Sculpting gear dragdot stroke

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
all right uh so now like i said we're kind of at that point where we've done some good sculpting here um and it's not to say we won't necessarily come back and maybe do a little more sculpting on the rest of this uh but i figured it'd be a good call to kind of get you guys to see some sculpting on the gear right a lot of natural great reinforcement of stuff some of the stuff we've already been doing here and it'll kind of let me kind of explore the stroke with you a little bit more so in this case what i'm going to do is i'm going to go to 4 right for object mode right so four for object mode remember right up here kind of in the top left corner right there's the object mode area four four is the quickie for object mode right it's been one of our shortcut key quizzes you'll notice a couple down though is sculpt mode which is five right and that's of course on our quiz today so sculpt mode five right there is a quick key for sculpt mode in this case i did want to go back to the object level four that way i can go and i could switch turn my crab on right and click on the crab body now you can use shift i if you want to shift i is actually your isolate select kind of toggles it right it's kind of a cool thing to know about in this case though i think i'll just kind of use the outliner and the visibility controls remember your outliner is right up here at the top right corner it's really a bit basically it's a list of your objects in your scene and they have these little eyeballs that can control the visibility right i don't know i've talked about that tons and it's in a bunch of videos never hurts to reinforce it though all right remember f f is for frame selection f for frame selection that's useful right even if you've got orbit on selection on um i still find frame selection some particularly when i'm doing modeling or even wrapping i still find that actually fairly useful right i love having both on the orbit selection and the other stuff all right so at this point of course what we need is multi-resolution on this right uh because this point it's already uv unwrapped right if i go to uv editing you'll see there's the uvs for it right we've already unwrapped it remember the workspaces right sculpting has its own workspace all right and so what ends up happening is you know four for object remember the blue wrench right here right we've seen this blue wrench plenty it's right here it's kind of a slightly below halfway down these little kind of tabs in the uh properties menu blue wrench right just the blue wrench itself it's kind of the blue areas right there's a couple of blue buttons there these are your modifiers right so we go to add modifier panel up here and we find multi-resolution like i said if you have a smaller screen you might kind of not see everything here available so you might have to go down to the bottom right uh kind of usually where there's a little triangle kind of pointing down and if you just leave your cursor there it'll kind of scroll down automatically without having to use a scroll wheel but you want to find multi-resolution right multi-resolution this is what gives us our ability to do high-resolution sculpting there we go and now we see it's here as a modifier now it's not enough to apply that modifier you actually have to subdivide right it's just a button called subdivide this is what's going to allow us to actually properly add multiple resolutions and remember resolution is just the actual polygon count right the more you subdivide the more polygons you have available and it's a multi resolution because you can go down the resolutions or up and work fairly non-destructively at the different levels so i'm going to subdivide and now we see it's at level one right we've got a little more polygons remember if you go to the little uh v pointing down here for kind of the two overlapping circles you'll see there is a button called statistics and that'll turn your actual polygon count stuff on here it gives you like vertex edge face kind of useful subdivide subdivide and now at level three about 180 000 i'm gonna subdivide one more time and one more time now my computer could easily handle you know getting up to like 10 15 million for this guy and actually probably go higher but i usually never really need much more than that for the kind of detail levels i want um yours depending on your device might start to choke at about 3 million push it as far as you can right i understand the limitations sometimes the devices that you're on so in this case though i know i want to have uh you know probably above a million uh to be able to do some of the detailing i want to right so now we've got the multi resolution on we've got a lot more geometry right remember alt left mouse button rotate your camera of course alt middle moves alt right zooms right alt right mouse button zooms what i want to do is i want to go to sculpt mode right five right that's our quiz today five for sculpt mode right so i hit five and now we're in sculpt mode all my sculpt brushes are back up right we could see my radius for the size of the brush as well as the strength which is the amount it's going to pull out or push in is there and you see now we have things like our texture so we can load textures in our stroke right even some other brush properties some of which we'll go over later on on our second project so now we have this on now remember though whenever you turn on any shaping tool right whether it's your tweak tool your move rotator scale or your sculpting brushes you'll notice that these kind of up here at the top become available and in fact you'll ski kind of an icon that looks like a butterfly kind of uh with a line down the center and you'll see x y and z this allows you to turn symmetry on for your sculpting so you see how your brush now shows up on both sides there's kind of a blue dot on both sides so remember mirror will not work with multi-resolution so you cannot you have to have your mirror modifier applied that does mean you lose the ability to extrude to loop cut right to do those things but at least with this on right up here your actual symmetry on you can at least get shape changing whether it's sculpting or your more conventional shape changing tools like move rotate scale tweak these can actually use symmetry without mirroring on right so you don't get all the functionality you want from your mirror stuff but you will get some of it all right at least your shaping part is available when you turn this on but remember it's important to turn that on specifically if you want there to be symmetry which for us we do on these this model because it's our first model so i've got that symmetry on and one of the things of course we could do we saw the other day was of course left click sculpts right so if i hold down left mouse button it'll pull out the shape in this case i've got an image attached if you need to turn that off go to texture right see there's a little texture menu up here and you'll notice there's a texture on you'll notice there's also a little x right over here right can you move your cursor over a little bit there's a little x right there if i click on that the texture is no longer applied to this it's still available right so you'll see how if you click on kind of the little the little checkerboard pull down menu it's still there you haven't gotten rid of it it's just not on also we noticed my stroke was set to anchor which was kind of cool for what we were doing the other day but if i want to do regular sculpting we go back to stroke and we switch back to space right and then you'll see that this just does you know left-click sculpt so i just kind of sculpt that a little bit here right so just pull that out a little bit remember control inverse right so if you hold down control it'll kind of push in instead of out and of course shift will smooth so it kind of softens it slowly as we go it's been kind of soft with the edges kind of fade them more if we need to that's if you wanted to do some of that stuff with just a regular draw right here remember one of the things i also do is i usually kind of turn my brush on and i go to the wrench screwdriver that's the very top right of the properties menu it's a white wrench and screwdriver and you'll see in the strength area there's kind of these two brushes they're next to kind of the what kind of looks like a pen and a bullseye right circle and a pen that's your uh pressure strength pressure if you have a wacom tablet right next to it is a brush icon one brush it's kind of bigger that kind of is pointing up and then another like thinner brush for more fine details pointing down that's unified strength what that means is that basically all the brushes use the same strength amount and i actually usually don't like that for this stuff so it's cool to have it on if you need it but i usually make sure to turn it off right that way you know my draw can be like 2.78 strength 0.278 and my smooth could be even lower than that right and you see that the draw sharp can be at like almost one right so uh increase kind of see they get their own independent controls and that's useful right remember shift will smooth which softens kind of it has the effect of trying to de-wrinkle or soften the area around it kind of blend it better fade it if you will very useful for that kind of stuff and you'll use that stuff often i'm going to undo a couple steps just because i didn't really want to do that kind of sculpting there the figure never hurts to talk about it again right what i wanted to do is i wanted to explore again some of the strength stuff right so in this case i could go to say my draw sharp right it's the second brush down it's automatically set to negative so it pushes in instead of pulling out right and if i go to stroke right stroke right here you'll see there's a stroke method at the very very top right we talked about this before if you click on that there's one called line remember how we kind of use this for our um remember how we use this for our kind of little nice sharp creases kind of on the outer shell on our crab well we might want the same kind of thing on this it's like i said really this video is kind of just great reinforcement of a lot of stuff we've already done um but on the gear right our crabs armor so stroke method right stroke menu method pick line remember your brush size is right and left bracket right those are some great quickies for it it's right here though too and of course what i can do is in here i can go in here and i can just left click drag and you see it starts to draw kind of a line for me right so the nice thing is you just kind of click and drag and it drags a line when you let go it makes that so if you want to do some straight lines whether it's sculpting or painting color line stroke method is really really cool for that you left click and then drag and you see how it's kind of dragging this line out and then when you let go that's where it does it and it only does it for kind of the length of what you're doing it for so this is a very very neat stroke feature and it works great in blender actually a lot of packages don't really have as good a function for this blender does super easy to turn on and use there we go we just kind of put these nice kind of little kind of crease lines in here if you get a little bit of that you might need more polygons but we're trying to show the tools off and not break a computer right so basically just kind of getting in here just doing some nice line sculpting right so this is just draw sharp right and we've set our stroke to line and it's going to allow us to kind of do this cool little kind of bit of detailing here very easily right now obviously you can see this is not really appropriate for a lot of the part of the crab creature but it might be kind of at the ridge of the shell at the ridge of this gear right usually you're going to use the line brush on hard surface things or at least non-organic things because sometimes you have non-organic like clothing or gear it's not exactly hard surface right it's still a soft surface but it's not a character creature right so keep in mind you use what's appropriate for what you're working on but you know we found some good places that we could use on the crab creature shell and on this gear as well but it's great because it gets to show you you've got these really cool strokes in blender that are super useful for doing all kinds of cool details right and that was quite easy to do just right and just made these nice lines so you've got these great strokes in there that can be used right now i'm going to set my things back to space um i might want to do a little bit of image based detailing on this right depending on what kind of image based detailing we're not really going to deal with stencils that much on this project here we'll deal with it more on our next project right focus on just getting you guys to use some basic regular space since textures but but in this case you know i've got my stroke set back to space which is a good default right that's usually what i have on for this stuff is space it's kind of your good default it makes your brush behave more like you expect it to so i usually have space it's kind of my default and then when i need to draw a dot or a line or anchored i'll take advantage of that so i want to add a texture in this case though i want to use a different one right that way i can just show you guys how to load a texture and again remember we go to the kind of a red checkerboard at the very bottom here right it's the very bottom of our properties menu list here the red checkerboard right the red checkerboard when i click on that it brings up a very empty property right right basically up here it's got a button that says new right a button that says new so i'm going to click on new right and it brings this up and now what we could do is we could either open if we want to find a texture in this case we do so i'll hit open what we could do is we could go browse textures and you see i've got a simple kind of couple of textures downloaded on this device it's not my texture lab at home which is like easily probably a thousand plus textures but you'll see that there are regular images that we could use but there's also these kind of stencils and i think this time i'm gonna use freckles right so i'll hit open image and now that image is loaded in here right an image is loaded in if need be right we can always go in here and click on new texture to add another one but now if i go up to the texture menu here and i click on kind of the little right that little um checker board right you'll see there's two options available so the nice thing is once you've loaded the texture into the scene it will be saved with the scene right so you'll see that now they're both available for the scene so you don't have to reload them in every time you open your scene up again right just pick which one you want to use in this case i want to use that one now the other thing that's important in textured is mapping type uh tiled will just repeat this over kind of the whole viewport in this case i want viewplane so you see how mapping has kind of its own options my favorites are viewplane and the very bottom one's stencil but we're not really going to get into stencils in this project right we'll show it a lot more on our more advanced kind of troll biped creature we're going to make for our next project a more advanced character creature so eventually we will see stencils this semester just not right now so view plane though is a good one that basically is just gonna attach it to the brush and the brush basically paints it and then it paints it again paints it again so it's kind of like every time you place your brush it'll drop this image on the polygons and then as you move your brush it'll drop it again it'll drop it again it'll drop it again right that's what view plane allows now if you go to stroke space is going to do it like kind of like normal where we'll just paint right now drop drop drop drop drop drop drop right you can control the spacing for those drops though so when you're using space and view plane you want to think about it like it's continually stamping right everybody ever use like a rubber stamp right you put an ink and then you stamp it down on something well you could keep stamping it right you can kind of stamp in another place on the paper stamp another place spacing controls how close the space how close the spacing is right how close the stamps are to each other so you have to think about view plane with space stroke method on as just repeatedly stamping this image on the model as you move your brush and how much space in the spacing slider which is kind of right at the top here right below the method that's how close it is so if i was to say set spacing to maybe twenty percent instead of five percent you'll now see when i go in here and sculpt they're not quite as close now in this case i've got it on draw sharp so i might actually want to switch to uh my regular draw uh make sure the texture's on right there we go stroke and let's turn that spacing up even higher let's say set it to 30 percent and the strength already lower and you see how they're not quite as close on top of each other so believe it or not as you play with this and you make sure you like the texture i can say hey let's set the spacing even higher let's go to 60 maybe make my strength a little higher as well and you see how there's more space between the stamps so you can see more clearly as we play with the spacing here let's go to 100 just to show it what's really happening when you have space stroke on with viewplane mapping right as part of the texture now you'll see that look at that so there's actually clearly a distance between them now because the spacing is too high so that's what spacing controls i think uh 60 is actually pretty good for this so if you want a bit more space so that those images aren't going right on top of each other stroke has that spacing and that just gives you a little more space as you want to kind of sculpt this form in and i'm going to leave a little bit of it open at the corners here because i want to put some rivets on there you see right now even though stencils are great i actually love stencils myself i use them more than the stamping we're seeing here now um it's still great to see how to use this because there's gonna be times when this is the cool one right when you want kind of stamping and it's cool because it gives us kind of our first foray into you know kind of how to use an image to texture stuff right so remember you have to go to the red checkerboard right to load your texture in once it's loaded in the texture menu up here at the top will let you browse between the ones you want to use um and of course if we want i could switch and then i could switch my stroke method to say something like anchored remember anchored we saw the other day is the one where you just left click drag right so where as space would just let you paint right you just move your brush and just stamps it stamps it stamps it stamps it stamps it and how much spacing you have kind of determines how close the stamps are this one is all about kind of placing one stamp right so we'll see how we're just placing the image once but if you drag left or right it makes it bigger smaller if you drag up or down it rotates it and so you can easily just come in here and do stuff like that now in this case i didn't really want to do that here but we did show anchored in the last video and i figured it wouldn't hurt to show to you guys again here what i want to do though is i want to turn the texture off so i'm going to go back to texture hit the x to kind of remember they're still available they're just not on uh view plane is always a good one to have for that i'm going to switch stroked to drag dot so see how stroke has drag dot i kind of teased this a little bit last week there is a stroke method called drag dot now what's really cool is we could use this without an image you can use this with an image so if you actually wanted to drag dot those textures you could so basically texture can be applied with every stroke right but in this case i don't want that because i just want a clean rivet shape right a button shape so what i can do is just make sure drag dots on in my stroke right it's one of the stroke options you can actually go to the brush menu right because there's just these handful of brushes up here brush menu and you'll see in the brush menu there's some a slider called hardness right just like the crease brush has pinch pinchiness if you will there's one called hardness so it'll harden kind of the edges of the brush right so if i turn that up to like a higher number not quite one but closer to one and then maybe i turn my strength up for this make my brush a little smaller right right and back right and left bracket keys you'll now notice what i can do with drag dot is see how i can actually drag a rivet now to make it look reasonably good you're going to need to probably have a a million plus polygons but you'll notice hardness right if i turn that down see it's a much softer drag dot so that's what hardness is controlling right get it back up to right about there and of course drag dot is what's doing this because if i said it's space it's just going to do this right because the spacing's kind of higher on that right so drag dot distinctly gives us a cool neat way to kind of put buttons or rivets on something right you just left click drag and it drags just basically whatever the texture is in this case it doesn't have one but it's a brush with a sculpt amount so it's pulling out and hardness right so this is cool because it lets us kind of see some neat little extra options right so drag dot really gives us the ability to kind of add these cool little rivets or buttons metal bits right right along the edge of the armor right so once again i'm just trying to really get you guys to see the power of strokes and that you even have some cool controls on your brushes like hardness that in themselves are really cool once you actually start to get kind of a handle on the basic functionality of these features blender is quite good at this right it's pretty good you see i'm getting a little bit of weird detail on those rivets there just because the polygon counts a little lower if i had subdivided this one more time you wouldn't see that um but i'm gonna keep it a little lower as for you guys and how we're working all right and then of course we turn on the eyeball for our other one go back to four for object mode and now we have a total of six million triangles for my scene right so i'll save that but we now have some cool little line detailing we did with our line stroke that's on um we have some cool little rivets because of drag dot and the hardness feature and we just did some more practice and playing around with our ability to assign textures to brushes and actually sculpt with an image all right so that'll be a great place to stop
Info
Channel: Mike Roberts
Views: 14
Rating: 5 out of 5
Keywords:
Id: vex4mSnnaI8
Channel Id: undefined
Length: 24min 38sec (1478 seconds)
Published: Mon Sep 13 2021
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.