1 00:00:00,990 --> 00:00:01,290 All right. 2 00:00:01,290 --> 00:00:10,890 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 3 00:00:11,640 --> 00:00:16,440 can find things up over here or go to the workspace and go down. 4 00:00:16,440 --> 00:00:17,550 You have it over here. 5 00:00:17,910 --> 00:00:23,850 If you try to enable doing so well, that's going to give you a warning that the vertex data detector 6 00:00:23,880 --> 00:00:31,230 is scanner is not going to preserve vertex colors, movies or other customers that custom lasers. 7 00:00:31,710 --> 00:00:34,020 So you just have to always press on. 8 00:00:34,020 --> 00:00:34,590 Okay. 9 00:00:34,590 --> 00:00:41,040 And then you have this enabled you need to know that with certain brushes don't doesn't work like for 10 00:00:41,040 --> 00:00:45,750 example here with graph brush doesn't work with your shop. 11 00:00:46,260 --> 00:00:47,460 It doesn't work. 12 00:00:47,730 --> 00:00:48,120 All right. 13 00:00:48,810 --> 00:00:49,500 But it's. 14 00:00:51,400 --> 00:00:55,440 Like the member shows like Clear Sweeps or Draw, it works pretty well. 15 00:00:55,450 --> 00:00:57,250 So what is dying interplay. 16 00:00:57,250 --> 00:01:05,550 So if I go to all these and enable wireframes, as you can see, now we have this shape and this is 17 00:01:05,560 --> 00:01:10,000 mostly close knit deal with this and make another one. 18 00:01:10,000 --> 00:01:13,090 And now you can see that the geometry is by two quarts. 19 00:01:13,600 --> 00:01:22,360 If we enable doing simple and while we have tons of what enables, blends or tries to convert the mesh 20 00:01:22,510 --> 00:01:24,040 into triangles. 21 00:01:24,610 --> 00:01:26,200 All right, so keep that in mind. 22 00:01:26,500 --> 00:01:28,840 They've been able destroy it now and press. 23 00:01:28,840 --> 00:01:33,520 Okay, then I have donuts up over here with some options. 24 00:01:33,760 --> 00:01:34,180 All right. 25 00:01:34,600 --> 00:01:37,210 If I go over here to it, it's a link. 26 00:01:38,020 --> 00:01:40,070 I have relative constant brushed it. 27 00:01:40,090 --> 00:01:45,010 So I know these are the first two are the most useful ones. 28 00:01:45,460 --> 00:01:47,890 The last two are not that useful. 29 00:01:48,250 --> 00:01:53,420 You can actually achieve the same results with the first two that the last two does good. 30 00:01:53,470 --> 00:01:58,750 That's two to do so when I explained these to first. 31 00:01:58,870 --> 00:02:01,000 So you get the idea of what they do. 32 00:02:01,600 --> 00:02:09,370 So if I go to my little detail and I set the resolution over here, the higher the resolution, the 33 00:02:09,370 --> 00:02:12,880 higher the geometry will be on what turns up with us. 34 00:02:13,240 --> 00:02:23,410 Very you press on your mesh anyway and your mesh blender tries to add more resolution based on this 35 00:02:23,410 --> 00:02:26,740 number over here to that area. 36 00:02:26,740 --> 00:02:35,290 So if I click here, nothing happens because manual detail, if I cover my mouth is going to make it's 37 00:02:35,290 --> 00:02:40,180 going to use flat feel and there's no change on each stroke. 38 00:02:40,540 --> 00:02:47,050 So with manual for manual detail, look, I did something like a conversion, like it converts to a 39 00:02:47,050 --> 00:02:52,120 higher or lower resolution with with triangle. 40 00:02:52,130 --> 00:03:01,420 So if I click on data what feel it's a resolution like this 8.5% this a fluffy is going to fall feel 41 00:03:01,420 --> 00:03:10,360 the mesh we have with this this resolution if I undo to increase the resolution over here and present 42 00:03:10,360 --> 00:03:10,930 it to fluffy. 43 00:03:10,930 --> 00:03:13,990 Now, as you can see, we have much more resolution. 44 00:03:14,470 --> 00:03:19,780 If I just said, well, there were infringements against it, this had the moisture has much more resolution 45 00:03:19,780 --> 00:03:29,320 that we can use to do sculpting the mirror and do this and in the want from now let's go to brush these 46 00:03:29,320 --> 00:03:35,890 are subversive I mouse is going to explain the mesh it is relative to brush radius that if I if my radius 47 00:03:35,890 --> 00:03:43,840 is like this so right now I can set the resolution like I could with the brush with the model itself 48 00:03:44,710 --> 00:03:52,780 because the brush radius which we can change with F is going to set the the resolution. 49 00:03:52,780 --> 00:04:00,130 So if I click on it now, now as you can see, Pointer is trying to add resolution to these areas if 50 00:04:00,520 --> 00:04:02,260 increase the radius. 51 00:04:02,260 --> 00:04:04,720 Now you can see the resolution decreases. 52 00:04:05,320 --> 00:04:11,980 If I decrease the resolution, the radius more, now it has much more resolution. 53 00:04:11,980 --> 00:04:15,970 As you can see, it is so black when we were looking at it from. 54 00:04:17,200 --> 00:04:24,670 Distance is, I think, a lot of resolution based on our radius. 55 00:04:25,030 --> 00:04:29,370 So these are these two options, but this is just to not use them at all. 56 00:04:29,380 --> 00:04:38,500 If you're going to use simple, the first two is much more like better in many situations. 57 00:04:39,070 --> 00:04:41,230 So let's go to constant detail. 58 00:04:41,230 --> 00:04:47,970 So it does consolidate each of those is actually it is kind of a combination between brush detail and 59 00:04:48,170 --> 00:04:48,610 all these. 60 00:04:48,790 --> 00:04:51,300 So you can set the resolution less. 61 00:04:51,310 --> 00:04:57,970 You could do it by no detail, but this time you could actually add geometry with your stroke. 62 00:04:57,970 --> 00:05:03,640 So if a click here and you can see the geometry is going to be out, if I increase the resolution, 63 00:05:03,720 --> 00:05:09,520 look, something like this is going to increase the resolution with each stroke that I make, right? 64 00:05:11,380 --> 00:05:13,690 So this makes the resolutions to something like this. 65 00:05:13,690 --> 00:05:18,430 And if I click on this, all right, here, it's going to increase the resolution. 66 00:05:18,430 --> 00:05:24,310 If I disable the wireframe, you can see that this area over here is much more it has much more resolution, 67 00:05:24,310 --> 00:05:26,750 has much more geometry than this area. 68 00:05:26,770 --> 00:05:28,810 If I smooth out, you're going to see it better. 69 00:05:28,990 --> 00:05:29,380 So. 70 00:05:30,900 --> 00:05:34,950 This area is much more high risk than this area. 71 00:05:36,420 --> 00:05:36,870 All right. 72 00:05:36,870 --> 00:05:37,470 So. 73 00:05:39,380 --> 00:05:47,610 Then if I click on an area here with my strong, constant detail, it's going to make this this geometry 74 00:05:47,640 --> 00:05:47,960 over here. 75 00:05:47,990 --> 00:05:52,790 And then I have the option to date of what feels like the manner of ditto. 76 00:05:53,120 --> 00:06:00,890 If I click on this, when that is going to try to make this resolution for the whole object. 77 00:06:00,890 --> 00:06:08,960 So if I click on this now, weather is going to calculate and now we have a constant mesh with same 78 00:06:08,960 --> 00:06:16,520 resolution on those first hand situations where, for example, you are trying to address to add some 79 00:06:16,520 --> 00:06:18,530 details over here, then you are happy with it. 80 00:06:18,680 --> 00:06:26,360 Then you present data for field and then you have a resolution that matches in all the objects. 81 00:06:29,670 --> 00:06:29,990 All right. 82 00:06:30,000 --> 00:06:32,970 The next thing we had last thing is relative detail. 83 00:06:33,690 --> 00:06:37,470 So with relative detail, it is relative. 84 00:06:37,980 --> 00:06:42,450 If a horrible mouse over here, the data detail is relative to the brush size. 85 00:06:42,900 --> 00:06:46,620 So it is kind of like the brush detail. 86 00:06:47,010 --> 00:06:47,750 So if I. 87 00:06:49,890 --> 00:06:52,110 Go over here and 88 00:06:54,870 --> 00:06:56,050 make a circle here. 89 00:06:56,070 --> 00:06:56,670 Clicking. 90 00:06:57,180 --> 00:07:00,340 It's going to make this kind of effect. 91 00:07:00,360 --> 00:07:04,630 If I decrease the radius and if I go over to data science. 92 00:07:04,710 --> 00:07:06,300 Now, this is different. 93 00:07:06,390 --> 00:07:08,760 This works different than the constants. 94 00:07:08,760 --> 00:07:12,410 The constants by increasing the resolution, the resolution increases. 95 00:07:12,420 --> 00:07:18,660 But, you know, relative to pixels, the more they are the lower resolution you have. 96 00:07:18,660 --> 00:07:24,990 So if I use like 22 pixels over here, it's going to decrease the resolution. 97 00:07:25,560 --> 00:07:33,450 And if I go here and decrease the pixel this to something like six is can increase the resolution in 98 00:07:33,450 --> 00:07:34,080 this area. 99 00:07:35,200 --> 00:07:36,610 That's pretty handy. 100 00:07:45,170 --> 00:07:48,050 It's very useful relative for adding. 101 00:07:49,110 --> 00:07:49,900 Details. 102 00:07:51,260 --> 00:07:53,580 Fly disable by frame. 103 00:07:54,630 --> 00:08:01,530 This is the eye area and I want add maybe some wrinkles. 104 00:08:01,740 --> 00:08:09,060 All right, well, I don't want to change the geometry of other other surface of the object. 105 00:08:09,600 --> 00:08:14,760 Sculpting come way, decrease the pixels like this. 106 00:08:15,690 --> 00:08:18,330 If I try to sculpt in this area. 107 00:08:20,950 --> 00:08:23,140 Now add in geometry in this area. 108 00:08:24,560 --> 00:08:31,040 And the thing is, if I go to work for him again, I have to geometry. 109 00:08:31,640 --> 00:08:35,000 The thing is, while doing the brushes, it is also. 110 00:08:36,289 --> 00:08:41,840 Like making the bullets right with drawbridge like this is what Rob Russell does. 111 00:08:42,440 --> 00:08:47,630 Well, as I said, with other option, like you want to do scope with Josh Sharp. 112 00:08:47,630 --> 00:08:52,070 But Josh Sharp, as I showed you, is not going to have this effect. 113 00:08:52,070 --> 00:08:57,350 We don't support it doesn't work with Russia if it doesn't grab some other Russias. 114 00:08:57,440 --> 00:09:04,430 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 115 00:09:04,430 --> 00:09:10,610 don't want to affect the surface and then you click on surface like this, if I decrease the pixels 116 00:09:10,610 --> 00:09:18,770 over here, then you are actually adding geometry really are not affecting the surface. 117 00:09:20,090 --> 00:09:22,310 So as you can see, I'm not affecting the surface. 118 00:09:22,310 --> 00:09:22,840 But I didn't. 119 00:09:22,850 --> 00:09:23,720 You I wish you were here. 120 00:09:23,720 --> 00:09:27,830 Now, this area is has more geometry right now. 121 00:09:29,570 --> 00:09:33,980 So if I go now to draw shop now I have much more geometry to work with. 122 00:09:33,990 --> 00:09:36,260 I can make some creases like this. 123 00:09:41,690 --> 00:09:47,930 Which I wasn't able to do in this area, for example, which has much less geometry. 124 00:09:50,020 --> 00:09:50,720 And I can see it. 125 00:09:51,930 --> 00:09:55,500 You have to play around with it to see. 126 00:09:55,800 --> 00:10:03,930 So yeah, that's this whole thing about Jon Sopel we need to remember is that I'm always makes triangles. 127 00:10:04,500 --> 00:10:15,270 So this is not at all good for production or animation or even even some rendering and makes loads of 128 00:10:15,270 --> 00:10:16,050 triangles. 129 00:10:16,530 --> 00:10:26,700 And it's only good for some, some really quick sketching and doing the, doing the main shapes of your 130 00:10:26,700 --> 00:10:34,980 object or where you just don't want to, just, just want to quickly add some details to your object 131 00:10:34,980 --> 00:10:37,260 to see how it looks and all that. 132 00:10:37,440 --> 00:10:41,280 So yeah, that's one workflow that you can use doing simple. 133 00:10:42,000 --> 00:10:46,770 You can quickly add details which you can't with other options. 134 00:10:47,250 --> 00:10:55,740 So in remains or with the multi resolution, you have to have as saying the same amount of geometry 135 00:10:55,740 --> 00:10:59,430 in your object to sculpt in this method. 136 00:10:59,880 --> 00:11:07,380 You can always add Jonesy to where you want, make this like geometry to where he wants, and then go 137 00:11:07,380 --> 00:11:16,680 to the brush you want and start adding some fine details to your objects. 138 00:11:17,640 --> 00:11:17,910 All right. 139 00:11:18,300 --> 00:11:19,290 So that's it for this video. 140 00:11:19,290 --> 00:11:24,180 In the next video, I'm going to show you how to how the Ramesh workflow works.