Ah.
Now let's take a look at this menu and see how the whole sculpting thing works.
All right.
If you open blender and you click on your object and the object, you have all the top over here sculpting.
Or you can go to object mode and change it to a couple.
If I change it to a sculpting blender has prepared this window for us with all the unnecessary things
disabled.
So for example, in the oil, the floor, the axes, they're all disabled.
But if in the early hours, if you press control to and then go to sculpt mode, you have all these
things over here that you don't need and you need to do that manually.
So I recommend that when you are sculpting an object with the general general menu of the blender,
if you remember, when you open the ability, you have these files, the algebra all through the animation
and sculpting and all other things.
You're doing some modeling and you want to start some sculpting on a portion of your scene.
For example, just go over here, select an object and go to your sculpting menu.
This way when you're switching between Olia and sculpting, you can start modelling on other objects,
for example, and then, for example, start sculpting on the one you are trying to sculpt.
All right.
So if I make a cube and I want now to sculpt thirds and I saw this brush over here, these are the brushes
you have in sculpting.
If I hover my, my, my mouse over here and if drag it to the right, this will be in two rows now.
And if I drag it one more time, this will show me the names of my brushes.
All the names are here.
So if you're starting out, I recommend do these to see the names and remembering the names.
It will help a lot.
So for example, the main brush in the sculpting is a draw brush.
I usually just pull out the geometry, so I'm going to show you that.
But before that, we have this cube and then we are going to sculpt on it.
And then I click on this and then nothing happens with the mouse, even nothing happens.
All right, but if I go to here, then these vertices will be shown to me.
And then if I click on it, then something will happen.
Or this is moving, but it's not doing much.
It's not really like doing me anything.
I can do that in the modelling.
So if you remember the video we did with the vertex painting, so where it is painting was that when
you go to work to expand, you start to paint.
If you start painting in these areas, nothing happens.
When you just start painting on the vertices, then the paint will be shown, the sculpting is the same
and you need vertices to do it.
Sculpting.
And the reason is that you actually not adding any geometry with these brushes, you just manipulating
the geometry.
So let me show you with enabling the wireframe on over here.
And as you can see, we have these wireframe over here now.
All right.
Now, if I go to remote and if I go to modifiers and actually is a surface subdivision surface, as
you remember, to add geometry, we can go to earth mode and do subdivision over here if you don't want
the shape to be changed or we can add the subdivision surface modifier and it will change the shape
of our mesh.
So if I had a subdivision, modify it.
Now I have more vertices and if I could sculpt won't now I can do probably something more over here.
Right.
But we still we need more geometry to walk with and to do stuff for it.
So for increase this, we get this geometry and if I go to sculpt mode and then if I maybe try to grab
this stuff over here, then.
The geometry will move with it as well.
All right.
So the gravity of the geometry will move it as well.
Let me apply this now.
As you can see, I have more geometry to work with and to do some shapes over here.
So with Thrasher, withdraw brush.
If I hover my mouse and or my pen actually to draw over here, then something happens.
The geometry, like it pulls out to geometry.
All right, so if I increase the subdivision level, like two levels over here.
Two holes and I play it.
Then I have a much more geometry to work with.
Now, if I go to Scotland and it starts sculpting now you see that the changes are very much more like
I can apply more changes to the geometry any four or even two more.
Now I have a lot really to work with and if I draw, as you can see, it will be like drawing.
On the surface of my mesh.
Right.
But as you can see, it is not adding geometry.
It is only like pulling out the geometry.
It is called drawing.
And if you go over here, you have a radius that you can change with.
F the same thing we have with the words expanding or the texture painting.
With F, we can change the radius of our brush.
And with shift f, we can change the.
Stretch or you can go here and change the syringe or you can just.
Well, if you using your pencil.
But enable this option and use your pressure of the pen.
But the important part is that with this plus button, you will pull out the geometry with this specific
brush.
So with some other brushes, for example, if you go over here.
No, actually, for all of them, you add geometry with the plus button and it's on the minus button.
Like, for example, draw sharp, you will like it.
Pull in the geometry.
Like geology goes in like this, as you can see.
All right.
So we can change this also with I like going here and selecting a minus and then it will like the geometry
will be like it goes inside.
All right.
Or what we can do is that just this limit is what I do.
Actually, just leave it at the default and the plus or minus like the draw is on plus.
And if you use control, so the shortcut is control.
Use control is going to change your in the direction.
So if I don't use control, it would do the same thing.
But pull the geometry out.
Now I'm pulling the control.
WATSON As you can see on the screen, beside the radius, the control.
Watson And now it is like making it dense like this.
So it's the same right here.
So you come and just not play around with this.
Do I use control to do things?
And that way you can sculpt their faces like as in geometry over here and then quickly holding control
and then removing geometry here.
And again by I by saying adding and removing is not actually adding geometry or removing geometry.
It's just easier to use it to say, you know, that we are adding something over here or removing or
yes.
So any time in the course, if I'm saying I'm going to add some geometry over here or I'm going to remove
something over here, I'm not removing any geometry.
I'm just or adding in the geometry, I'm just drawing or it's manipulating with the brushes.
I have silly fun with the draw from doing something like this, this or something like I can make a
face like this, right?
I'm just manipulating that geometry and that is very important to start with.
So to recap, you need geometry to sculpt.
All right?
You need points.
University is to sculpt.
And the more points you have, for example, if you just wash the face I made over here, it's sort
of blocky as you can see.
You can see the edges and all that.
Now, if I add another word subdivision, you can see how much more resolution it will add.
And another one and the one.
Now you can see that the resolution is much higher.
But remember, always enable your statistic over here.
If you're right, click on here and see, you know, but I've seen a statistic that you can see the
vertices I keep count of you.
Where it is is if I do another subdivision over here, the versions will be like four times.
I will be around like five, 6,000,006 million, maybe like my computer.
Okay, so you need to check how much vertices we will add your computer before adding this much subdivision.
It varies and depends on how powerful the computer is, but one that can handle a fair amount of vertices
like I've worked with like like around 100 million persons is even it likes to to bugs, but it's workable.
But you need to see for yourself, you know, to test for yourself how many subdivision you can add
on, how many vertices you can have in your scene that you can easily go to sculpt more and do some
just drawing and some sculpting, as you can see with this amount of.
Geology and with the subdivision on my computer is lagging because I'm recording right now.
So it is taking all the tape itself around.
And as you as you know or if you know, this thing takes REM out from your computer.
So the more RAM you have in your computer, the better it will be.
And this month it will be.
So let me remove this now and I should be fine.
And with all the new like as you can see.
But that is the very important part that you need to know that geometry plays a big role in your sculpting.
And yeah, that's it.
So let me explain to you, let me just do this because we don't need the brushes for now.
Let's just make this, just make this, remove this and make a simple use sphere.
All right?
And then this just a place of the usual.
What if I look two times?
I think that's enough.
Or actually, what you can do, go here again the splash screen and go to sculpting mode.
And as I experience in, I think my last video, it will be just want a sculpting time.
I want shading to.
And it's very it's very good for when you are just trying to sculpt something so you don't have all
the tops, all the tops.
And you can always go here selecting on this plus button and make them on the top if you want, like,
like Marie with maybe modeling time or layout tab.
So you how you layout over here.
All right.
Now, this is a scene we have.
You can draw on it and all that.
But no, let's go.
And I want to explain to you all these options over here.
So I think so as I explained before your radius that you can change over here for this radius of the
of the brush or you can press F and you have a strange or you press shifter.
All right.
And this one these will, as I explain, don't change them.
Just use control to do this and use the without control to do the defaults default brush behavior.
Let me have brush over here and now again.
The use of blender is very nice.
I love it.
So I'm walked with zebrafish.
I'm going to probably I'm going to talk the world's also bit about the differences and the things that
when there doesn't have that the brush have things that the blender have and the brush dozens are it
puts zippers you like is not good like it's very old and very bad but one of your is very nicely is
like all of how all the things are easily accessible through these menus and it's very easy to like
reach them and use them on all.
All right.
So all these menu over here, all this menu is right over here in the Artist Tools workspace right here.
All right.
There are some additional menus over here, especially for the brush setting.
All right.
But like 95% of the things are over here as well.
So you can just go full screen with control the space and just doesn't you don't have these over here.
You can use of these things or you can press m to also go to Tool and have all those things as well.
So but the bad thing about this is that this panel over here is always open.
So we're not sculpting.
I'm going to want to check something.
I'll just go here, expand on these over here.
So I chose the radius to show this strange over here, the hardness, texture and all that.
All right.
But if I want to do something like changes.
Right, will use.
I have to go to the specific of these ones like Brush, then go here and do that.
So that's maybe a con of using just these many over here.
All right.
So just start with the brush over here.
So again, we have all these settings over here in the brush menu.
So first we have radius unit and it means that when I'm sculpting over here and now if I zoom out,
the brush size will be based on my view.
So the brush size got bigger, right?
So if I now sculpt, it will be bigger.
It will not be like this or here.
All right.
But if I want, like I'm a sculpting and if I want to keep the same way this I want to zoom out to see
my model.
But then I want to just do this.
All right?
With this with the default view, with this unit, I have to maybe press F and change the radius and
then start sculpting from this view.
But if I if in this case you want to do.
With the same brush size.
Right.
So I don't do that.
And if you change it to scene and now when I'm sculpting in this area like this, okay.
And then if I zoom out now, as you can see now hover my mouse over this area, the brush size, the
radius will be the same so I can do the same thing over here, the same thing over here, and the size
is the same.
So the other thing, the normal radius, I never used it.
So you can change the values and see if it's it's a makes any difference but nobody uses it like so
you can just play around with this value for yourself.
But the hardness, the hardness will add.
So for the default, let me do these.
So the default drawing is like this.
All right, but if you want to add some hardness or these these brush, these chalk can enable the hardness,
like make it 100%.
And as you can see now, it is much more hard and less smooth than this.
So if you want a very hard the a very hard
a stroke like this, it can increase the hardness.
So when we are sculpting, let me actually bring this like this.
And we are sculpting the general workflow is to look wonderful for Alice is to do sculpting something
like this.
All right.
And then there is a brush over here named s'mores with its own brush setting and all.
Then we will usually when we're happy with how much volume we have added, we do smoothing something
like this.
Now, this is a very strong, smooth well, it explains how it was smooth, the geometry, the surface
of that we added right here.
All right.
If I do it a lot more, it will make this surface flats.
All right?
And if I do it aggressively like this, it will make the surface flat.
All right.
And this is the general feel that I have.
So I do like some drawing and then smoothing that.
But the shortcut for this in brush is shift.
All right, so if I hold shift while clicking, which will shift now.
Now, now.
As you can see, I'm holding shift.
Now, if I left quick or with my pant draw.
Now it is applying the smoothing like it switches to the smooth brush.
All right, so you don't need to click on this with brush and do that.
And you can in any brush you are just hold shift and move that.
And that is why it has its own shortcut for this smoothing, because it's very important to smooth your
sculpting as part of the walk forward.
I'm going to show you.
So also that is smooth, like the smooth, all the options that you change over here.
Like, you know, like now this strange is like this.
If I draw something like this and then try to smooth out, it will deal with the amounts of astringent.
I have a smooth brush, so if it increases like crazy, I'm on, like, 100%.
Now, if I hold shift while I'm in another brush, the whole shift, the effect, it will be much harder.
So.
So if you are holding shift and amount is not enough or the smoothing is too much, you can always go
to smooth brush and play around with this strange value.
All right.
I want to show you this because, gee, how important this washing process is.
But bunder has a very nice option here to auto smooth.
So so this is a like the opposite of hardness.
It will smooth out your brush.
So some.
I did this without the auto a smooth knife.
I increase autosports to 100% and do this and you can see the shape will be to smooth.
But I don't like this form when I'm blocking out the shape.
And the reason is I applied the same amount of the same amounts of pressuring on these areas.
And as you can see, they must have.
But why?
As you can see, the volume is different.
So when I'm a what I'm sculpting, I want to see the volume and with smooth shapes I can see.
So I want to add something like this.
Then because of these hard edges, I can see very clearly how much of volume I have added to my shape.
All right.
But bits of it is also a smoothing on.
I do not know how much of all you have added.
And then if I'm happy with this, I just hold shift and drag like this and as smooth the geometry,
I get the same result as I go with auto smoothing.
So I usually don't use auto smoothing on maybe for some hard surface sculpting, but generally I tend
to turn it and leave it at 0% delta masking.
I will explain it later on.
Example, for example, when I'm totally goes about the face, it's before now, for example, topology
and we have a brush over here called Grab and it's the same thing as we have in the edit mode in the
proportional editing.
So if you remember, if you, if you have editing and if you press g this, this radius and we can change
the.
You can change the geometry around this area, right?
Right.
The grabber is the same thing.
And the shortcut for it is it's very important because the grabber brush is one of the most used brushes
that you're going to utilize.
The shortcut is G, like the same shortcut you have in your modeling for moving around objects.
If I press G will automatically switch to grab brush.
And now with the radius I have, if I change the radius with F now I can move the geometry like this
way so I can move the geometry, something like this.
So if I enable topology, also asking the topology on it will only in in any brush like I am now in
my grout brush.
Now grab brush will only affect the vertices.
Two are connected to each other.
All right.
And it has some like difference effects to get to the object or here.
Okay.
So in many, very many cases you want to you have a very thin area and you want to move only some vertices
like this.
All right.
Then you enable a topology like this here, and you only move the vertices that are connected.
And so it depends on the radius of my brush.
So if I disabled this policy, the behavior will be different.
All right.
So that is a lot of muscular work.
Yeah.
This explained the other over here for face.
That's always wrong, but these ones are never used.
So you can play around with them.
But the front face is only is very important also.
So if I go and smooth this area like this and if I go and make a sharp edges over here, so don't pay
attention too much, I want to explain the very specific.
Situation.
All right.
So now I have a metal right here that faces like these faces, and the other faces are always a bit
close to each other.
Maybe when I was sculpting or healing among the top, you want to add some geometry over here?
So I add some mesh over here and do something like this.
And maybe sometimes when I do this, this will affect the close geometry below as well as if I turn
around.
As you can see, I think it made some difference over here, save for undo.
As you can see, there was some things that changed over here.
So let me actually do something more exaggerated like this.
So something like this.
And then draw on this.
So face over here.
Let's go around.
And as you can see, there is some very this display on this side of the mesh has changed.
While I was drawing on this.
So let's undo that.
And as you can see, the changes over here to this side was if I go to brush now and then I enable front
faces only, then blender will only affect the faces that are facing the the brush or here say if I
draw now something like this.
Now, if I go around, you can see the measures here is not changed.
All right.
So that's it for the brush setting or here you have also here advanced, which is just the same thing
you have over here.
So the next thing the next thing we have is textures.
So it's the same thing as the thing we had in the in the texture painting or what this painting.
So if I wanted texture in the same thing over here, I knew and I click on this which will transfer
me to this or here, which is the texture properties.
If I click on this, I will go here and then I can open open the textures.
If I click on open, I go to my offers and add an all.
So for example, this all for this is just some dots and all four with dots.
So you need to have offers to work with textures.
Then I go over here and yeah, this just updated that I can now start sculpting with this, just this
brush.
So remember that.
So we add a texture to this brush.
So if I go to this brush, there is no texture.
All right, so this brush now has texture, but this other brush doesn't have texture.
And you can use that to add some different textures to different brushes.
So anyway.
And now if you try to draw.
Now, as you can see on the on the brush, this is now one that is going to try to draw these white.
These white dots over here is going to be showing ammonia, is going to shorten, is going to draw them
on the surface if a click here now when there is drawing these sharp lines and the reason is that we
don't have enough geometry to have more detail.
So usually when you do texture, you use textures in the last step of your sculpting.
So when you're done with the shares, you've done with the like, moving around things and doing the
shapes and all.
The last step is to just use the textures to add some detail.
So texturing is just for adding detail.
All right.
So if I go here now and I had another subdivision surface and apply it and try to sculpt it, and now
as you can see, the geometry, the resolution is much higher.
And let's add another one.
So if you track on the scene, we have 98,000 now.
If we go to subdivisions, maybe not too high school one.
And apply it.
Now we have around 400 then.
Now see what happens like that.
The resolution is much higher.
Right?
So also this.
Texture have some mappings that we discussed in the texturing.
So how all these mapping like for example, this one that can use with right clicking and bring it like
movies around it right click or rotate, rotated to control and right click and then you can just if
you put brush, it will just be applied to this section over here.
But if you want to just use it, just draw it, use viewport.
The best option is we applying to draw the.
The texture.
As you can see, this is a very good option.
For example, if you're doing some humor, altruistic humor, maybe we use some skin textures.
We don't need to just, I don't know, manually draw dots on the skin.
But we do these offers to just add some complexity to our model like this.
All right.
And again, it needs a lot of more genome sequencing, millions of genomes, millions of words.
This is only that.
And that is because this is the last stage of your walk.
And do it don't do it in the first stages because maybe you want to make some changes and you do all
these details and then you are making want to get make some changes and then you will destroy all these
details that you make.
All right.
So that is texturing.
You can also change the size over here or the sample bias.
That's the texturing.
If you're done with texture, you can just press on that button over here to deal with the texture.
And if you want to use a texture again, this texture is now saved.
So you can just go over to the this your properties and go over here and then click on the texture is
now saved and if you click on it, then texture will be applied automatically to your brush area.
So you don't need to add it again if you wanted to use the same texture.