1 00:00:01,000 --> 00:00:03,610 And about the faces in the last posts. 2 00:00:03,670 --> 00:00:06,840 And these are for my skin. 3 00:00:06,910 --> 00:00:08,710 Another thing we have is box fights. 4 00:00:09,250 --> 00:00:16,770 And pretty simple, if we click and drag a box, this is a preview of a box for us. 5 00:00:16,780 --> 00:00:22,960 And if we let go, it's going to make this part of the mesh hidden. 6 00:00:23,410 --> 00:00:25,150 But it is only hidden. 7 00:00:25,360 --> 00:00:28,000 It is not deleted. 8 00:00:28,390 --> 00:00:34,960 To get back hidden objects we use all edge. 9 00:00:35,350 --> 00:00:46,600 All right, so if I now again backside this and if I use edge, I'm going to unhide all the hidden parts. 10 00:00:47,320 --> 00:00:47,620 All right. 11 00:00:50,410 --> 00:00:54,550 Let me rephrase this and actually apply this now. 12 00:00:55,000 --> 00:00:58,360 You can apply it in other modes other than object, but. 13 00:01:01,290 --> 00:01:09,600 They may have blockstream and blast stream if they use books is going to treat the objects like this. 14 00:01:09,720 --> 00:01:10,050 All right. 15 00:01:10,200 --> 00:01:21,840 If you wireframe as you can see this is what we get the mesh we had with a flat surface for use last 16 00:01:21,850 --> 00:01:27,150 lettering that's going to all do the same thing with the lasso selection. 17 00:01:28,130 --> 00:01:28,410 Right. 18 00:01:29,210 --> 00:01:30,560 This is what we have. 19 00:01:31,820 --> 00:01:38,270 And if you use one project, it's going to make the line with a shadow. 20 00:01:38,300 --> 00:01:41,960 So everything that is on the shadow is going to get removed. 21 00:01:41,970 --> 00:01:44,240 So if I did this, this is going to be removed. 22 00:01:44,780 --> 00:01:46,460 If it did, this is going to be. 23 00:01:47,030 --> 00:01:49,760 And now notice how much houses you own. 24 00:01:49,760 --> 00:01:52,610 She is much more a cleaner. 25 00:01:52,860 --> 00:01:53,240 Right. 26 00:01:55,370 --> 00:02:07,250 I don't go to the laser treatment blockstream because unfortunately, these are these brushes use bullying 27 00:02:08,210 --> 00:02:10,460 bullying operation. 28 00:02:11,210 --> 00:02:11,530 All right. 29 00:02:11,570 --> 00:02:16,640 And that is why when you are using Plaxo, it actually took longer. 30 00:02:17,090 --> 00:02:22,520 It is using a bullying operation to make a hole in this thing. 31 00:02:22,760 --> 00:02:25,550 When you go to geometry, I am not using that. 32 00:02:25,850 --> 00:02:36,200 Right, but it lacked or now and I think if you go to high above 500,000, it's going like it is going 33 00:02:36,200 --> 00:02:39,560 to take a long time and maybe even blender might crash. 34 00:02:40,010 --> 00:02:46,520 So I recommend to you that you do not use the last of the streams for that specific reason. 35 00:02:46,910 --> 00:02:54,380 But if your message is low poly and now and you're in the process stages of sculpting, you can use 36 00:02:54,380 --> 00:02:58,070 this to do some trims like that. 37 00:02:58,700 --> 00:02:58,970 Okay. 38 00:02:59,750 --> 00:03:05,120 But the thing, the delight project is the ones they use a lot. 39 00:03:05,480 --> 00:03:11,330 I can use it very simply and very fast is very fast to use like this. 40 00:03:15,400 --> 00:03:15,700 Right. 41 00:03:17,470 --> 00:03:25,870 Well, another thing that is very useful as we go to the settings of these last streams, we have three 42 00:03:25,870 --> 00:03:26,220 more. 43 00:03:26,320 --> 00:03:28,750 So three more is such a difference right now. 44 00:03:28,810 --> 00:03:31,060 These are the Poulenc operations. 45 00:03:31,900 --> 00:03:36,340 We set it to union and draw shape over here. 46 00:03:37,370 --> 00:03:44,080 As you can see, it's going to make a shape for us and it's going to actually let me make another object 47 00:03:44,080 --> 00:03:46,750 over here in this sphere. 48 00:03:47,980 --> 00:03:50,530 It's coupled, and that's the train with the union. 49 00:03:50,680 --> 00:03:55,120 If I draw shape over here, it's going to make an object and it's going to actually join these two together. 50 00:03:55,720 --> 00:03:56,080 All right. 51 00:03:56,410 --> 00:03:58,180 Well, what I'm interested in is this. 52 00:03:58,180 --> 00:03:59,020 Join one. 53 00:03:59,080 --> 00:04:07,210 All right, so if I do this, I can see I have another option, mate, in the air. 54 00:04:07,750 --> 00:04:09,370 That is pretty cool. 55 00:04:10,030 --> 00:04:18,890 Like, for example, if I go here and maybe I want to make ears right near symmetry. 56 00:04:20,050 --> 00:04:21,640 Imagine this as the face. 57 00:04:21,640 --> 00:04:24,400 I go here to draw something like this. 58 00:04:25,090 --> 00:04:27,910 All right, I when to have a shape over here. 59 00:04:28,720 --> 00:04:29,350 Right there. 60 00:04:29,470 --> 00:04:32,960 And then I can have a maybe a nose, right? 61 00:04:33,850 --> 00:04:38,110 Maybe an eye and a very cool for this brush over here. 62 00:04:38,850 --> 00:04:39,540 I can sit. 63 00:04:43,070 --> 00:04:45,770 Right now think in default this is off. 64 00:04:46,520 --> 00:04:47,810 Use cursive for depth. 65 00:04:48,290 --> 00:04:50,780 I'm not sure whether if you turn it off. 66 00:04:50,780 --> 00:04:55,190 As you can see, this is too big or is too big. 67 00:04:55,190 --> 00:04:59,510 So make sure that this option is on use cursor for depth. 68 00:05:00,680 --> 00:05:07,760 This one is going to use your rate or the radius for brush for how much depth this one is going to have. 69 00:05:07,760 --> 00:05:15,920 So if I now make one over here, it's going to have less depth, less like thickness if I decrease the 70 00:05:15,940 --> 00:05:17,000 brush more. 71 00:05:17,920 --> 00:05:24,460 It's going to have less than that and it depends under your view as well so that the minds. 72 00:05:26,960 --> 00:05:31,100 Like this can use shape or addition to surface of view. 73 00:05:31,460 --> 00:05:35,420 So actually so it was sort of a surface. 74 00:05:35,420 --> 00:05:39,560 So the shape was based on the surface. 75 00:05:39,980 --> 00:05:40,360 All right. 76 00:05:40,370 --> 00:05:44,540 So if I change the view now, it is based on the field for zooming like that. 77 00:05:44,960 --> 00:05:49,310 If I make it, I make a simple, really tiny shape over here. 78 00:05:49,460 --> 00:05:50,420 But zoom out. 79 00:05:51,290 --> 00:05:52,460 Make something like this. 80 00:05:52,640 --> 00:05:54,650 So it is based on the view. 81 00:05:55,100 --> 00:05:55,400 All right. 82 00:05:55,970 --> 00:05:57,770 So that is all about these two brushes. 83 00:05:59,690 --> 00:06:03,400 And then we can go in. 84 00:06:03,980 --> 00:06:06,560 These are joined together, as you can see. 85 00:06:06,860 --> 00:06:11,360 Let's do it them and let's go back to our character. 86 00:06:17,540 --> 00:06:18,380 Now we have. 87 00:06:19,490 --> 00:06:22,700 Mesh filter is very useful. 88 00:06:23,060 --> 00:06:28,130 But for explain this let me use masking in masking use em. 89 00:06:28,940 --> 00:06:30,140 More about that later on. 90 00:06:30,140 --> 00:06:37,430 But if I want masking and the control are to convert it, if I use mesh filter in many, I can use these 91 00:06:37,880 --> 00:06:38,810 I can use these filters. 92 00:06:38,810 --> 00:06:40,580 So I have filter type over here. 93 00:06:40,580 --> 00:06:48,140 I have a small scale inflate sphere, random relax and all these options look reasonable in some part 94 00:06:48,140 --> 00:06:59,840 of my I'm actually doing this mask release all parts of my colds I like for example here maybe I want 95 00:06:59,840 --> 00:07:07,750 to make my knuckles so many ways to do like prominence particles over here, like using flat brush or 96 00:07:07,760 --> 00:07:08,240 all that. 97 00:07:08,930 --> 00:07:12,170 But I can also use the mesh filter. 98 00:07:12,170 --> 00:07:16,880 So for example the here mask these areas. 99 00:07:24,020 --> 00:07:24,650 And a control. 100 00:07:24,650 --> 00:07:31,160 Artie Burns And then I got too much filter and I go over here and choose what then it is. 101 00:07:31,670 --> 00:07:37,790 You don't have to move your cursor to the area or that is all directions at the direction. 102 00:07:37,790 --> 00:07:45,330 This is zero and this is 100, 100% right. 103 00:07:45,350 --> 00:07:53,420 So from this direction that this direction safer click and drag from left to right, it's going to increase 104 00:07:53,420 --> 00:07:54,170 this trench. 105 00:07:54,860 --> 00:07:55,190 All right. 106 00:07:55,640 --> 00:07:57,680 As it did over here, The Sims. 107 00:08:05,760 --> 00:08:06,120 All right. 108 00:08:06,420 --> 00:08:12,240 So for coalition drag from anywhere from left to right, from anywhere, actually from left to right, 109 00:08:12,630 --> 00:08:16,320 if I drag, it's going to inflate and inflate and inflate. 110 00:08:16,320 --> 00:08:21,630 Or if I go back, I can decrease this change like this. 111 00:08:22,930 --> 00:08:27,400 So with these I can like subtle inflation in the area. 112 00:08:27,400 --> 00:08:34,270 I want you write and if I want to smooth it, I got to here smooth it from left to right. 113 00:08:34,600 --> 00:08:37,510 Smoothing for something like this. 114 00:08:37,530 --> 00:08:39,340 Nice smoothing, I can see. 115 00:08:42,000 --> 00:08:45,450 If I want to scale this area I go and skills like this. 116 00:08:48,300 --> 00:08:57,900 And then, you know, maybe I want to add some sphere effects to this area to make it more sphere shaped. 117 00:08:58,710 --> 00:08:59,580 I used this. 118 00:09:02,210 --> 00:09:03,310 We can use random. 119 00:09:04,100 --> 00:09:11,420 More random effect is kind of useful when you're is more useful and you have more geometry. 120 00:09:11,420 --> 00:09:17,810 For example, when you have, then you're going to mix the, the tertiary shapes of the skin. 121 00:09:18,950 --> 00:09:23,240 I usually use this option thinking relax the geometry with this. 122 00:09:23,930 --> 00:09:25,990 If I enable wireframe, maybe you see. 123 00:09:27,570 --> 00:09:30,180 You know, relax the geology like this. 124 00:09:34,050 --> 00:09:34,980 Then you can shop. 125 00:09:35,200 --> 00:09:36,330 It's slow. 126 00:09:38,390 --> 00:09:38,630 Okay. 127 00:09:39,740 --> 00:09:42,230 So we can enhance the details. 128 00:09:42,310 --> 00:09:48,050 And so this is a very handy and useful option you have. 129 00:09:48,050 --> 00:09:50,430 And I use this a lot. 130 00:09:51,380 --> 00:09:51,710 All right. 131 00:09:51,720 --> 00:09:56,370 And also, you have your local and this is the pivot points. 132 00:09:56,450 --> 00:09:56,830 All right. 133 00:09:56,840 --> 00:09:58,070 So keep that in mind. 134 00:10:00,200 --> 00:10:13,520 The other thing we have is cloth filter is kind of the same thing as the cloth brush, but it kinda 135 00:10:16,250 --> 00:10:20,300 gives us a more uniform effect. 136 00:10:20,510 --> 00:10:25,250 So with a cloth brush, we add an effect in the area we want. 137 00:10:25,340 --> 00:10:25,700 Right. 138 00:10:26,090 --> 00:10:29,470 Whether it's a cloth filter, we're going to add it to the whole mesh. 139 00:10:29,480 --> 00:10:37,190 So if I go here and that again is the same as the mesh filter, we don't have to put it on the object. 140 00:10:37,580 --> 00:10:40,310 You just have to click and drag from left to right. 141 00:10:40,790 --> 00:10:44,130 It's going to have a fake like this, but it's going to be subtle, right? 142 00:10:44,150 --> 00:10:46,760 So this is the strange way. 143 00:10:48,480 --> 00:10:49,740 And into this. 144 00:10:51,820 --> 00:10:56,120 As you can see, still, we don't have enough geology. 145 00:10:58,190 --> 00:11:04,100 So are these cloths, simulations or anything that is. 146 00:11:05,820 --> 00:11:06,240 Kind. 147 00:11:08,500 --> 00:11:09,010 Waste. 148 00:11:09,010 --> 00:11:12,820 Assimilation is really a lot of geology. 149 00:11:14,050 --> 00:11:16,720 So that's what it does. 150 00:11:18,100 --> 00:11:27,820 And there are some options for the service to expand the use and flights, then use the use pinch. 151 00:11:30,080 --> 00:11:31,640 Now, this is much more interesting, right? 152 00:11:31,820 --> 00:11:37,160 This is going to make it a much more interesting effect to the shape. 153 00:11:38,630 --> 00:11:39,600 This point this. 154 00:11:41,200 --> 00:11:43,260 If you use skill. 155 00:11:47,630 --> 00:11:49,250 Not so much for this --. 156 00:11:51,110 --> 00:11:53,810 All right, let's use gravity also. 157 00:11:54,350 --> 00:11:54,710 Venus. 158 00:11:54,710 --> 00:11:55,460 Gravity. 159 00:11:56,500 --> 00:11:56,900 All right. 160 00:11:58,330 --> 00:11:59,620 So it expands. 161 00:12:03,460 --> 00:12:04,870 Maybe it would be too much. 162 00:12:04,960 --> 00:12:07,180 Let's show the strange things, you know. 163 00:12:12,140 --> 00:12:13,160 Or minus one. 164 00:12:18,610 --> 00:12:18,980 Yeah. 165 00:12:24,240 --> 00:12:26,850 Geometry like it explodes. 166 00:12:28,060 --> 00:12:30,410 Can't handle the filter. 167 00:12:31,790 --> 00:12:33,940 The exports are. 168 00:12:34,930 --> 00:12:39,130 The problem is more geometry for this, but I'm not going to subdivide it even more. 169 00:12:39,460 --> 00:12:44,080 I'm afraid it's going to make my company a very, very slow. 170 00:12:46,680 --> 00:12:47,550 So. 171 00:12:50,430 --> 00:12:52,080 That's close filter for you. 172 00:12:53,370 --> 00:12:59,520 And then we have just the last options we have over here are move, rotate and transform. 173 00:12:59,530 --> 00:13:02,280 So these are the same thing as we have over here. 174 00:13:02,910 --> 00:13:03,310 All right. 175 00:13:03,310 --> 00:13:10,110 But with one difference, that is it's sculpts more and you have to use it with some. 176 00:13:10,770 --> 00:13:16,350 But for yeah, like the virtual I have for these options is a mask. 177 00:13:16,350 --> 00:13:23,760 And then we are going to use, for example, move and then I go to sculpt, set, pivot, pivot to mask 178 00:13:23,760 --> 00:13:28,440 and then it's going to move the pivot to the area that is a mask. 179 00:13:28,920 --> 00:13:34,590 And then I can use to move brush over here to move it in the axis. 180 00:13:34,590 --> 00:13:36,480 And that is very useful. 181 00:13:36,690 --> 00:13:41,430 Look, you can use this to move it freely like this. 182 00:13:41,430 --> 00:13:44,220 This is very useful in sculpting. 183 00:13:44,610 --> 00:13:53,820 So as more for you can use it for rotating the area and use it to scale an area like this, I can use 184 00:13:53,910 --> 00:13:59,400 even the transform which has all these elements rotating, moving and IT skill.