Sculpting in Blender 2.8 | Beginners Detailed Guide | Brush settings

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hello and welcome to gabot media I'm grant Abbott and today I'm going to be taking you further through the beginners course on sculpting this time we're looking at the sculpting tool bar or the brush settings so in the previous episode I went through the brushes and I'll put a card in the corner linking to that now and a link in the description also remember you can get to my website for more information and free courses so today I'm going to start off by going file new and going straight to the sculpting that will give us a nice subdivided cube which you can see there if I go into wireframe mode back into solid mode I'm going to expand out my brushes so you can see the names and I'm going to turn on my shortcut keys so you'll see them down in the bottom corner here so let's start with the draw brush if I go over to my side here I get the active tools so I've got my brush here and I've got all my tool settings the first thing I'm going to go through before anything else is the dine topic so I'll tick on time topper and I'll open the disclosure and I talked a bit last time about detailing the difference between relative detail and constant detail this time I'm going to use relative detail to show you the real differences one thing to point out though is that constant detail if you put the resolution up it gives you more detail so in this case is actually slightly less than we've got but if I put this up to something like 50 you can see a nice lot of detail now with relative detail which is detail dependent on how close I am or far away you put this down for more detail so if I go down to something like 3 from about this sort of distance you can see that's roughly what we've got on our ball but if I move in with the wheel on my mouse and draw you can see we've got more detail now if I go to wireframe to highlight that you can see there's more detail in this area Izu min further even more detail but as I move out and draw it scrubs over that detail so I go out further scrubs over the detail and you can see it getting less and less detailed so it actually what's known as collapses the topology so the further out you go the less detail you'll get and it will delete the detail that you had there in order to keep that detail so if i zoom in and do some detail now around here I can change this to subdivide edges now I've doing some detail it's the same detail but when I move out it doesn't destroy that detail can you see I've moved right out to here we've still got that detail level underneath so I was oom back in and you can still see it just there back to solid mode and you can see that fine detail in here and even if i zoom out and draw the fine detail still stays yet my brush is not on a high detail setting okay I'll undo all those and now I'm going to stick on about four with subdivide collapse for now so it doesn't create too much intricate detail and I would say generally speaking stick to constant detail to start with then when you want to do really fine details if you do then you can go to something like relative detail with subdivide edges so when you move right in with your mouse you'll be creating really fine detail still but be careful because you can see that detail level there is actually on the other side of my measure if we zoom in a bit forever that detail level there is very fine and it will increase your topology I actually went through my mesh there hadn't started drawing on the other side but you can go very close in and do some really fine details with this but you'll hardly notice them as you zoom out and is it really worth that for the increase in polygons which will make your computer lag depending on the spec of your computer okay so let's undo those two and we're back to the beginning so I'll put my detail size at three so I know exactly where I am and start going through the other tools so first of all the radius is fairly obvious and the strength is fairly obvious the shortcuts for these are F for the size or radius and shift F for the strength now the direction again fairly obvious at the moment if I paint it pulls out the topology if I press subtract it pushes in let's go back to ad which is the default for this brush and I draw and I can also press control to do the opposite and push in now it may be the case that you want to change this round so for the crease brush for example if I do a crease in here the default for the crease is subtract and some people don't like this they prefer it to react in the same way as their other brushes so if I change that to add when I press control now it will dig in and when I draw it will push out or pinch out do you are able to change these around and I think crease is the only brush that does the reverse so you may want to change it for the crease brush let's get back to the draw brush and I'll just smooth some of this out I hold shift down for the smooth brush and I can smooth things out now topology rake is an interesting one don't worry too much if you don't understand it but I'll quickly go through what it does if I brush now with topology rake not on you can actually see roughly my topology here if I go to wireframe as well it's sort of fairly even now it's apology rate if I turn this up tries as best it can to sort of follow a line with the topology you can see that it's going quite bumpy but if we take a look at the topology it tries to follow the brush stroke and that can be very useful when you want to go over to something like crease and start creasing this eye crease this edge here and eye crease this edge here this one is doing a better job at the creasing because it's following the line of the topology but you sacrifice that sort of smoothness but if I smooth this out now you can see it's created a better job for hard surface modeling so rake acts a bit like you're holding a rake and pulling the topology along the line of your brush stroke this is quite a clever tool and it's a fairly recent so well done to the team I'll turn that down and I'll go back to the draw brush do remember that it creates bumpy topology so that's what it's like with it turned off turned on it's quite bumpy so just be aware of that and that's why you don't have it turned on all the time let's look a bit at Auto smooth so this is what it's like without Auto smooth on its turn Auto smooth up move across a bit and this is what it's like on not never seen so much with this brush I'll turn my detail up just a touch 21.5 so all the way to one and all the way to zero it's difficult to see much difference but if i zoom in you can see that this has got more of a smooth edge and a roundness to it than this one but it is fairly difficult to see but if you're noticing you brush it and smooth let's say we got topology rake turned on and it's not coming out particularly smooth you could use the auto smooth to give it a bit more smoothness basically it's just adding a bit of the smooth brush in to your strokes it can be very helpful in something like your crease brushes let's do some creases down here so that's what it's like without it turn the auto smooth up and that's what it's like with it so you can see the difference is very hard-edged there but a smoother edge here and I tend to when I'm using the crease brush so if I'm digging in here for example this with smooth turned on but usually I have smooth turned off and let's say I want to refine this edge like this I will have to then smooth it and then go over it again and smooth it and go over it again but with the auto smooth you don't really need to do that but I kind of like to have the control for myself rather than putting it on the brush so let's get back to draw and let's start a new file and get rid of that sculpting so back onto my tools turned on top I wann and I'm going to go to constant detail this time and put the resolution up to about 40 see what that looks like that's great there's some more options under here acumulate is quite a good one if you take on that and you brush and let's say I brush around here and then go back over the top of this you can see it sort of accumulates and builds up without that turned on if I brush I'm still brushing and it's not pulling out anymore but with the cumulate turned on it adds to it and keeps going and going as you can see over there I won't go through the rest of those because I don't think they're important for beginners at the moment texture I talked about in other tutorials and I'll put a link in the description now but stroke and fall-off I do want to talk about because I think they're important for beginners so started with a fresh new cube before showing you the stroke methods which are just under this menu here the default is space with a 10% spacing so if I draw now that's the default if we increase the spacing let's say 250 you can see the spacing is kind of a distance between it changing the topology so you can increase the spacing and have further spacing apart you can actually lower it from 10% as well and that will probably cause lag but it should create a smoother stroke I'll put this back to 10 other options we have dots and drag dot a fairly obvious so I go through those air brushes well you can play with anchored is another interesting one so I'll show you that so if I go to a space you click and pull out and it creates shapes like this and this is very good for texturing so using things like texture masks which I do have another tutorial about another street method that's very useful is the line and if I go to a blank spot and just draw a line it quite simply draws a line this can be very useful for drawing sort of straight crevices in something like wood and so on it's also quite useful for hard surface modeling so if I draw a line or a crevice down here and then I go to something like the pinch tool and use my line along the pinch although I forgot to set it for this brush that's one thing worth noting that when you change your brushes it won't keep the same stroke method so I have to obviously select a line for the pinch brush as well and then draw a line down the edge there and that will then harden up that edge as you can see also this would be a good time to talk about the dying topo and relative detail so if I go to relative detail and bring the rush size down a lot and put it on subdivide edges so it doesn't collapse it of my topology so with the draw brush selected I'm still online remember so draw a line down here get my pinch brush again that's still got line as well and subdivide edges does a really nice job of pinching your topology together as you can see so using the pinch with line and the relative detail with subdivide edges rather than subdivide collapse is a really good technique for hard surface modeling now the last one of the stroke methods is the curve and I've reset my ball to show you this one you can click on new curve and then control right click control right click and drag to sort of make Bezier handles and then once you're happy press ENTER and it draws your curve which is a bit of a mess in this case and you can keep pressing enter to create your weird curves which in this case don't look particularly effective but it is a useful tool especially with hard surfaces if you want an exact curve and a good one for something like the crease or the pinch tool if you want to follow a precise line lastly let's talk about the fall-off and I've started with a new ball now you have to imagine that you're looking at a brush from the side so this is the top of the brush and kind of a point to the brush and this is the edge of the brush falling off hence fall off it used to be called curve in 2.79 so if we use the draw brush on this you can see that if I go round to the side here it should mimic this curve as you can see there so if I change the curve to something like a point like this and draw a line it again mimics the curve you can see here down the side these vary of the most commonly use or the default they're the pointy one especially for things like hard creases and things and the one at the end here which is no fall-off at all so if I draw now it creates a very sort of blocky look if i zoom out a bit and draw and you can see that looks a bit weird and strange at the moment I'm going to undo that and this is a time I could do with turning up my spacing so let's go to the stroke put the spacing at five rather than ten and now draw you can see it's a clearer cut still not great but hopefully you get the idea of what this brush is doing if I go to the side here it should be roughly very flat at the top and then straight down most people we use this curve with a slight fall off so if I click anywhere on my line I can create points and you can get rid of these points by crossing them out like this if I click on them and cross them out like so so if I create a point here and then do a slight fall off at the end quite rapid fall off by pulling this down it looks like I've got an extra point there so I'll just delete that one pull that one down you can see this swift fall off so if I now draw with this it's a little bit more uniform than the other ones so you can see that being quite useful in some cases particularly if you've got something like anchor and a fall off like this you can create sort of rivets and things like that especially if you're using the textured brushes which again is in another tutorial so those are the major settings that I think are important to beginners the main thing is to experiment with these to make sure you check out my other tutorials which go into more advanced features of these settings so thanks for watching and I hope this helps
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Channel: Grant Abbitt
Views: 59,043
Rating: undefined out of 5
Keywords: understand, texture, paint, how, to, learn, blender, tutorials, 3d, art, graphics, game, material, guide, easy, sculpting, sculptor, sculpt, painting
Id: xTcQjNmdSsE
Channel Id: undefined
Length: 13min 12sec (792 seconds)
Published: Sun Apr 07 2019
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