We have multiple scripts, so imagine we have two script work.
Like, for example, we are escaping this area and we want to scrape this and then it's good.
Like there's a line over here, you want to scrape this area and skip this area, and this does kind
of the same thing.
All right.
So if I present.
If I do it with the brush, it's going to do this.
It's going to scrape these both areas, but it's going to keep the line between.
And it can get a very interesting effect like this.
They can use maybe for clothes or maybe even maybe for this area.
Right.
And then it's with that.
But yeah, that's another brush you can use.
The pinch brush is very useful combined with the crease brush.
So I can remember we can use creases.
He's brush to make creases.
So for example in this area on the nose, if I use crease and then if I use pinch, it's going to pinch
this area and it's going to make the surfaces closer to each other.
So it's going to make this surface to this surface closer to each other.
And if I now pre-contract, as you can see, it's going to make this much more closer.
But as you can see, the effect is too much right now.
So we need to we need to really be cautious when we're using these these brushes, like these brushes
over here.
The they should be very subtle.
They have grip brush.
One of the most useful brushes in sculpting.
The whole sculpting were for boys to add volume, geometry and volume over here.
And the first time for grab and grab, it moves around and then again add volume.
All right.
So Grab Brush is one of those useful brushes and the shortcut in.
Here is G.
So it's G number G.
It's the same thing we have for moving the object in object.
So if he or she, it's going to move on the same thing.
We have ura efficient g while we are in other brushes.
It's going to switch to graphs while also like what we have in the object menu, in any menu in blender.
You can right click on any of these brushes or even maybe.
The settings.
All right.
Maybe these settings.
For example.
Okay, you can right click and add to quick favorite as you can see, quick fare with ease enabled by
press and Q and then you have these quick fairy stories up and now I have draw a three case strip and
draw shot.
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
this and do and the click on graph and do it sculpts.
I just press Q Quickly change draw.
I use this Q Playing strips Q draw shop Q trace Q directions.
Then this way I can easily.
Change with the brushes.
But you want to use shotguns.
You can do this.
Click on as one should contact.
Then Blender is going to say that assign a shortcut and you can use a number.
For example, what I like to use is one, two, three, four, five for the five brushes I used most.
So you set shortcuts to one, two, three, four, five or those brushes?
Both.
For the sake of this course, I'm going to use just curious, too.
So you see what brush I'm using all the time?
All right, so that's it.
Grubb As I explained previously, news, if you go to brush or option over here, you can set it to
auto mask and supposedly save it.
For example, grab brush if you go here to the hands and you could on hands is going to only detects
the.
The topology that is connected to each other.
All right.
Is very handy in some push some situations where, for example, you have a routine area and you want
to only grab one area.
I don't want to graph, for example, like this with topology of you're going to grab all this area
together.
If it's topology, it's going to grab the area that is connected and the other area is now being affected
because of the fall of right here, this circle.
But the effect is much less.
Right.
So you can use something like this to your advantage.
Then we have a recipe for.
It's going to make some.
Like it has the same thing with Graf, but it's going to be much more elastic, much more like free
form, let's say, like it's kind of like crap, but it's much more like free.
You have more freedom to do stuff like this, right?
We have a snake hook.
Very slow fun to use.
It's thank you is going to grab the area and like rehab is like snake cook right.
The names is perfect.
So if I click on this area, they grab it.
It's going to make something like this.
And imagine if we want to make a creature and if you want to add horns or we had to have it is click
the snake click and then do this right pretty easy.
So let me have some.
Not very useful.
I think.
Never used it, but maybe in some cases you find it useful.
As you can see, this is the effect it does.
The pause brush is very interesting.
It was added like a thing, but in the 2491 thing and it is very interesting, it made it seem so much
more interesting so far for our case.
I may even just use a pause brush and I'm doing the rigging as a show during periods with use.
So with pause brush the radius of your brush is going to is.
The radius of your brush is telling you how much geometry you're going to manipulate.
So as you can see, if I reduce the radius, there's a line over here.
All right, this line we're here for, increase the radius.
The line grows.
If I increased further, the line grows.
This line is showing me how much of the geometry from the center points.
All right.
From the separate sensor point of brush to the to the radius, to the last point, the radius of the
brush is going to affect.
All right.
So it's going to affect this whole point over here.
And if I now.
Click and drag.
As you can see, it is affecting this area of the brush.
Right.
That is very handy.
So imagine I want to move the hands right here.
So I just have to do this right.
And then imagine I want to make the head move.
All right, so let's just to.
With the accents off.
I just do this like some simple head moving.
I want to move to, like, maybe I just do this.
Even rotate some areas.
If I decrease the radius, then in this area I did this.
It rotates the area.
Of course, after using this kind of brush, you need to do more sculpting.
So, for example, you need to smooth out and do much more.
And then easily making adjusted like for example used the term can decrease it and then go like here.
And then here, maybe.
So yeah, you can use this to do some really fast rigging and posing like this.
But of course, don't forget about the over here.
You can choose this trench to have much more subtle, like maybe.
Changes.
All right.
That's it for this bridge.
Now, I figure it's not, again, one of those verses that I really use, but you can use it for, for
example, this area or example.
And so if some parts of you were sculpting your you can move the whole mesh in one area to up or down.
So you use this brush to move it around like this.
So I'm just knuckles over here I can work with like this.
She's right, I think is a strange sort of move.
It's a nudge.
It's around rotates is going to rotate area.
So for two days it's going to rotate this area.
So you just.
Move your mouse or your pen in a circular motion that's going to make a circle like that.
Slowly.
Relax.
There are some brushes over here that are kinda more useful when you are.
Maybe books, modeling or even modeling.
But they are here, I think, because of some maybe
maybe some courts surfers are sculpting.
So if I move to this area where yes, I'm at the Met, the great.
All right, I'll move this area over here and do some changes to the geometry.
Let us solve some some changes like this.
So the geometry wouldn't be too perfect.
Now if I use Slide to relax and move my mouth around, try and go around like this.
As you can see, the slight brush is trying to make the geometry more even.
So it's going to make it more even as it can.
As you remember, I met with grabbers, like made it up like this with the slides.
Relax and relax.
The geometry of what he made made it more even and more like each other.
So, for example, if I go back to our character or here.
And if I use relax or here is going to relax.
Geometry is useful in some cases when you are trying to make even surfaces, but you need to understand
what it does.
The geometry is going to relax the words towards the have boundary.
It as far as I know this won't work with the with a organic shape like it never works with an organic
shape of this for me.
But again for surfaces like a grid over here, if it go to scope and use boundary and then as you can
see with the brush, there are some lines over here.
So if you're familiar with boundary, we have a we have a modifier here called Simple Deform.
Yeah.
Oh my God.
I miss the simple difference.
If you click on CIF will define fine mesh.
As you can see, we have some options twists, bends that we can use bend for increase the maybe the
angles doesn't happen.
I think if I use temporary for a stretch, if I use twists, I can change how it's going to twist.
All right.
So this is the same thing kind of with this one before we it's much more, let's say.
Freedom.
All right, so if I click here, I'm going to deform this area.
We're here.
And if I click now, it's going to bend it like this.
Right.
So it's pretty useful for some maybe some clothing, some doing some clothes, sculpting some clothes,
maybe doing some blocking of the clothes on all that.
If there are some options in the brush settings or here as well, it's the same thing.
You can set that information to the gym as your closet simulation is going to change a little bit.
I think it's useful, actually.
And now it is actually using the pool and the physics system to bend this like a cloth.
So this is acting more like a cloths.
Right.
Then we have over here the formation we can use bend, grab, twist and inflate and expel.
So if I use tweezers, you can see you can use it to twist this mesh like this.
Then we have the fall off first and the loop is going to do another effects.
Okay.
At some point as far.
I play it?
I can see now it is a war.
So as far as I understand, the boundary kinda works more with the with the flat surface.
It doesn't work with double double phase geometry, for example, here or here it should have a very
simple geometry like this.
So.
The other thing is class.
So if a coherent and you use sphere.
Then that's subdivisions surface to more apply it and the go to sculpting signal in the high frame.
And then with this cloth brush we try to do something crazy like this.
If a click now as you can see it is making some folds on the geometry.
And now I added Chino for subdivision.
As you can see, it's still not very high risk.
So for this brush to work so this brush, as the name implies, is going to make some growth effects.
So it's going to make some folds in your areas and all of that.
All right.
But it needs a lot of GM that this this brush that should be used in your last stages with sculpting
and you're adding material and adding all subdivisions and all that.
All right.
Now, with this falls, if I increase the resolution of a subdivision.
Now, as you can see, the details are coming out, but very, very cool brush.
It's one of those very cool brush that was added in like I think the 2.92.
I think so, yeah.
That's a.
But there are some options for this process as well.
If you go to brush sitting or here or here.
There's some options or he can use a simulation area to local, global, autonomic, and it's going
to change the effect of a bit.
And he can use the simulation limited simulation full of to add more.
I think this.
You can use the information site.
It is on pitch point.
Right.
And I can use.
Drag, for example.
It's going to make an effect like this.
Different.
Throw out all the other options and see the side effects for yourself and play around with these warriors
the next time you have it.
Simplify.
And for this one to explain to you first enable an option called going to point the next.
With this, I'm going to expand to the night zones up over here.
Well, let's expand the use and support over here.
In some cases, your sculpting.
We need more geometry.
All right, then we don't support.
We can quickly add geometry.
So if I go here and decrease the pixel over here.
So it's on six or seven.
I can now.
I jumped to the area they want.
So, for example, I'm walking on the ice and I need more geometry to add more detail.
So if I now with this simple click on here, I'm adding more geologists.
As you can see the geometry in this area that's I use my drop rush to draw this area is much more than
the geometry in this area all right.
But sometimes suddenly said, well, the wireframe.
Now, as you can see, if I use Joshua, for example, this has much more resolution, this area.
It's very much clear that this area has very much resolution in this area.
But sometimes when we are doing sculpting, then you realize, no, I want a simplified version of this.
All right.
And making you simplify.
Simplify only works with time.
So for us, you need to have your ten so far.
All right.
So with this brush, if I go to my family, the one frame I want to simplify this area, I just go here
and then maybe increase the pixel.
So by increasing the pixel over here with its ending set to relative.
More about this later, I'm going to decrease the resolution.
Don't get confused, but with this brush I'm going to delete these geometry over here.
If I did this, then the geometry is going to be deleted and this area is going to be more simplified
like this.
So this is more simple without less details.
That's all it does.
I'm going to expand the masks, first sets for the last part of this video, because they're the most
important of the most important things.
So let's go to the next one.
The mortuaries split up.
And so we have something called mortuaries that I'm going to explain to the next videos.
It's one of the workflows in Berlin that you use for sculpting.
What's a short explanation is that, for example, if we make two spheres like this and we use subdivisions
surface or here and even increases for the surface.
Then with subdivisions surface now as a geometry, I can use it to maybe do more like that, for example.
Right.
But as you can see over here, we can not very much use other versions or here for ourselves.
And the subdivision surface modifier is not recording how a kind strokes is, not really making the
process said.
It's not really giving us much more option than just adding subdivision.
All right.
On the other hand, look at mortuaries, multi mortuaries.
The resolution modifier as a more advanced subdivision surface this one's for is.
Made for like sculpting so this is the modify it to go for sculpt this it is like the subdivision modifier
is you can subdivide but you have to click on subdivisions.
If I click on southward, it's going to make one more subdivision.
It's going to show Invert Frame.
If I do too, I it's going to make more subdivision three times.
Going to make a lot of substitutions.
All right, then we can actually subdivide if we apply the money for it.
And if we add multi resolution on frame and we use on subdivide, it's going to on subdivide the mesh
for us.
So it records the subdivision and we can even use even after applying the modifier, we can unsolved
divide the mesh like this to use.
All right, so if I apply this.
Like the trees subdivision.
Actually, something like this.
All right.
To get our ocean on mesh.
And if I use subdivision too small to subdivision, which is called mode, again, we can use it to
draw and do anything we want.
And the view on most of the subdivision level and then do this then in some parts of my.
It's cuts in process a once.
This sculpting.
I want to get to lower resolution to do some major changes for for example in this sculpting area effectiveness.
Maybe if I do small thing in very higher subdivision like in four or five or six, this happens.
But if it happens, I hear it.
Small thing.
Right now I have my estrogen at 1.3 and maybe lower that.
And then when you are a small thing, it's not a small thing much.
So you want to have a much more smooth.
Well, it does, as I said before, is going to record you as cutting.
So if I click on this arrow in the scopes.
When you were here and go to live in one subdivision, now have more mesh in level one.
And if I do this now.
Smooth like this with the same amount of stress, as you can see, is much easier for me to smoke or
much easier for me to draw things like this as well.
Right.
And then if if I go up again, it is saving all my brushes.
So this is the one I did in the sculpture tree.
And this is what I did in a sculpt level one.
All right.
So this is a great combination to use and very helpful.
And then again.
You can change the viewport and sculpt a render.
All right.
So this is for viewport, sculpt and render.
So if you want our sculpting, for example, in level two, we can have a level two that will help.
You want to have a viewpoint, level one that are rendered in the highest amount, see for good to object
without notice of viewport.
So it's going to be in level one AR object.
If we go to Scotland, it's going to be in level two as we have made it so right.
So let's get back to the thing I was explaining.
If I go to add more resolution, which is called add on subdivide, if I add subdivision on a scope,
one is going to only add that Scott are render.
So keep that in mind.
That's the usefulness.
So if you add a couple of subdivisions and you go to object what you get with Zero Viewport, if you
want that subdivision, just click on that.
All right, then.
I make some changes with this.
Any sense of what's in the fit, the mortar resolution?
As I said, it's going to record my my changes.
All right.
Then I realize after sometimes that these changes are not what I want.
So this is the brush that you want to go to.
So this is the multi-use displacement eraser.
And maybe as if course, it's going to erase the changes we did with the motor resolution.
So if I click here now, it is all raising all the brushes, all of the strokes they use while the motor
resolution on the final.
Right.
This dance over here, we have water resistance.
Also, this brush can't do an effect because we don't have the recordings with this one before.
And I said, this is the smear destroys that smear process.
So for something like this and use.
Smear as a smear.
It is going to smear the brush like this.
I clicked as the smear brush I had been using.
Want to risk?