All right.
So let's go to let's make Suzanne over here and let's go into sculpt mode and let's take a look at I
can find things up over here or go to the workspace and go down.
You have it over here.
If you try to enable doing so well, that's going to give you a warning that the vertex data detector
is scanner is not going to preserve vertex colors, movies or other customers that custom lasers.
So you just have to always press on.
Okay.
And then you have this enabled you need to know that with certain brushes don't doesn't work like for
example here with graph brush doesn't work with your shop.
It doesn't work.
All right.
But it's.
Like the member shows like Clear Sweeps or Draw, it works pretty well.
So what is dying interplay.
So if I go to all these and enable wireframes, as you can see, now we have this shape and this is
mostly close knit deal with this and make another one.
And now you can see that the geometry is by two quarts.
If we enable doing simple and while we have tons of what enables, blends or tries to convert the mesh
into triangles.
All right, so keep that in mind.
They've been able destroy it now and press.
Okay, then I have donuts up over here with some options.
All right.
If I go over here to it, it's a link.
I have relative constant brushed it.
So I know these are the first two are the most useful ones.
The last two are not that useful.
You can actually achieve the same results with the first two that the last two does good.
That's two to do so when I explained these to first.
So you get the idea of what they do.
So if I go to my little detail and I set the resolution over here, the higher the resolution, the
higher the geometry will be on what turns up with us.
Very you press on your mesh anyway and your mesh blender tries to add more resolution based on this
number over here to that area.
So if I click here, nothing happens because manual detail, if I cover my mouth is going to make it's
going to use flat feel and there's no change on each stroke.
So with manual for manual detail, look, I did something like a conversion, like it converts to a
higher or lower resolution with with triangle.
So if I click on data what feel it's a resolution like this 8.5% this a fluffy is going to fall feel
the mesh we have with this this resolution if I undo to increase the resolution over here and present
it to fluffy.
Now, as you can see, we have much more resolution.
If I just said, well, there were infringements against it, this had the moisture has much more resolution
that we can use to do sculpting the mirror and do this and in the want from now let's go to brush these
are subversive I mouse is going to explain the mesh it is relative to brush radius that if I if my radius
is like this so right now I can set the resolution like I could with the brush with the model itself
because the brush radius which we can change with F is going to set the the resolution.
So if I click on it now, now as you can see, Pointer is trying to add resolution to these areas if
increase the radius.
Now you can see the resolution decreases.
If I decrease the resolution, the radius more, now it has much more resolution.
As you can see, it is so black when we were looking at it from.
Distance is, I think, a lot of resolution based on our radius.
So these are these two options, but this is just to not use them at all.
If you're going to use simple, the first two is much more like better in many situations.
So let's go to constant detail.
So it does consolidate each of those is actually it is kind of a combination between brush detail and
all these.
So you can set the resolution less.
You could do it by no detail, but this time you could actually add geometry with your stroke.
So if a click here and you can see the geometry is going to be out, if I increase the resolution,
look, something like this is going to increase the resolution with each stroke that I make, right?
So this makes the resolutions to something like this.
And if I click on this, all right, here, it's going to increase the resolution.
If I disable the wireframe, you can see that this area over here is much more it has much more resolution,
has much more geometry than this area.
If I smooth out, you're going to see it better.
So.
This area is much more high risk than this area.
All right.
So.
Then if I click on an area here with my strong, constant detail, it's going to make this this geometry
over here.
And then I have the option to date of what feels like the manner of ditto.
If I click on this, when that is going to try to make this resolution for the whole object.
So if I click on this now, weather is going to calculate and now we have a constant mesh with same
resolution on those first hand situations where, for example, you are trying to address to add some
details over here, then you are happy with it.
Then you present data for field and then you have a resolution that matches in all the objects.
All right.
The next thing we had last thing is relative detail.
So with relative detail, it is relative.
If a horrible mouse over here, the data detail is relative to the brush size.
So it is kind of like the brush detail.
So if I.
Go over here and
make a circle here.
Clicking.
It's going to make this kind of effect.
If I decrease the radius and if I go over to data science.
Now, this is different.
This works different than the constants.
The constants by increasing the resolution, the resolution increases.
But, you know, relative to pixels, the more they are the lower resolution you have.
So if I use like 22 pixels over here, it's going to decrease the resolution.
And if I go here and decrease the pixel this to something like six is can increase the resolution in
this area.
That's pretty handy.
It's very useful relative for adding.
Details.
Fly disable by frame.
This is the eye area and I want add maybe some wrinkles.
All right, well, I don't want to change the geometry of other other surface of the object.
Sculpting come way, decrease the pixels like this.
If I try to sculpt in this area.
Now add in geometry in this area.
And the thing is, if I go to work for him again, I have to geometry.
The thing is, while doing the brushes, it is also.
Like making the bullets right with drawbridge like this is what Rob Russell does.
Well, as I said, with other option, like you want to do scope with Josh Sharp.
But Josh Sharp, as I showed you, is not going to have this effect.
We don't support it doesn't work with Russia if it doesn't grab some other Russias.
So what you want to do is you want to have draw the brush and don't open and set this to zero if you
don't want to affect the surface and then you click on surface like this, if I decrease the pixels
over here, then you are actually adding geometry really are not affecting the surface.
So as you can see, I'm not affecting the surface.
But I didn't.
You I wish you were here.
Now, this area is has more geometry right now.
So if I go now to draw shop now I have much more geometry to work with.
I can make some creases like this.
Which I wasn't able to do in this area, for example, which has much less geometry.
And I can see it.
You have to play around with it to see.
So yeah, that's this whole thing about Jon Sopel we need to remember is that I'm always makes triangles.
So this is not at all good for production or animation or even even some rendering and makes loads of
triangles.
And it's only good for some, some really quick sketching and doing the, doing the main shapes of your
object or where you just don't want to, just, just want to quickly add some details to your object
to see how it looks and all that.
So yeah, that's one workflow that you can use doing simple.
You can quickly add details which you can't with other options.
So in remains or with the multi resolution, you have to have as saying the same amount of geometry
in your object to sculpt in this method.
You can always add Jonesy to where you want, make this like geometry to where he wants, and then go
to the brush you want and start adding some fine details to your objects.
All right.
So that's it for this video.
In the next video, I'm going to show you how to how the Ramesh workflow works.