.600 --> 00:24:25.270 but the simplified tool is the one that exclusively reacts to it. 367 00:24:26.240 --> 00:24:29.560 There is also another way of adding more geometry to your 368 00:24:29.560 --> 00:24:33.860 object apart from dynamic topology and that is multi resolution. 369 00:24:34.340 --> 00:24:39.350 This is a modifier that can be added in the modifier, tap and the Properties editor. 370 00:24:39.840 --> 00:24:43.680 This adds an interface to add subdivisions to your object 371 00:24:43.690 --> 00:24:47.270 while being able to sculpt on the individual levels. 372 00:24:47.740 --> 00:24:51.500 You can set different levels of your subdivisions to be visible 373 00:24:51.620 --> 00:24:54.180 in your view port preview. In general 374 00:24:54.290 --> 00:24:57.060 sculpt mode specifically and doing rendering. 375 00:24:57.640 --> 00:25:01.430 I can recommend to always leave it at Catmull Clark Since 376 00:25:01.540 --> 00:25:05.710 Simple just adds more geometry without smoothing the results. 377 00:25:06.440 --> 00:25:10.960 And those are the basics. The rest can be found in the online manual for blender