1 00:00:01,210 --> 00:00:05,110 We have multiple scripts, so imagine we have two script work. 2 00:00:05,680 --> 00:00:11,320 Like, for example, we are escaping this area and we want to scrape this and then it's good. 3 00:00:11,710 --> 00:00:18,100 Like there's a line over here, you want to scrape this area and skip this area, and this does kind 4 00:00:18,100 --> 00:00:18,870 of the same thing. 5 00:00:18,880 --> 00:00:19,180 All right. 6 00:00:19,180 --> 00:00:20,470 So if I present. 7 00:00:24,080 --> 00:00:26,650 If I do it with the brush, it's going to do this. 8 00:00:27,050 --> 00:00:34,190 It's going to scrape these both areas, but it's going to keep the line between. 9 00:00:34,610 --> 00:00:37,880 And it can get a very interesting effect like this. 10 00:00:38,450 --> 00:00:44,360 They can use maybe for clothes or maybe even maybe for this area. 11 00:00:44,500 --> 00:00:44,840 Right. 12 00:00:47,440 --> 00:00:48,630 And then it's with that. 13 00:00:50,740 --> 00:00:53,230 But yeah, that's another brush you can use. 14 00:00:53,230 --> 00:00:58,720 The pinch brush is very useful combined with the crease brush. 15 00:00:58,720 --> 00:01:01,960 So I can remember we can use creases. 16 00:01:02,290 --> 00:01:04,610 He's brush to make creases. 17 00:01:04,610 --> 00:01:10,510 So for example in this area on the nose, if I use crease and then if I use pinch, it's going to pinch 18 00:01:10,510 --> 00:01:15,460 this area and it's going to make the surfaces closer to each other. 19 00:01:15,460 --> 00:01:19,150 So it's going to make this surface to this surface closer to each other. 20 00:01:20,560 --> 00:01:26,230 And if I now pre-contract, as you can see, it's going to make this much more closer. 21 00:01:26,230 --> 00:01:28,840 But as you can see, the effect is too much right now. 22 00:01:28,840 --> 00:01:37,930 So we need to we need to really be cautious when we're using these these brushes, like these brushes 23 00:01:37,930 --> 00:01:38,500 over here. 24 00:01:39,100 --> 00:01:41,560 The they should be very subtle. 25 00:01:41,740 --> 00:01:43,000 They have grip brush. 26 00:01:44,330 --> 00:01:47,450 One of the most useful brushes in sculpting. 27 00:01:48,830 --> 00:01:56,590 The whole sculpting were for boys to add volume, geometry and volume over here. 28 00:01:56,590 --> 00:02:05,120 And the first time for grab and grab, it moves around and then again add volume. 29 00:02:05,690 --> 00:02:05,990 All right. 30 00:02:06,710 --> 00:02:14,480 So Grab Brush is one of those useful brushes and the shortcut in. 31 00:02:15,850 --> 00:02:17,860 Here is G. 32 00:02:20,650 --> 00:02:22,600 So it's G number G. 33 00:02:22,900 --> 00:02:28,010 It's the same thing we have for moving the object in object. 34 00:02:28,270 --> 00:02:30,970 So if he or she, it's going to move on the same thing. 35 00:02:30,970 --> 00:02:35,730 We have ura efficient g while we are in other brushes. 36 00:02:35,920 --> 00:02:46,120 It's going to switch to graphs while also like what we have in the object menu, in any menu in blender. 37 00:02:47,020 --> 00:02:54,730 You can right click on any of these brushes or even maybe. 38 00:02:55,780 --> 00:02:57,010 The settings. 39 00:02:57,190 --> 00:02:57,580 All right. 40 00:02:57,880 --> 00:02:59,020 Maybe these settings. 41 00:03:01,640 --> 00:03:02,380 For example. 42 00:03:02,840 --> 00:03:10,790 Okay, you can right click and add to quick favorite as you can see, quick fare with ease enabled by 43 00:03:10,790 --> 00:03:18,230 press and Q and then you have these quick fairy stories up and now I have draw a three case strip and 44 00:03:18,230 --> 00:03:18,860 draw shot. 45 00:03:19,130 --> 00:03:25,610 So when I'm sculpting, I don't have to go here and then click on it and do a score and then click on 46 00:03:25,610 --> 00:03:28,880 this and do and the click on graph and do it sculpts. 47 00:03:29,720 --> 00:03:33,110 I just press Q Quickly change draw. 48 00:03:33,470 --> 00:03:41,750 I use this Q Playing strips Q draw shop Q trace Q directions. 49 00:03:42,260 --> 00:03:44,150 Then this way I can easily. 50 00:03:46,330 --> 00:03:48,040 Change with the brushes. 51 00:03:48,370 --> 00:03:51,050 But you want to use shotguns. 52 00:03:51,070 --> 00:03:52,090 You can do this. 53 00:03:52,210 --> 00:03:53,680 Click on as one should contact. 54 00:03:53,980 --> 00:03:58,280 Then Blender is going to say that assign a shortcut and you can use a number. 55 00:03:58,390 --> 00:04:04,270 For example, what I like to use is one, two, three, four, five for the five brushes I used most. 56 00:04:04,720 --> 00:04:09,880 So you set shortcuts to one, two, three, four, five or those brushes? 57 00:04:10,630 --> 00:04:10,930 Both. 58 00:04:10,930 --> 00:04:15,000 For the sake of this course, I'm going to use just curious, too. 59 00:04:15,010 --> 00:04:17,829 So you see what brush I'm using all the time? 60 00:04:19,360 --> 00:04:23,230 All right, so that's it. 61 00:04:23,260 --> 00:04:32,350 Grubb As I explained previously, news, if you go to brush or option over here, you can set it to 62 00:04:32,350 --> 00:04:34,810 auto mask and supposedly save it. 63 00:04:34,810 --> 00:04:45,400 For example, grab brush if you go here to the hands and you could on hands is going to only detects 64 00:04:45,970 --> 00:04:46,510 the. 65 00:04:48,820 --> 00:04:51,220 The topology that is connected to each other. 66 00:04:51,430 --> 00:04:51,820 All right. 67 00:04:51,820 --> 00:05:00,110 Is very handy in some push some situations where, for example, you have a routine area and you want 68 00:05:00,110 --> 00:05:03,070 to only grab one area. 69 00:05:03,070 --> 00:05:12,400 I don't want to graph, for example, like this with topology of you're going to grab all this area 70 00:05:12,400 --> 00:05:12,880 together. 71 00:05:13,100 --> 00:05:21,910 If it's topology, it's going to grab the area that is connected and the other area is now being affected 72 00:05:21,910 --> 00:05:24,970 because of the fall of right here, this circle. 73 00:05:26,200 --> 00:05:29,110 But the effect is much less. 74 00:05:29,440 --> 00:05:29,740 Right. 75 00:05:30,130 --> 00:05:33,430 So you can use something like this to your advantage. 76 00:05:35,680 --> 00:05:37,760 Then we have a recipe for. 77 00:05:39,310 --> 00:05:40,240 It's going to make some. 78 00:05:41,450 --> 00:05:49,490 Like it has the same thing with Graf, but it's going to be much more elastic, much more like free 79 00:05:49,490 --> 00:05:56,930 form, let's say, like it's kind of like crap, but it's much more like free. 80 00:05:57,380 --> 00:06:02,750 You have more freedom to do stuff like this, right? 81 00:06:03,680 --> 00:06:04,610 We have a snake hook. 82 00:06:04,910 --> 00:06:06,980 Very slow fun to use. 83 00:06:08,090 --> 00:06:16,160 It's thank you is going to grab the area and like rehab is like snake cook right. 84 00:06:16,610 --> 00:06:19,160 The names is perfect. 85 00:06:19,700 --> 00:06:22,910 So if I click on this area, they grab it. 86 00:06:22,910 --> 00:06:24,470 It's going to make something like this. 87 00:06:24,470 --> 00:06:30,950 And imagine if we want to make a creature and if you want to add horns or we had to have it is click 88 00:06:31,550 --> 00:06:35,660 the snake click and then do this right pretty easy. 89 00:06:36,500 --> 00:06:38,930 So let me have some. 90 00:06:41,430 --> 00:06:42,450 Not very useful. 91 00:06:42,540 --> 00:06:43,020 I think. 92 00:06:43,950 --> 00:06:51,290 Never used it, but maybe in some cases you find it useful. 93 00:06:51,300 --> 00:06:53,430 As you can see, this is the effect it does. 94 00:06:54,240 --> 00:06:56,130 The pause brush is very interesting. 95 00:06:56,130 --> 00:07:06,540 It was added like a thing, but in the 2491 thing and it is very interesting, it made it seem so much 96 00:07:06,540 --> 00:07:09,200 more interesting so far for our case. 97 00:07:09,220 --> 00:07:18,780 I may even just use a pause brush and I'm doing the rigging as a show during periods with use. 98 00:07:19,350 --> 00:07:27,570 So with pause brush the radius of your brush is going to is. 99 00:07:31,340 --> 00:07:39,170 The radius of your brush is telling you how much geometry you're going to manipulate. 100 00:07:39,560 --> 00:07:44,420 So as you can see, if I reduce the radius, there's a line over here. 101 00:07:44,720 --> 00:07:49,310 All right, this line we're here for, increase the radius. 102 00:07:49,310 --> 00:07:50,600 The line grows. 103 00:07:50,720 --> 00:07:52,640 If I increased further, the line grows. 104 00:07:52,970 --> 00:07:59,400 This line is showing me how much of the geometry from the center points. 105 00:07:59,540 --> 00:07:59,960 All right. 106 00:07:59,990 --> 00:08:09,110 From the separate sensor point of brush to the to the radius, to the last point, the radius of the 107 00:08:09,110 --> 00:08:11,930 brush is going to affect. 108 00:08:11,960 --> 00:08:12,230 All right. 109 00:08:12,230 --> 00:08:15,380 So it's going to affect this whole point over here. 110 00:08:15,710 --> 00:08:16,640 And if I now. 111 00:08:17,580 --> 00:08:19,340 Click and drag. 112 00:08:19,350 --> 00:08:24,510 As you can see, it is affecting this area of the brush. 113 00:08:24,870 --> 00:08:25,200 Right. 114 00:08:25,920 --> 00:08:27,360 That is very handy. 115 00:08:27,360 --> 00:08:31,210 So imagine I want to move the hands right here. 116 00:08:31,270 --> 00:08:33,630 So I just have to do this right. 117 00:08:34,320 --> 00:08:38,100 And then imagine I want to make the head move. 118 00:08:38,250 --> 00:08:40,169 All right, so let's just to. 119 00:08:41,909 --> 00:08:43,409 With the accents off. 120 00:08:44,030 --> 00:08:48,210 I just do this like some simple head moving. 121 00:08:48,240 --> 00:08:52,800 I want to move to, like, maybe I just do this. 122 00:08:55,880 --> 00:08:57,650 Even rotate some areas. 123 00:08:57,680 --> 00:09:03,040 If I decrease the radius, then in this area I did this. 124 00:09:03,050 --> 00:09:04,820 It rotates the area. 125 00:09:12,310 --> 00:09:17,080 Of course, after using this kind of brush, you need to do more sculpting. 126 00:09:17,080 --> 00:09:23,560 So, for example, you need to smooth out and do much more. 127 00:09:25,740 --> 00:09:32,700 And then easily making adjusted like for example used the term can decrease it and then go like here. 128 00:09:36,560 --> 00:09:37,820 And then here, maybe. 129 00:09:46,870 --> 00:09:56,650 So yeah, you can use this to do some really fast rigging and posing like this. 130 00:10:05,970 --> 00:10:08,470 But of course, don't forget about the over here. 131 00:10:08,470 --> 00:10:13,030 You can choose this trench to have much more subtle, like maybe. 132 00:10:14,000 --> 00:10:14,570 Changes. 133 00:10:15,260 --> 00:10:15,530 All right. 134 00:10:15,980 --> 00:10:17,510 That's it for this bridge. 135 00:10:17,540 --> 00:10:24,590 Now, I figure it's not, again, one of those verses that I really use, but you can use it for, for 136 00:10:24,590 --> 00:10:26,570 example, this area or example. 137 00:10:26,570 --> 00:10:38,120 And so if some parts of you were sculpting your you can move the whole mesh in one area to up or down. 138 00:10:38,120 --> 00:10:42,530 So you use this brush to move it around like this. 139 00:10:42,530 --> 00:10:45,800 So I'm just knuckles over here I can work with like this. 140 00:10:51,310 --> 00:10:56,950 She's right, I think is a strange sort of move. 141 00:10:56,950 --> 00:10:57,970 It's a nudge. 142 00:10:57,970 --> 00:11:03,010 It's around rotates is going to rotate area. 143 00:11:03,010 --> 00:11:06,070 So for two days it's going to rotate this area. 144 00:11:07,540 --> 00:11:08,590 So you just. 145 00:11:10,140 --> 00:11:16,930 Move your mouse or your pen in a circular motion that's going to make a circle like that. 146 00:11:20,160 --> 00:11:20,620 Slowly. 147 00:11:20,700 --> 00:11:21,390 Relax. 148 00:11:22,020 --> 00:11:28,440 There are some brushes over here that are kinda more useful when you are. 149 00:11:30,120 --> 00:11:34,140 Maybe books, modeling or even modeling. 150 00:11:34,140 --> 00:11:40,140 But they are here, I think, because of some maybe 151 00:11:42,750 --> 00:11:45,810 maybe some courts surfers are sculpting. 152 00:11:46,140 --> 00:11:50,100 So if I move to this area where yes, I'm at the Met, the great. 153 00:11:50,520 --> 00:11:54,600 All right, I'll move this area over here and do some changes to the geometry. 154 00:11:55,050 --> 00:11:57,990 Let us solve some some changes like this. 155 00:11:58,710 --> 00:12:01,320 So the geometry wouldn't be too perfect. 156 00:12:03,830 --> 00:12:11,300 Now if I use Slide to relax and move my mouth around, try and go around like this. 157 00:12:11,840 --> 00:12:19,700 As you can see, the slight brush is trying to make the geometry more even. 158 00:12:19,700 --> 00:12:21,540 So it's going to make it more even as it can. 159 00:12:22,010 --> 00:12:27,500 As you remember, I met with grabbers, like made it up like this with the slides. 160 00:12:27,500 --> 00:12:28,880 Relax and relax. 161 00:12:28,880 --> 00:12:35,660 The geometry of what he made made it more even and more like each other. 162 00:12:36,140 --> 00:12:41,360 So, for example, if I go back to our character or here. 163 00:12:43,610 --> 00:12:47,060 And if I use relax or here is going to relax. 164 00:12:47,080 --> 00:12:57,800 Geometry is useful in some cases when you are trying to make even surfaces, but you need to understand 165 00:12:57,800 --> 00:12:58,730 what it does. 166 00:12:58,730 --> 00:13:04,520 The geometry is going to relax the words towards the have boundary. 167 00:13:06,350 --> 00:13:16,160 It as far as I know this won't work with the with a organic shape like it never works with an organic 168 00:13:16,160 --> 00:13:17,390 shape of this for me. 169 00:13:18,080 --> 00:13:25,460 But again for surfaces like a grid over here, if it go to scope and use boundary and then as you can 170 00:13:25,460 --> 00:13:28,760 see with the brush, there are some lines over here. 171 00:13:30,140 --> 00:13:37,720 So if you're familiar with boundary, we have a we have a modifier here called Simple Deform. 172 00:13:37,730 --> 00:13:38,050 Yeah. 173 00:13:38,070 --> 00:13:39,220 Oh my God. 174 00:13:39,440 --> 00:13:41,570 I miss the simple difference. 175 00:13:41,590 --> 00:13:44,150 If you click on CIF will define fine mesh. 176 00:13:44,450 --> 00:13:53,340 As you can see, we have some options twists, bends that we can use bend for increase the maybe the 177 00:13:53,420 --> 00:13:54,890 angles doesn't happen. 178 00:13:54,890 --> 00:14:02,930 I think if I use temporary for a stretch, if I use twists, I can change how it's going to twist. 179 00:14:03,200 --> 00:14:03,560 All right. 180 00:14:04,430 --> 00:14:11,780 So this is the same thing kind of with this one before we it's much more, let's say. 181 00:14:13,380 --> 00:14:13,860 Freedom. 182 00:14:14,130 --> 00:14:18,960 All right, so if I click here, I'm going to deform this area. 183 00:14:20,420 --> 00:14:20,990 We're here. 184 00:14:21,170 --> 00:14:25,400 And if I click now, it's going to bend it like this. 185 00:14:27,350 --> 00:14:27,650 Right. 186 00:14:28,340 --> 00:14:35,900 So it's pretty useful for some maybe some clothing, some doing some clothes, sculpting some clothes, 187 00:14:35,900 --> 00:14:38,480 maybe doing some blocking of the clothes on all that. 188 00:14:40,280 --> 00:14:46,160 If there are some options in the brush settings or here as well, it's the same thing. 189 00:14:47,150 --> 00:14:53,530 You can set that information to the gym as your closet simulation is going to change a little bit. 190 00:14:53,540 --> 00:14:55,610 I think it's useful, actually. 191 00:14:56,240 --> 00:15:03,020 And now it is actually using the pool and the physics system to bend this like a cloth. 192 00:15:03,020 --> 00:15:06,130 So this is acting more like a cloths. 193 00:15:07,070 --> 00:15:07,370 Right. 194 00:15:08,300 --> 00:15:15,410 Then we have over here the formation we can use bend, grab, twist and inflate and expel. 195 00:15:15,890 --> 00:15:21,860 So if I use tweezers, you can see you can use it to twist this mesh like this. 196 00:15:24,230 --> 00:15:29,960 Then we have the fall off first and the loop is going to do another effects. 197 00:15:30,770 --> 00:15:31,020 Okay. 198 00:15:33,170 --> 00:15:36,350 At some point as far. 199 00:15:38,610 --> 00:15:39,490 I play it? 200 00:15:41,410 --> 00:15:43,350 I can see now it is a war. 201 00:15:44,280 --> 00:15:53,320 So as far as I understand, the boundary kinda works more with the with the flat surface. 202 00:15:53,340 --> 00:16:02,010 It doesn't work with double double phase geometry, for example, here or here it should have a very 203 00:16:03,090 --> 00:16:04,500 simple geometry like this. 204 00:16:06,090 --> 00:16:06,840 So. 205 00:16:08,030 --> 00:16:10,340 The other thing is class. 206 00:16:10,700 --> 00:16:14,030 So if a coherent and you use sphere. 207 00:16:15,440 --> 00:16:24,650 Then that's subdivisions surface to more apply it and the go to sculpting signal in the high frame. 208 00:16:24,650 --> 00:16:30,620 And then with this cloth brush we try to do something crazy like this. 209 00:16:31,220 --> 00:16:37,880 If a click now as you can see it is making some folds on the geometry. 210 00:16:37,880 --> 00:16:42,080 And now I added Chino for subdivision. 211 00:16:42,600 --> 00:16:48,370 As you can see, it's still not very high risk. 212 00:16:48,370 --> 00:16:56,240 So for this brush to work so this brush, as the name implies, is going to make some growth effects. 213 00:16:56,240 --> 00:16:59,420 So it's going to make some folds in your areas and all of that. 214 00:16:59,660 --> 00:16:59,990 All right. 215 00:17:00,440 --> 00:17:07,410 But it needs a lot of GM that this this brush that should be used in your last stages with sculpting 216 00:17:07,410 --> 00:17:13,339 and you're adding material and adding all subdivisions and all that. 217 00:17:14,430 --> 00:17:14,790 All right. 218 00:17:15,329 --> 00:17:19,740 Now, with this falls, if I increase the resolution of a subdivision. 219 00:17:20,609 --> 00:17:26,880 Now, as you can see, the details are coming out, but very, very cool brush. 220 00:17:27,060 --> 00:17:33,180 It's one of those very cool brush that was added in like I think the 2.92. 221 00:17:33,180 --> 00:17:35,480 I think so, yeah. 222 00:17:35,490 --> 00:17:35,880 That's a. 223 00:17:40,180 --> 00:17:43,030 But there are some options for this process as well. 224 00:17:44,200 --> 00:17:46,990 If you go to brush sitting or here or here. 225 00:17:49,000 --> 00:17:55,300 There's some options or he can use a simulation area to local, global, autonomic, and it's going 226 00:17:55,300 --> 00:17:57,550 to change the effect of a bit. 227 00:17:58,450 --> 00:18:03,460 And he can use the simulation limited simulation full of to add more. 228 00:18:10,020 --> 00:18:11,510 I think this. 229 00:18:13,110 --> 00:18:15,030 You can use the information site. 230 00:18:15,270 --> 00:18:16,410 It is on pitch point. 231 00:18:16,410 --> 00:18:16,650 Right. 232 00:18:16,650 --> 00:18:17,790 And I can use. 233 00:18:19,080 --> 00:18:20,550 Drag, for example. 234 00:18:24,030 --> 00:18:26,130 It's going to make an effect like this. 235 00:18:31,080 --> 00:18:31,560 Different. 236 00:18:31,560 --> 00:18:39,960 Throw out all the other options and see the side effects for yourself and play around with these warriors 237 00:18:41,820 --> 00:18:42,690 the next time you have it. 238 00:18:42,690 --> 00:18:43,550 Simplify. 239 00:18:43,620 --> 00:18:50,820 And for this one to explain to you first enable an option called going to point the next. 240 00:18:50,820 --> 00:18:53,700 With this, I'm going to expand to the night zones up over here. 241 00:18:54,330 --> 00:18:57,420 Well, let's expand the use and support over here. 242 00:18:58,200 --> 00:19:00,630 In some cases, your sculpting. 243 00:19:01,170 --> 00:19:03,570 We need more geometry. 244 00:19:04,410 --> 00:19:06,390 All right, then we don't support. 245 00:19:06,390 --> 00:19:10,110 We can quickly add geometry. 246 00:19:10,110 --> 00:19:14,310 So if I go here and decrease the pixel over here. 247 00:19:14,520 --> 00:19:16,440 So it's on six or seven. 248 00:19:17,760 --> 00:19:18,720 I can now. 249 00:19:18,930 --> 00:19:20,760 I jumped to the area they want. 250 00:19:20,770 --> 00:19:25,620 So, for example, I'm walking on the ice and I need more geometry to add more detail. 251 00:19:25,620 --> 00:19:31,130 So if I now with this simple click on here, I'm adding more geologists. 252 00:19:31,130 --> 00:19:43,830 As you can see the geometry in this area that's I use my drop rush to draw this area is much more than 253 00:19:43,830 --> 00:19:46,680 the geometry in this area all right. 254 00:19:47,670 --> 00:19:50,550 But sometimes suddenly said, well, the wireframe. 255 00:19:50,550 --> 00:19:57,160 Now, as you can see, if I use Joshua, for example, this has much more resolution, this area. 256 00:19:58,190 --> 00:20:04,310 It's very much clear that this area has very much resolution in this area. 257 00:20:06,230 --> 00:20:16,430 But sometimes when we are doing sculpting, then you realize, no, I want a simplified version of this. 258 00:20:16,640 --> 00:20:17,100 All right. 259 00:20:17,120 --> 00:20:18,890 And making you simplify. 260 00:20:19,940 --> 00:20:22,220 Simplify only works with time. 261 00:20:22,220 --> 00:20:24,890 So for us, you need to have your ten so far. 262 00:20:25,340 --> 00:20:25,760 All right. 263 00:20:26,570 --> 00:20:35,120 So with this brush, if I go to my family, the one frame I want to simplify this area, I just go here 264 00:20:35,720 --> 00:20:38,360 and then maybe increase the pixel. 265 00:20:38,360 --> 00:20:43,250 So by increasing the pixel over here with its ending set to relative. 266 00:20:44,060 --> 00:20:48,620 More about this later, I'm going to decrease the resolution. 267 00:20:49,160 --> 00:20:54,980 Don't get confused, but with this brush I'm going to delete these geometry over here. 268 00:20:55,370 --> 00:21:03,740 If I did this, then the geometry is going to be deleted and this area is going to be more simplified 269 00:21:03,860 --> 00:21:04,610 like this. 270 00:21:05,310 --> 00:21:09,080 So this is more simple without less details. 271 00:21:10,070 --> 00:21:11,180 That's all it does. 272 00:21:12,980 --> 00:21:20,180 I'm going to expand the masks, first sets for the last part of this video, because they're the most 273 00:21:20,180 --> 00:21:22,100 important of the most important things. 274 00:21:22,790 --> 00:21:24,500 So let's go to the next one. 275 00:21:24,500 --> 00:21:27,410 The mortuaries split up. 276 00:21:27,450 --> 00:21:35,570 And so we have something called mortuaries that I'm going to explain to the next videos. 277 00:21:35,960 --> 00:21:41,620 It's one of the workflows in Berlin that you use for sculpting. 278 00:21:41,630 --> 00:21:52,760 What's a short explanation is that, for example, if we make two spheres like this and we use subdivisions 279 00:21:52,760 --> 00:21:56,120 surface or here and even increases for the surface. 280 00:21:57,240 --> 00:22:07,800 Then with subdivisions surface now as a geometry, I can use it to maybe do more like that, for example. 281 00:22:08,220 --> 00:22:08,550 Right. 282 00:22:09,420 --> 00:22:21,150 But as you can see over here, we can not very much use other versions or here for ourselves. 283 00:22:21,150 --> 00:22:36,180 And the subdivision surface modifier is not recording how a kind strokes is, not really making the 284 00:22:37,900 --> 00:22:38,820 process said. 285 00:22:40,230 --> 00:22:44,460 It's not really giving us much more option than just adding subdivision. 286 00:22:44,610 --> 00:22:45,030 All right. 287 00:22:45,060 --> 00:22:51,170 On the other hand, look at mortuaries, multi mortuaries. 288 00:22:51,360 --> 00:22:58,290 The resolution modifier as a more advanced subdivision surface this one's for is. 289 00:23:00,980 --> 00:23:10,720 Made for like sculpting so this is the modify it to go for sculpt this it is like the subdivision modifier 290 00:23:11,330 --> 00:23:14,270 is you can subdivide but you have to click on subdivisions. 291 00:23:14,270 --> 00:23:18,620 If I click on southward, it's going to make one more subdivision. 292 00:23:19,430 --> 00:23:21,860 It's going to show Invert Frame. 293 00:23:22,970 --> 00:23:26,890 If I do too, I it's going to make more subdivision three times. 294 00:23:26,900 --> 00:23:28,430 Going to make a lot of substitutions. 295 00:23:28,970 --> 00:23:36,140 All right, then we can actually subdivide if we apply the money for it. 296 00:23:36,140 --> 00:23:44,090 And if we add multi resolution on frame and we use on subdivide, it's going to on subdivide the mesh 297 00:23:44,090 --> 00:23:44,600 for us. 298 00:23:44,900 --> 00:23:53,060 So it records the subdivision and we can even use even after applying the modifier, we can unsolved 299 00:23:53,060 --> 00:23:55,490 divide the mesh like this to use. 300 00:23:55,730 --> 00:24:01,190 All right, so if I apply this. 301 00:24:02,590 --> 00:24:04,600 Like the trees subdivision. 302 00:24:05,080 --> 00:24:08,050 Actually, something like this. 303 00:24:08,770 --> 00:24:09,280 All right. 304 00:24:09,790 --> 00:24:11,410 To get our ocean on mesh. 305 00:24:12,190 --> 00:24:18,910 And if I use subdivision too small to subdivision, which is called mode, again, we can use it to 306 00:24:19,330 --> 00:24:21,290 draw and do anything we want. 307 00:24:21,340 --> 00:24:30,070 And the view on most of the subdivision level and then do this then in some parts of my. 308 00:24:31,490 --> 00:24:34,650 It's cuts in process a once. 309 00:24:35,250 --> 00:24:36,780 This sculpting. 310 00:24:37,080 --> 00:24:46,450 I want to get to lower resolution to do some major changes for for example in this sculpting area effectiveness. 311 00:24:47,460 --> 00:24:57,840 Maybe if I do small thing in very higher subdivision like in four or five or six, this happens. 312 00:24:57,840 --> 00:25:00,270 But if it happens, I hear it. 313 00:25:00,280 --> 00:25:00,840 Small thing. 314 00:25:01,320 --> 00:25:07,260 Right now I have my estrogen at 1.3 and maybe lower that. 315 00:25:07,710 --> 00:25:10,800 And then when you are a small thing, it's not a small thing much. 316 00:25:10,830 --> 00:25:13,020 So you want to have a much more smooth. 317 00:25:13,290 --> 00:25:18,930 Well, it does, as I said before, is going to record you as cutting. 318 00:25:18,930 --> 00:25:22,530 So if I click on this arrow in the scopes. 319 00:25:24,310 --> 00:25:31,240 When you were here and go to live in one subdivision, now have more mesh in level one. 320 00:25:31,660 --> 00:25:33,850 And if I do this now. 321 00:25:35,450 --> 00:25:41,960 Smooth like this with the same amount of stress, as you can see, is much easier for me to smoke or 322 00:25:41,960 --> 00:25:46,160 much easier for me to draw things like this as well. 323 00:25:46,280 --> 00:25:46,610 Right. 324 00:25:46,910 --> 00:25:53,990 And then if if I go up again, it is saving all my brushes. 325 00:25:54,260 --> 00:25:58,090 So this is the one I did in the sculpture tree. 326 00:25:58,100 --> 00:26:02,600 And this is what I did in a sculpt level one. 327 00:26:03,110 --> 00:26:03,470 All right. 328 00:26:04,070 --> 00:26:09,710 So this is a great combination to use and very helpful. 329 00:26:10,070 --> 00:26:10,760 And then again. 330 00:26:11,910 --> 00:26:14,550 You can change the viewport and sculpt a render. 331 00:26:14,730 --> 00:26:15,140 All right. 332 00:26:15,720 --> 00:26:18,660 So this is for viewport, sculpt and render. 333 00:26:18,720 --> 00:26:24,330 So if you want our sculpting, for example, in level two, we can have a level two that will help. 334 00:26:24,360 --> 00:26:30,570 You want to have a viewpoint, level one that are rendered in the highest amount, see for good to object 335 00:26:30,600 --> 00:26:32,810 without notice of viewport. 336 00:26:32,820 --> 00:26:35,550 So it's going to be in level one AR object. 337 00:26:35,910 --> 00:26:42,930 If we go to Scotland, it's going to be in level two as we have made it so right. 338 00:26:43,560 --> 00:26:48,420 So let's get back to the thing I was explaining. 339 00:26:48,450 --> 00:26:58,200 If I go to add more resolution, which is called add on subdivide, if I add subdivision on a scope, 340 00:26:58,200 --> 00:27:01,260 one is going to only add that Scott are render. 341 00:27:01,260 --> 00:27:02,250 So keep that in mind. 342 00:27:02,730 --> 00:27:04,290 That's the usefulness. 343 00:27:04,290 --> 00:27:12,600 So if you add a couple of subdivisions and you go to object what you get with Zero Viewport, if you 344 00:27:12,600 --> 00:27:15,090 want that subdivision, just click on that. 345 00:27:16,730 --> 00:27:17,320 All right, then. 346 00:27:17,330 --> 00:27:20,150 I make some changes with this. 347 00:27:21,800 --> 00:27:25,950 Any sense of what's in the fit, the mortar resolution? 348 00:27:26,360 --> 00:27:30,710 As I said, it's going to record my my changes. 349 00:27:30,920 --> 00:27:31,180 All right. 350 00:27:31,430 --> 00:27:38,420 Then I realize after sometimes that these changes are not what I want. 351 00:27:38,870 --> 00:27:41,840 So this is the brush that you want to go to. 352 00:27:41,870 --> 00:27:45,470 So this is the multi-use displacement eraser. 353 00:27:45,620 --> 00:27:52,280 And maybe as if course, it's going to erase the changes we did with the motor resolution. 354 00:27:52,850 --> 00:28:03,110 So if I click here now, it is all raising all the brushes, all of the strokes they use while the motor 355 00:28:03,110 --> 00:28:04,490 resolution on the final. 356 00:28:09,910 --> 00:28:10,260 Right. 357 00:28:10,710 --> 00:28:13,200 This dance over here, we have water resistance. 358 00:28:13,200 --> 00:28:18,600 Also, this brush can't do an effect because we don't have the recordings with this one before. 359 00:28:20,460 --> 00:28:24,810 And I said, this is the smear destroys that smear process. 360 00:28:26,120 --> 00:28:29,760 So for something like this and use. 361 00:28:32,070 --> 00:28:33,420 Smear as a smear. 362 00:28:33,420 --> 00:28:37,380 It is going to smear the brush like this. 363 00:28:41,790 --> 00:28:45,600 I clicked as the smear brush I had been using. 364 00:28:46,080 --> 00:28:46,710 Want to risk?