1 00:00:01,170 --> 00:00:02,340 Then we have a sports. 2 00:00:02,460 --> 00:00:10,890 As I explains in previous videos with s'mores, you can spot the area, but we usually, even if were 3 00:00:11,710 --> 00:00:17,620 discussing or on other brushes, then we hold shift and it shifts. 4 00:00:17,640 --> 00:00:18,690 Now we can smooth. 5 00:00:18,780 --> 00:00:26,670 And actually it's kind of when you're holding shift, you're kind of switching to this one's brush. 6 00:00:26,880 --> 00:00:34,920 But be aware that if you want to adjust the change of a smooth brush, you have to click on the switch 7 00:00:34,920 --> 00:00:37,160 brush or here and adjust it. 8 00:00:37,230 --> 00:00:40,890 And then it will remember this smooth through. 9 00:00:40,950 --> 00:00:48,510 So if you're on other brushes and you hold shift now the surface of the smooth is much lower. 10 00:00:48,720 --> 00:00:54,960 And if you increase this change and you go here now, stretch is too much. 11 00:00:55,800 --> 00:00:56,070 All right. 12 00:00:57,210 --> 00:00:58,440 So we have flatten. 13 00:00:58,920 --> 00:01:01,110 These are some very interesting brushes. 14 00:01:01,110 --> 00:01:08,340 So if I use clear strip and use it, something like this. 15 00:01:08,640 --> 00:01:17,580 All right, then I want to flat maybe maybe do something more, maybe decrease the brightness of the 16 00:01:17,580 --> 00:01:18,660 brush and do something like this. 17 00:01:19,350 --> 00:01:24,970 Then I rotate and I see that I have some uneven surface, right? 18 00:01:25,050 --> 00:01:30,870 I use this for some brush and then I click and drag to flatten this area. 19 00:01:32,100 --> 00:01:34,140 And now this area is flotsam. 20 00:01:34,560 --> 00:01:36,150 Then we change the match up. 21 00:01:36,150 --> 00:01:40,270 So the match up is something else that you need to know when you're sculpting. 22 00:01:40,290 --> 00:01:44,280 So if you go up here in the you are in solid view. 23 00:01:44,280 --> 00:01:52,770 Now, if you go and press on this on this arrow and then something is here as match up, these are some 24 00:01:52,770 --> 00:01:58,650 stored with some stored lighting and stored the colors and all that. 25 00:01:58,650 --> 00:02:00,360 You can use all the materials you want. 26 00:02:00,360 --> 00:02:06,180 Look, something like this is some like presents skin, for example. 27 00:02:06,600 --> 00:02:10,050 I can use many match ups as well. 28 00:02:10,289 --> 00:02:14,490 I like the default one or this one to do. 29 00:02:16,070 --> 00:02:19,820 Like the grey ones, we can definitely use them. 30 00:02:19,820 --> 00:02:26,600 For example, this one, the clip brown is very good when you have sharp edges. 31 00:02:27,270 --> 00:02:34,610 If, for example, you do some very sharp edges like this is much more visible in this matchup than 32 00:02:34,610 --> 00:02:39,080 the regular one for us in this example is a very big. 33 00:02:41,020 --> 00:02:48,480 I will pick a dance or hear what if you have fine details in the forest, for example, is much more 34 00:02:48,750 --> 00:02:54,720 visible in that mask so you can change the matchups and see it for yourself. 35 00:02:55,560 --> 00:02:59,220 So if I change a city, as you can see, there are some differences. 36 00:02:59,640 --> 00:03:04,950 So I use Matthew up for his purposes to have some shadows over here. 37 00:03:05,730 --> 00:03:06,030 All right. 38 00:03:06,450 --> 00:03:17,010 And then we can do some lighting and sculpting and switch it to a material preview or the render to 39 00:03:17,010 --> 00:03:19,680 see with actual lighting. 40 00:03:20,190 --> 00:03:20,460 All right. 41 00:03:20,490 --> 00:03:23,490 But now this up is much better than the city of one. 42 00:03:24,240 --> 00:03:24,780 So. 43 00:03:26,270 --> 00:03:32,230 As we were saying, flatten, do something like this, we can even flatten the edges over here. 44 00:03:32,240 --> 00:03:37,300 So kind of do something like small thing by flat surface. 45 00:03:37,300 --> 00:03:46,880 So if you have even surfaces made by a brush like a clay strip that makes like very uneven surfaces 46 00:03:47,510 --> 00:03:58,610 that we can use flatten to flat area and then we have feel so as it's like the name says that it fills 47 00:03:58,610 --> 00:03:59,090 the area. 48 00:03:59,090 --> 00:04:08,800 So for example in this area we have a dense if I do this rush it's going to feel the dents or fill the 49 00:04:08,810 --> 00:04:14,240 hole or here scrape, scrape and flatten are. 50 00:04:15,310 --> 00:04:24,510 Like the same thing with like but flat and I think it's let me show you Fortum mixed. 51 00:04:24,950 --> 00:04:25,300 So. 52 00:04:27,130 --> 00:04:29,030 Let's use flotsam on this one. 53 00:04:29,050 --> 00:04:36,170 A skip on this flatten flats theory and then it adds smoothness. 54 00:04:36,220 --> 00:04:36,550 Right. 55 00:04:36,750 --> 00:04:38,860 I like it smooth there. 56 00:04:39,280 --> 00:04:46,870 Also, if I do flat the one go with all point flow, you can see it as I'm supposed to scrape. 57 00:04:46,900 --> 00:04:53,230 It kind of doesn't add this smooth kind that tries to keep the edge. 58 00:04:53,560 --> 00:04:58,300 If I'm now with the 0.5. 59 00:04:58,840 --> 00:05:01,900 I try to fight this area with a scrape. 60 00:05:02,050 --> 00:05:04,340 Now, because you can see it's flat. 61 00:05:04,360 --> 00:05:09,910 This area with keeps the edges intact and doesn't smooth it. 62 00:05:09,910 --> 00:05:14,140 Like just like you have some some unevenness over here. 63 00:05:15,230 --> 00:05:17,610 Remains and this is very useful. 64 00:05:18,200 --> 00:05:26,810 So I do really use flats and I usually use scrape when I'm sculpting and I want to flat the area, it 65 00:05:26,810 --> 00:05:30,690 adds much more interesting shape than the flat. 66 00:05:31,370 --> 00:05:31,700 All right.