Create High Resolution Sculptings in Blender

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I like the workflow and the sculpt looks awesome.

👍︎︎ 1 👤︎︎ u/RedditGoldGoals 📅︎︎ Jul 18 2018 🗫︎ replies
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[Music] hi everyone Zack here it's hot in here so sorry that I'm sweating around but anyway we want to find out today if it is possible to create pretty high resolution sculpting's in planar while maintaining a fluent and smooth running viewport and spot ahead it is possible [Music] this caught my creature I just finished a few days ago for the latest Wild West art station challenge and for this challenge I wanted to create a high resolution sculpting in blender but if you are just using dynamic topology at some point if you put the resolution too high it starts to lag and then sculpting is no fun anymore but I have a nice workflow for you that you can put the Polycom pretty high and still be able to sculpt nice details but without dynamic topology so this is not a full tutorial on how to create this creature I just want to show you how you achieve this very high resolution the workflow behind that and some cool tips and tricks along the way if you want to learn how to create such high resolution creatures from scratch check out my mastering sculpting workshop and if your sculpt a lot then definitely check out my free sculpting she cheat with all important sculpting shortcuts the links you find in the video description so before we get started I want to sing the sponsor for this video it is cycles material vault it's a library of over hundred pretty cool cycles materials super useful if you quickly want to shade your scene and the nice thing is for a lot of these materials you don't need a UV map let's for example take this high resolution dynamic topology sculpting with no UV map I just drag and drop the material on it and adjust a few sliders and with a nice lighting setup this looks incredible I've used cycads material vault in many of my projects already and I can totally recommend it and the nice thing you get 10% off if you follow the link in the video description and by the way psychic material world will be updated for blender 2.8 and evie and if you already purchased this product then you get all future updates for free more infos and 10% off check the link in the video description a huge thank you to cycles material vault and now let's get started with the tutorial alright here we have the creature in a state where I was done with all the major shapes like the muzzle structures all the limbs are join and stuff like this so I was done with all the major shapes but all the fine details like the scales or the skin details are missing so and this is really important before you go on with this method which I want to show you right now you have to make sure that everything is in place with the major shapes because later on you can't easily add new stuff like for example if you want to add the ears or horns or want to cut off something or just want to make big changes so you have to be aware that this is not really easily possible afterwards so we are done with that but we have a small problem here as you can see the density of the mesh is different so here we have a higher density and here we have a lower resolution as you can see but if we are using this method here this will show up in the final mesh so let's first subdivide this and smooth the surface a bit so that we have less troubles later on for this I switch to scalp mode let's take a look in the two shelf here let's enable dynamic topology said relative detail to constant detail then we have a fixed resolution for the subdivision and right now if I use the eyedropper here and click on my mesh you can see on different areas I have a different subdivision size so but approximately it's 150 I would say and I now want to subdivide the whole mesh with this resolution here so I simply click on this detail flat fill so according to the power of your computer and how high you subdivide the mesh this can take a short while but right now I don't want to achieve a high resolution here I just want to achieve that the whole surface has the same resolution so as you can see right now here and this still looks pretty much the same as before but if I switch back to object mode and enable wire here and do all edges you can see that all these faces here are subdivided too so all we need to do now is to smooth out the surface and that we can do with the smooth modifier let's increase a factor to one and then let's repeat this let's try 10 this looks good already so as you can see now everything is smooth out certainly we lose a bit of details but we can add them again later one with a very high resolution okay let's apply this and now comes the interesting part how can we now achieve this high resolution I enable my second layer here and I disable all the secondary elements so we have the sculpting on layer one and this object here on layer two this is a reach apology object that means if I switch to edit mode you can see this has a much better topology although it's not perfect but if we take a look again on this object here the topology is not really good that means if we want to animate this Rick there is add textures UV maps and so on this is not really possible so we have to create this wee topology object that means I basically we build the whole creature with a better-looking mesh and with much less polygons as you can see up here so if you want to know how to make such a reach apology I have a other video which explains at least how to set up everything and if you for example don't want to spend hours on creating saturate apology object I can recommend the tool instant meshes which creates a relatively good looking with topology automatically which is maybe not really useful for animation and so on but if you just want to create a still render with your creature maybe poses a bit then this is more than enough it's free you can download this link in the video description then you just have to export your model here from blender as obj file then import this into the tool then click a few buttons and then export it as ovj again and imported here into blender and then you have basically such an object here with a little bit different topology than this one here are also a bit more polygons probably but this will all work fine there are already many tutorials about instant measures out there and in my mastering sculpting workshop there's also a part where I explain this more in detail so however we have now our we topology object but as you can see it's really rough in resolution and not really we presents all the knives sculpting shapes we have on the sculpting mesh and now in order to get all the nice shapes from the sculpting mesh to the retopo mesh we have to project the retopo mesh onto the sculpting mesh so we tofo mesh is selected let's go to the modifiers and let's add the multi-resolution modifier the multi res works similar like the subsurf modifier but we can also sculpt on all the finer subdivisions we add with the multi-os modifier so why now let's click on subdivide maybe two times for now later on we can increase this and then we add a second modifier the Schwing wrap modifier this projects one mesh onto another so let's use the target object here it's their sculpting object and now you can see it something is happening there so let's disable the sculpting mesh and you can see now our we topology object has the shape of the sculpting mesh but as you can see here it looks a little bit weird and because of that let's change the mode here from nearest surface point to project then it looks even worse for a second but we have to enable negative under direction as well and then as you can see it looks pretty perfect just in tiny areas here where polygons are pretty close you can see some little errors but we can fix them and sculpt mode later on so but now we don't have more detail than before and in order to achieve higher detail levels we just have to subdivide the multi ways modifier again higher I mean more so now I have 5 subdivisions this was roughly the resolution I used for my final sculpting but for this tutorial I want to go even higher so let's set this to 6 so as you can see with six subdivisions the polycount drastically increases here but it will still be possible to work with a sculpting the nice thing of the multi west modifier is that we can easily which use the subdivisions so for example if you are done with sculpting on the mesh here you can simply decrease the subdivisions here and then everything once totally smooth or you just to say with a multi rest completely and as you can see the base mesh the retopo mesh here is not affected at all this is still the same as I had before that means if I for example later on at an armature to pose the creature I basically just pose this low resolution object and all the high sculpting details we will add later will put on top of all that and also if we for example want to it seems for uv-map this is super easy to do because the measure is pretty low in resolution so but the big downside of the whole process here is that I'm now not able to add any geometry so if I would add some creases or loop cuts in there this could add damage to the multi where sculpting so be aware of this and that's the reason why I told you just go on with this method when you are completely done with dynamic topology sculpting with the main shapes of the body here all right now let's increase their subdivisions enable on the multi res if you deal with his high subdivisions this can always take a while if you enable the multi rest modifier again so and now comes the magic because we have one little problem left here right now we still have the sculpting in our scene but it would be pretty useless to add to sculpting's here because then the poly count of our scene increases a lot so I wanted to leave the sculpting mesh here so that I only have the retopo mesh left but right now we need the sculpting mesh because we use the ringlets modifier this projects all the geometry on the scouting mesh but here is a magic little trick if the multiverse modifier is above the ring modifier and I now hit apply on the shrinker modifier all this information from the swing map modifier will be stored inside the motorways modifier and we will not affect the basic reet apology mesh and yeah since we have a high resolution here this can also take a short while so the multi res now has all the information if I disable this you can see we still have our retopo mesh and if I enable this all the nice details are stored in the multiverse modifier so now when I move the viewport you can see this is somehow extremely slow and there's just a very simple reason for this and this is this orange outline we have here because as far as I know for this orange outline blender has to draw this object twice so and for example if I disable this you can see somehow this is super fluent but certainly we have to select the creature sometimes so what we can do is press n go to display and then disable outline selected now we can select the object but there's not this outline around the creature and you can see it one's super smooth let's change the material so we don't have this blue creature all the time and now we can delete the creature sculpting here because we don't need this anymore so now let's switch to sculpt mode to see how this performs while sculpting by the way this here is the pie menus add-on which you can enable in the user preferences to quickly switch between the modes so you can see that the viewport is not running totally smooth but there's something we can do let's go to options here options and then we can enable fast navigate this is only possible if you're using the multiverse modifier so that means if I now rotate my view it will immediately switch to a lower resolution and we can fluently navigate our viewport here so but as you can see there's another little error there sculpting brush is following pretty slow and I just discovered that the reason for this is the screen cast add-on which I'm using here to show the shortcuts I'm pressing so for now for this part I have to disable this because if I stop this you can see it now runs totally smooth so for some reason this is slowing down the performance so but I try to explain all the important shortcuts I'm using right now so let's go to tools let's increase the strengths here and now let's see how fluently I can sculpt on here as you can see this one's really smooth I can go really fast so as you can see in this this is a typical problem here if I move really fast we have these edges in here what we can do about this is go to stroke and increase the input samples that means if I move fast then blender will move the mouse or move the stroke it's slower than your mouse speed and then you get a smoother stroke and as you can see you can now really smoothly sculpt extreme high details here so let's redo this or is ctrl Z and now let's scout on here you can change by the way the size of your brush with F and the strength of your brush with shift F so now let's use the crease brush here make it smaller and now let's try to add some details as I did for the final sculpting here so for the scales for example I just added this lines here maybe you can do it even stronger and as you can see this is running super fluently so and after this I just used the clay strips brush for example with pretty high strings and then edit some geometry over here so as you can imagine this was quite a tedious process and took a lot of time maybe you can also create a scales brush and uses but I wanted to use this message to make every scale look a little bit different then I smoothed out the area with holding down shift and using the smooth brush and then with inverted crease brush I hold down control now I added this extra edge to one side of the scales to lift this up a bit and in this way I created the scales but now let's see how we can add even more details super fast so let's take the sculpt to a brush go to texture add a new one then over here let's open a new texture and I have a bunch of brushes here which you can also download for free just check my video where I show you how to create those brushes on your own and in the video description of the video you can download all this brushes which were created by the community awesome right so let's take the skin brush here open the image and now let's set things up so I just don't want to have few plain because then the brush would be projected from my position and then we have this stretching here so let's set this to area plane then it will always use the normal of the geometry so if I sculpt from this direction here the brush stroke will still point upwards basically so we don't have any stretching in here then I use random that means every dot for my stroke will be rotated randomly and then let's go to stroke and increase the spacing between the dots so I don't have just a stroke with many many many dots because then we can't really see the skin but let's make this a bit bigger so now the strength is way too strong let's try 0.2 and as you can see right now if i zoom back or zoom in my brush will be bigger or smaller because it stays the same according to my screen size but not according to the zoom position basically where I am right now so I enabled this locker symbol that means it will now scale the brush according to the zoom step I'm using here so if I'm closer it will be bigger and if I'm further away it will be smaller so and now as you can see I can sculpt this nice details if you are sculpting here in the center I will probably disable symmetry lock so we don't have this symmetrical shapes over here now as you can see we can sculpt pretty high details certainly this kind of details you can also create with a bump map later on but I somehow prefer to do it in scalp mode because it feels a little bit more natural and flexible so just as showcase here to give you an idea what is possible with blender yeah and in this way we can add a lot of details let's duplicate this brush up here and remove the texture go to stroke and increase the jittering then we have this random dots here as you can see make this maybe a bit stronger and then we can add some further skin imperfections here maybe for the creature to add more details and we can even go pretty small with this right now to add all this tiny little details and certainly we can use also other brush textures for this one I also used this one here or this one let's use this one here to add some scars and here I would suggest to change the stroke mode to anchored then we can draw this one dot basically scale it and rotate it until release our mouse or pen but here you can see we have this dent in here which is not that nice because we just want to have this scar here and in order to achieve this we can go to texture and go with the sample buyers into a negative direction and then you can see it will basically remove this dent and then we only go downwards so if I use negative one and then we can add this nice scars for example so now we could use as many sculpting brushes as we like and as you can see it's still one super fluent because we will not add new geometry the mesh is already subdivided as high as we needed and yeah it's working great as you can see so on and when you're done with your sculpting and maybe want to add some clothing or whatever to the creature you can easily go to the multiverse modifier would use the preview subdivisions and then everything went smoothly so one thing we have to consider if we are using high resolution sculpting cn blender the blend file will be pretty big so why now this one here is 350 megabytes and this can be a problem if you save in versions for example version 1 2 3 and then every file is 3 to 500 megabytes big and then certainly in short times you have gigabytes of space wasted but there's a nice little trick what you can use you can save the multi-os information externally so if I click on here I can type in a name and then I save this in the same folder as my creature so we basically out sourced the multiverse sculpting right now and now this file is only nine megabytes big and we have this external scoping file which is 330 megabytes big and now if you save versions of this file it will always link to the external sculpting file certainly then you can't save the iterations of the sculpting process this you have to be aware of so if you for example save different versions and all are linking to this fire then the sculpting progress is always the same in all the files I have to say that for this creature I used a little different process because after sculpting all the details I wanted to be able to on the one side remove the foot here because he has his mechanical foot and on the one ear I wanted to remove this little flesh parts here but certainly I also could have done this before I went over to scout all the fine details so I definitely recommend to use the process I've just showed you but for the sculpting I did it in another way so let's quickly switch to sculpt mode and what I did here I enabled dynamic topology set the resolution to 400 and then I detailed flat fill the whole mesh that means we have a pretty high resolution applied on the mesh the detail flat filling takes a short while a few minutes probably according to your system power but then if you after this disable dynamic topology you are also able to sculpt all these details here super fluently on the surface but certainly the mesh is high resolution and we can't reduce the subdivisions here so after this I also created my wee topology here and basically did the same process so I used a multi res modifier and the shrink wrap modifier then I switched the mode project- also enabled and then we can subdivide the multi reza ghin so i just go up to 5 right now then I apply the shrink wrap and then I can delete the high res sculpting so as you can see now we also have all the detail information stored inside the mold us the workflow is pretty similar but I just added all the details before I use the multi res but yeah I just find out that there's no really reason to do this this way here because if you know from the beginning that you want to add some non symmetrical parts like this removed foot here or this wound up here then just do it before you go over to the multi resculpting but as you can see both methods are working but I think if you're just going with the multi west method I just showed you before and then sculpt all the details with the multi West modifier on I think then you can go even higher with all the fine details so and then after I was done with the sculpting I added all the clothing here the gun had the beard the cigar the eyes and the mechanical footed down here as you can see and I just wanted to have a nice pose so I also added this armature system to the creature and since we are using the multi waste modifier here the original mesh is super low in resolution so it was relatively easy to poses yeah guys as you can see you can create pretty high resolution sculpting in blender with the fluid running few port certainly this also depends on the power of your system but in general I think if you know the workflow you can create some pretty decent looking sculpting's in blender so and if you feel now that you really want to push yourself into sculpting and blender then definitely check out my mastering sculpting workshop it's fully packed with over 60 videos starting with a full introduction into the sculpt mode and blender and it ends with all the high quality sculpting tips you need to know plus an additional chapter about procedural shading and rendering your sculpting's also as mentioned download the free blender sculpting cheat sheet and don't forget to grab the 10% of 4 cycles material world guys thanks a lot for watching and for all your support see you in the next video goodbye [Music]
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Channel: CG Boost
Views: 98,982
Rating: undefined out of 5
Keywords: blender tutorial, blender modeling tutorial, 3d modeling, organic modeling blender, blender 2.79 tutorial, creature modeling, character modeling, high resolution creature scculpting, sculpting details blender, skin sculpting blender, blender skin brush, fast sculpting blender, retopology in blender, creature design, wild west challenge, artstation, creature sculpting, character sculpting, character creation blender, instant mehses, retopology, shrink wrap modifier blender
Id: fw32i2dBfEo
Channel Id: undefined
Length: 26min 57sec (1617 seconds)
Published: Wed Jul 18 2018
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