Grumpy Toadstool Sculpt - Follow Along Tutorial - Blender 2.9

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hello and welcome to gabit media i'm grant abbott and today we're making a grumpy toadstool this is from a beginner's perspective so i won't be going through the basic interface and i'm assuming some knowledge from the brushes from my previous videos on the playlist so make sure you've checked out the playlists in the description for the complete beginner's guide to blender you can also go to my website gabit.co.uk which has all my free courses in order if you like sculpting then check out my sculpting playlist and it has more follow along type tutorials like this also if you like what i do then you can check out my new character course it takes you right from nothing through to making a great game character okay so we'll start with the default cube and we can subdivide that three times we can just press ctrl 3 and that adds a subdivision surface modifier with three levels i'm going to duplicate this with shift d and then z so we've got the top of our mushroom and the bottom it doesn't look very mushroom shaped at the moment but we can easily change this so we'll start with the top i'll go into edit mode and face mode with three select that top face and scale it in g then z bring it down and the bottom face i'll bring out so scale that out control r for a loop cut left click and i can set this loop cut and you can see the difference it's making to my subdivision surface modifier these are called supporting loops and they sharpen edges as you can see there so if i bring this one down to here you can see the difference it makes i'll go back to face mode with three or face mode up here select that top face and e to extrude so we've got a bit of a top there and scale that in so that's a good starting point for our toadstool mushroom person now to the bottom so tab back out of edit mode select our next object into edit mode and i'm going to scale this in but not in the z so scale then shift set so it doesn't change the height out there and control r once again to create these supporting loops one there ctrl r left click and one there and left click to set and that's a nice easy blocked out starting point for our mushroom toaster whatever it is okay we're almost ready for sculpting but we do actually have to apply these modifiers in order to sculpt on them if i go to sculpt mode now and start trying to change things it's just changing these vertices here so we can't do that so back into layout mode and into object mode across to our modifiers and in 2.9 you actually apply them underneath here and we can click apply same for this one apply now we're ready to go in sculpt mode so i can click on sculpting but remember my first one is in scope pope but if i try and click on the other one i can't what i have to do is come up to edit and then lock object modes turn that off now i can alt left click on the other one and alt left click back on this one this one will stay in scope mode but this one because it hasn't been put into scope mode we need to do that now so object across the sculpt mode now i can alt left-click between the two and it will change the object you can see their cube001 and cube as i go between the two so we're ready for sculpting so the important thing is to get the shape first so i'll zoom out just a touch make sure i'm on my top and start working on that i think an x and y mirror for now to get the bottom shape and i'll resize my brush and we'll get the grab brush and just sort of change the shape of this slightly bring the middle in very low resolution at the moment but that's fine f to resize your brush hold down shift to smooth out and i'm going to bring this in as well around the sides here so it sort of comes down and up i've got some reference images on my other screen of toadstools and things and sort of adding my own style to it shift to smooth out if you need to okay i'm going to use the snake hook brush now and i want to create that sort of spiral at the top i'll turn symmetry off for this though so both in the x and y at the top there and then i want to pull this out and make it sort of curve like this the only problem is as you can see it's distorting the topology slightly and really stretching it and usually i work with diane toppo if you've seen the previous episodes of this series you'll see that i go to dianeto and i usually do that there however there are other ways you can do this sort of thing and remesh every now and again so i'll just go to the remesh option at the top here voxel size let's get the picker and see what size that is back to the remesh and we're at 0.14 so if i go to .06 for now and remesh and see how that does that looks about right let's edit this a slightly more so stretch it out and give it a curl there and just do a quick remesh so you can sort of change it around i like the fact that it's sort of going into here and rotating it on itself and then just keep re-meshing each time and that's pretty much the same as dying topo but you have to press the remesh in between okay so i'm going to edit the shape slightly more a bit of randomness now because i've got symmetry turned off remember i think i'm fairly happy with the shape maybe i'll give it a bit of a symmetry sort of up and down real sort of style then it looks like a cap then doesn't it so that'd be fun i suppose we want it from this sort of angle which one this one probably so it goes backwards so we'll bring this up so there'll be a sort of face here i like the snake because you can sort of twist it like this so you can sort of click and drag and rotate it's a nice feature there and just make sure you're happy with the outline it's good to get a sort of silhouette like this or think about the silhouette anyway so always thinking does it actually work as a piece the composition and sort of character elements okay that looks good let's have a remesh where it's lower now so let's go the voxel size of maybe 0.04 and press enter this of course does depend on the size of your starting cube if you scale it up or anything like that then this voxel size is dependent on the sort of grid size so do be aware of that yours might be very different to mine depending on the size of your actual cube what i might try quickly is the inflate brush and i'll just bring my brushes out actually so you can read the descriptions you just pull and click and drag here there's the inflate let's bring that down and just inflate the corners because i'm noticing different styles of toadstools here have sort of different edges but i'm quite liking this sort of puffy style it's good quick remesh so always just quickly remeshing and sometimes you need to do a little bit of a tidy up after you've done that okay so i've got the basic shape there and i think the front is going to be around here somewhere so i've got to think about the base now so alt left click on the base and let's get the grab brush and think about the shape probably turn symmetry back on x and y make my brush nice and big and just be thinking about what sort of shape we're going to make this so probably thin at the top like this fat at the bottom oh yeah i like the sort of fat rounded shape it seems to be working well i'm trying to remember that this is my front point here it might be somewhere around there maybe it's a really sort of fat toadstool mushroom thing it is a toaster really but most people say mushrooms remesh and then i'm on point one at the moment let's just double check what this is i'll use my picker so it's 0.2 if i go to point zero seven that's probably gonna be about right about there's looking good yeah a bit of smoothing out and that's a nice rough shape now if you just want to make a toaster you can just add a bit of detail to this and you're happy but i want to make a toaster with a face on it it's good practice for later on in the series we'll be looking at faces and how we can build those so we'll just do something very basic at the moment for a bit of fun so i'll come around to the front here in fact i say it's the front but it's actually the side view here if we look at our cartesian coordinates the y is going across the axis there if you ever need your axes in here you can go up to the overlays and you can click x and y so you know where you are and your orientation in fact i probably ought to leave that on so it makes it easier for people to understand where i'm at so i did say i was going to make this the front so it doesn't make a lot of difference i'm just in the x axis so i have to mirror in the y now and then i can grab out with a sort of nose quite a big fat nose just pulling and grabbing it outwards could use the snake hook tool here it's a bit more powerful so it grabs a bit further am i going to have a sort of fat nose or a thin nose it's up to you really what you want to do just have a bit of fun creating sort of interesting stylized noses just the basic shape no nostrils has yet sort of you've got the basic outline of nostrils but no sort of actual crevices for the nostrils just yet so that was quite fun i feel like he needs a bit of a lean on him often i press g by accident and go to the grab brush rather than f for the brush size so if ever you see my brush suddenly changed the grab brush that'd be why okay i look i quite like the look of that it's got some sort of humor to him remember to hold down shift to smooth out and to remesh every now and again i'll go a little bit lower this time so 0.05 and remesh so i've got more mesh to play with so hopefully i'm showing you different techniques that you can use for creating shapes i have heard talk that they are getting rid of the dyn topper at some point soon so this will become the normal drawing method i'm going to go to my drawer brush now bring my brush size right down with f and then create some eyebrows so eye sockets just in there control to dig into your mesh with a draw brush smooth out with shift and now i'm going to create the nostrils let's see how we do with those it's looking pretty funny maybe the nose is too big now but we can adjust that let's go to the grab brush and bring those in a bit i think it's okay in terms of width but just along here where the cheeks are going to join looked a little bit odd round at the front can be quite fun how's that looking it's a bit better it's not very rounded though so a bit more here i use the snake hook for this because it has that sort of rotation to it when you pull it out that's a bit nicer there we go we're getting a bit of a nose now okay always circling around so you want to see what this looks like from different angles at the moment it's not got very good balance he's sort of leaning this way slightly which i don't mind but it just looks like this wouldn't balance on top of him so we have to be aware of those sort of things as well so let's just move these slightly into position i don't want to lose this shape too much and i might have to just move the top hat i think i might do that because i quite like the backwards sort of lean some of my reference images have some sort of characters like that and they do seem to work quite nicely so i'll bring this back a bit and i'll bring the top hat back so if i'll left click on it and then just go to object mode i can press g then x move it back slightly and then just think about am i going to rotate it maybe around like this so it looks like a hat and just making sure it lines up i'll then said just for a little bit of variation so i'm rotating around the z axis when i'm doing that okay we're sort of getting there i'm gonna do a really basic mouth so alt left click on our base i'm just gonna change the shape make sure that's working and has some balance so we're in side view here let's circle around i think we're working i'm just gonna click on the top actually and just sculpt a little bit more of that i just want to bring this down a little bit so it's sort of got a bit more shape to it and interest i might go back to that later okay oh left click on this one notice now i'm not in object mode it goes back to sculpt mode each time i left click on these different objects okay i'm going to need a bit more of a remesh so let's bring this down 0.3 and actually press the remesh this time and we can see the detail that that's adding okay with the draw brush i'll create a bottom lip still got symmetry on it's gonna be sort of grumpy like this now that's why i go around to the side to see how far i've come out because you can't really tell from the front you're sort of sculpting away you come around to the side and it's really pointy so we don't want that so i'll smooth that out a bit and then with the crease brush now let's get the crease brush in there and make him sort of very grumpy looking yes look at him there he's not happy about something probably where he's positioned himself is they can't walk you know mushrooms and maybe he's got a really bad view he's pointing this way and there's a really great view behind him but he can't turn even poor guy okay back into the draw brush and let's create an actual eye socket that's good and i think we're ready to put some eyes in so let's go back to layout mode for that same techniques i've used before so shift right click to move my 3d cursor into position shift a to add and let's add in mesh uv sphere we can scale that down so it's the right sort of size come around to the side which is actually the front and g to grab and just sort of move that into position there and to the front oh i mean i'm reverse front view so control three i did kind of mess up my angles a little bit there and let's think about where this is going to go now you should try it doesn't make too much difference with stylized characters but think about the distance here being the same as the distance here so sort of a bit of symmetry to it you can move the shape of the face around a lot but if the eyes move then the face can look quite distorted i'll come over to my modifiers add modifier mirror looks like it hasn't done anything but if we use the mirror object and we choose up a pet and use the face and actually choose the y-axis not this the x-axis it mirrors across the other side probably a bit confusing that i'm working on the back side here but hopefully that all makes sense now put the axis in green being y x being the red okay i can go back to this now in scope mode so make sure hold left click i've actually chosen this object and then back into scope mode now we can start thinking about our shape a bit more so the grab brush here start getting this nose a bit more suitable very wide now and get these eyes a bit more correct it's going to be grumpy so he's going to have a bit of a meh tim to give it this technical term the eyes are too far back now i'm noticing so layout select those into side view or front view g to grab let's move them forward it's a bit strange isn't it my shape but the nose is so far forward i think i need to just bring the eyes very slightly forward it wasn't that much actually and then make sure you clicked on your face and then back into sculpt mode if you don't do that you'll start sculpting the eyeballs and you probably don't want that okay so every now and again if you've changed the shape a lot then you might want to do a remesh i'll just go a little bit lower now as well so 0.02 obviously the lower we go the more taxing it will be for your computer what i'm going to do under overlays we've got statistics so you can see the face count there so that's under overlays statistics in case you missed it and that's the face count of just the object that i've got selected here isn't it let's bring this up a little bit i'm not going to go too complicated so i'm just going to give him a slight cheekbones like this rather than any eyelids so very simple with the eyes okay that's kind of fun let's go to the crease brush now i start adding detail with the crease brush so make my brush reasonably small and then we can start adding that detail around the nostril come up to here perhaps then maybe down here if we want give it that sort of frown lines they're small lines really but in this case they're brown lines i'm going to smooth this bit out a little bit as well and come underneath here a bit and control hold down control to give him sort of that upper lip there depends how much detail you want to give really i'll just go back to the draw control and i'm going to give him a top lip just a little one maybe a touch more just a tiny bit more okay we can dig a bit more in here and smooth out a touch as well let's see how we're getting on it's looking cool down to the bottom lip here just be careful always go around to the side as well see what you're actually doing there we go it's sort of pouting a bit more grumpy upset sort of old man-ish upset old man pointy chin or not a little bit of a point not not too much more sort of wide there we go he's looking fun nowaday okay back to the crease and let's work on the eyebrows a little bit give him a bit of a frown there to the bit of a dent not too much around there we can hold down ctrl those out a little bit so control with the crease creates a sort of sharper line like this i don't want to make them too sharp because these are mushroom they don't really have sharp bits okay now that's looking alright i would say i think he needs a bit more shape at the back perhaps but we'll figure out that in a moment i'm going to work on the top now alt left click on the top probably do a bit more of a detailed remesh so i can go down to 0.4 and it'll be similar to the bottom one hopefully let's just smooth those out and see what's going on that's more than i thought so point zero three then i can't remember what i had on the bottom maybe was it point 0.03 actually okay i've still got y symmetry on so i'll turn that off for now i'm going to go to the crease brush and start sort of creasing in areas oh i think i need more details i'm going to go to point zero one steady on there i probably ought to just open this up and then remesh from here and have that always on but i'll stick with this for now but maybe i'll do that in a second okay so making a few sort of dents here and those sort of gills i suppose we do want the gills coming out maybe i'll put the symmetry on for this it's going to get a bit distorted but as long as it's just roughly working this is going to be under his head anyway so it's not a big deal okay it's not working now because i've gone all the way around right so i'll just do it manually so we can have stylized skills i probably should have done that a bit earlier before i did the symmetry stuff because that's going to take me ages so it's just going to have the representation of gills under there and a few of those sort of come up to the top like this they create those sort of crease areas like this so yeah there we go it's got that sort of mushroomy look totally look whatever you call it okay so let's get some detail in there well with the draw tool i think he's going to have a few of those sort of funny little bubble what they call bits warts basically toaster warts that's what they are now do resize your brush or zoom out a bit to create bigger ones and smaller ones maybe smaller as they go up i'm going to smooth these ones out at the top a little bit because i'm just looking at my reference images and they go sort of flatter as they go up well they don't really exist but there's a bit of uh creative license going on here really and i'm just going to smooth this end out a little bit yeah he's looking pretty fun now now if you want to sort of really sharpen those up a bit then you can go with the crease brush and just kind of go around them give them a bit more sharpness i'm not sure this is particularly necessary but we'll just quickly do that i'll say quickly we'll just take ages doing that now when you start adding the detail like this you have to be a little bit careful about doing any sort of remesh after this point because the remesh from here you might actually start losing some detail so it's all right if you go down in terms of the value of the remesh and in fact i'll just show that point so i'm smoothing out a bit here and if i remesh now with point one so the resolution the mesh is at already remeasure point one press remesh and we don't lose too much detail but if i press undo and redo you can just sort of see in here undo let's zoom in a bit and then redo undo so you can sort of see what's going on but if i go down let's say 2.0 zero nine or eight don't get too far because i don't wanna go over the top but let's remesh now and you can see it's fine and it doesn't lose that detail because it's adding more resolution so just be aware don't remesh too much when you start adding your detail in just gonna smooth some of this out it becomes harder to smooth as well because obviously the smooth just smooths the distance between the vertices so if you've got a much more detailed mesh then obviously that's going to move much less okay so we're looking pretty fun i think maybe some dents as well just feel like some dents not the crease brush the drawer brush here hold down control and then sort of dig in make my brush really small and maybe some underneath i could put the strength up just to make it a bit quicker it looks like an old mushroom let's just check how that's doing that's looking right i think so just a few i'm not going overboard because it sort of loses its cartooniness if you add too much detail into these things i find anyway okay i think we're getting there so i'll left click on the bottom here and let's remesh a little bit further so i'm going to go to point one now point zero one and see what that looks like make my brush nice and big and just smooth out a little bit i'm gonna go a bit further actually point zero zero eight and remesh that so you can see my face is there i'm not reaching a million million yet but when i smooth out it does make quite a difference to the shape especially around this lip area if we look around there that was quite blocky so it's good to smarten that up a bit i can actually put my symmetry back on now actually because we're still on the face which has symmetry so just smooth out a little bit around there obviously when i shade smooth that smooths it out by itself in a sense doesn't it let's actually go to the um crease brush make that more creased yeah that's all looking all right i think maybe the drawer brush just give it a little bit more form smooth that out a bit though that's a bit too much oh yeah i've got the strength up default is point five okay so it's looking good i think just a little bit of asymmetry to the face now so let's turn the symmetry off let's get the grab brush let's make the nose a bit more distorted old man style there we go i shouldn't say old man style because it's just uh rude i'll be an old man somebody say i'm an old man already and i have had my nose bashed in quite a few times so shouldn't be rude about that okay so we've got some asymmetry there grumpy mushroom last feature a witchy wart on the nose you might want to just smarten some lines up with the crease sometimes they distort when you go out of symmetry i think we're okay with this okay the last thing to do i find is just to make sure your shape's looking good so let's go back to the layout mode and just make sure things are in object mode i can actually turn off lock object modes now or turn back on lock object modes and i can start thinking about this a little bit and maybe give him a little bit more shape and style let's just get the front of you there just want to match up the middles a little bit it's looking good okay so we've got our toastall and in the next episode i'll talk about the texturing along with the lighting hopefully you've learned something new there about using the remesh modifier rather than dying topo and that will give you a little bit of practice working on faces so thanks for watching and i'll see you next time
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Channel: Grant Abbitt
Views: 20,798
Rating: undefined out of 5
Keywords: understand, texture, paint, learn, blender, tutorials, 3d, art, graphics, game, material, guide, easy, painting, how to, gamedev, sculpting, sculptor, blender 2.8, blender tutorial, follow along, follow, simple, basic, beginner, 3dart, speed sculpt, 3d modeling, Blender 2.9 tutorial, blender 2.9, magic, mushroom, fungi, fungus
Id: IFan6PHo8Ls
Channel Id: undefined
Length: 24min 0sec (1440 seconds)
Published: Wed Sep 16 2020
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