WEBVTT 1 00:00:00.266 --> 00:00:04.000 In this episode, we'll delve into a few essential tools, 2 00:00:04.233 --> 00:00:08.366 including sculpting tools and mesh editing tools. 3 00:00:08.366 --> 00:00:11.000 Sculpting tools involve the use of brushes 4 00:00:11.000 --> 00:00:13.900 and other related functions in sculpt mode. 5 00:00:13.900 --> 00:00:17.466 Mesh editing tools are employed to topologize meshes. 6 00:00:17.666 --> 00:00:21.633 In this episode, we'll cover my personal frequently used tools. 7 00:00:22.033 --> 00:00:24.600 Okay, let's launch Blender. 8 00:00:24.600 --> 00:00:26.466 Here a plane is ready. 9 00:00:26.466 --> 00:00:31.333 Before sculpting, it's crucial to make sure the mesh density is sufficient. 10 00:00:31.333 --> 00:00:34.033 I applied Multires with level 4 here. 11 00:00:34.033 --> 00:00:36.133 Toggle on the wireframe. 12 00:00:36.433 --> 00:00:41.300 See, the mesh is pretty dense and looks like a sea of black. 13 00:00:41.300 --> 00:00:45.000 We can also use "Remesh" to modify the mesh density. 14 00:00:45.000 --> 00:00:47.200 Let me show you with a simple example. 15 00:00:47.200 --> 00:00:50.066 Go back to Object mode, add a cube. 16 00:00:50.533 --> 00:00:53.366 Initially, it has 8 faces. 17 00:00:53.933 --> 00:00:57.933 Enter sculpt mode, and you'll find the Remesh option. 18 00:00:57.933 --> 00:01:02.233 Simply click on Remesh without making any adjustments. 19 00:01:02.233 --> 00:01:05.333 Before we start sculpting, there's no change. 20 00:01:05.633 --> 00:01:08.433 Let me make a stroke casually. 21 00:01:08.433 --> 00:01:11.700 Now, many more faces have appeared. 22 00:01:11.700 --> 00:01:16.066 You can customize the mesh density by adjusting Voxel Size. 23 00:01:16.066 --> 00:01:21.100 Literally, the smaller it is, the denser the mesh will be. 24 00:01:21.100 --> 00:01:24.233 Let's set different values and take a look. 25 00:01:24.233 --> 00:01:29.600 The surface is smooth enough, which means the density of mesh is quite high, 26 00:01:29.600 --> 00:01:32.533 thus tiny details can be captured. 27 00:01:32.533 --> 00:01:34.266 In another word, 28 00:01:34.266 --> 00:01:39.600 different level of subdivisions will bring our sculpting details in different level. 29 00:01:39.600 --> 00:01:45.533 Alright, let's remove the cube and start to learn brushes. 30 00:01:45.533 --> 00:01:50.066 Switch to sculpt mode and enter the sculpting workspace. 31 00:01:50.066 --> 00:01:55.133 There's an array of brushes, each with its unique functions. 32 00:01:55.133 --> 00:01:59.033 As mentioned earlier, let's initially concentrate on a few common brushes 33 00:01:59.033 --> 00:02:01.933 that we use most frequently and explore more later. 34 00:02:02.733 --> 00:02:04.900 The first brush is Draw Brush, 35 00:02:04.900 --> 00:02:08.066 which is one of my most frequently used brushes. 36 00:02:08.066 --> 00:02:11.333 It excels in shaping and building volumes, 37 00:02:11.333 --> 00:02:16.233 delivering effective results for both adding and removing details. 38 00:02:16.233 --> 00:02:19.533 Moving on, we have the Clay Strips Brush. 39 00:02:19.533 --> 00:02:24.033 It employs a square tip shape, as opposed to a round one, 40 00:02:24.033 --> 00:02:29.266 resulting in remarkably sharp brushstrokes. 41 00:02:29.266 --> 00:02:31.033 After appropriate smoothing, 42 00:02:31.033 --> 00:02:36.133 we can easily achieve natural transitions between two muscles. 43 00:02:38.733 --> 00:02:41.666 Now, let's talk about the Grab Brush. 44 00:02:42.700 --> 00:02:47.933 Its function involves roughly adjusting proportion or partially dragging, 45 00:02:47.933 --> 00:02:54.266 offering the flexibility to freely manipulate a specific part or the entire shape. 46 00:02:54.266 --> 00:02:59.900 Next one is Smooth Brush, designed for smoothing uneven surface. 47 00:03:00.700 --> 00:03:02.500 And then Inflate Brush. 48 00:03:02.500 --> 00:03:06.933 It's not used frequently, but is indispensable during sculpting. 49 00:03:06.933 --> 00:03:10.700 When we deal with confined areas, such as ears, 50 00:03:10.700 --> 00:03:13.766 it's challenging to control with other brushes, 51 00:03:14.133 --> 00:03:16.700 because even with a small brush size, 52 00:03:16.700 --> 00:03:20.233 it's still difficult to avoid editing surrounding areas, 53 00:03:20.233 --> 00:03:23.100 much less large brush size. 54 00:03:23.766 --> 00:03:27.100 Inflate Brush comes in handy in such situations. 55 00:03:27.100 --> 00:03:32.466 It is specifically designed to expand or shrink the shape as needed. 56 00:03:33.100 --> 00:03:35.233 When we need to add more volume, 57 00:03:35.233 --> 00:03:38.700 we can use this brush to inflate the required area. 58 00:03:38.700 --> 00:03:44.200 Similarly, we can also use this brush to reduce it by holding <Ctrl> . 59 00:03:44.933 --> 00:03:48.966 let's move on to the next brush, the "Draw Sharp Brush." 60 00:03:48.966 --> 00:03:53.233 It generates a reversed effect compared to the Draw Brush, 61 00:03:53.233 --> 00:03:58.900 functioning like a cutting tool and effortlessly creating sharp grooves. 62 00:03:58.900 --> 00:04:04.100 Therefore, we often use it when dealing with structural transition parts. 63 00:04:04.100 --> 00:04:10.333 Alright, these brushes introduced so far are the ones I most frequently use in my work. 64 00:04:10.333 --> 00:04:12.200 quite easy, isn't it? 65 00:04:12.366 --> 00:04:14.866 To enhance sculpting efficiency, 66 00:04:14.866 --> 00:04:17.533 I'm going to share some useful techniques with you. 67 00:04:18.000 --> 00:04:18.833 First one, 68 00:04:19.133 --> 00:04:23.633 during sculpting, smoothing is a quite frequent operation. 69 00:04:23.666 --> 00:04:26.266 Let me demonstrate. 70 00:04:28.900 --> 00:04:33.366 However, frequently switching to the smooth brush can be time-consuming. 71 00:04:33.366 --> 00:04:36.033 In such cases, you can simply hold <Shift> 72 00:04:36.033 --> 00:04:38.433 to activate the smoothing function quickly. 73 00:04:40.566 --> 00:04:47.466 Next, let's talk about the cool <Ctrl> trick. This works for every brush. 74 00:04:47.466 --> 00:04:50.900 Grab the Draw Brush, casually sketch a curve, 75 00:04:52.666 --> 00:04:58.200 and then hold <Ctrl> – bam, you've got an inverted effect. 76 00:04:58.200 --> 00:04:59.633 Take another example, 77 00:04:59.633 --> 00:05:03.700 Draw Sharp Brush, it draws a groove by default, 78 00:05:03.700 --> 00:05:07.233 but if we hold <Ctrl> and draw, it becomes inverted. 79 00:05:07.666 --> 00:05:09.533 And Inflate Brush, 80 00:05:09.533 --> 00:05:14.466 it inflates the shape by default and shrinks it when <Ctrl> is held. 81 00:05:14.466 --> 00:05:18.900 So, as we can see, it's more flexible to scuplt with <Ctrl> . 82 00:05:18.900 --> 00:05:22.933 These two skills above are really handy, get ready to use them. 83 00:05:22.933 --> 00:05:26.433 That wraps up the basic introduction to brushes. 84 00:05:26.433 --> 00:05:30.966 Later on, I'll introduce more brushes and functions while we're sculpting. 85 00:05:30.966 --> 00:05:35.233 This way, our learning can be more effective and solid. 86 00:05:35.233 --> 00:05:39.766 Okay. Lt's continue exploring the parameters of brushes. 87 00:05:39.766 --> 00:05:41.300 For every brush, 88 00:05:41.800 --> 00:05:45.566 the radius and strength are the most basic thing you are going to deal with. 89 00:05:45.566 --> 00:05:49.233 Strength decides how hard the brush hits the models. 90 00:05:49.233 --> 00:05:55.600 By default, it's 0.5, just turn it up to increase the influence of the brush, 91 00:05:55.600 --> 00:05:59.800 or turn it down to decrease it. 92 00:05:59.800 --> 00:06:03.433 Radius determines influence range on the models. 93 00:06:03.433 --> 00:06:07.800 The larger the radius is, the broader the brush's effect is, 94 00:06:07.800 --> 00:06:11.100 resulting in thicker strokes. 95 00:06:11.100 --> 00:06:13.533 Hold 【F】 to tweak the brush size, 96 00:06:13.533 --> 00:06:17.333 and <Shift> + <F> to manage the strength. 97 00:06:17.333 --> 00:06:21.866 By the way, remember those earlier tricks we talked about? 98 00:06:21.866 --> 00:06:26.500 Apply them together, and you'll have a blast with your sculpting. 99 00:06:26.500 --> 00:06:32.800 Okay, let's talk about another parameter—Stabilize Stroke. Enable it. 100 00:06:32.800 --> 00:06:36.600 Now, after the brush path, you'll notice the red trail. 101 00:06:36.600 --> 00:06:41.433 It works by smoothing the brush path, resulting in a smooth curve. 102 00:06:41.433 --> 00:06:44.533 Let's disable Stabilize Stroke and compare. 103 00:06:44.533 --> 00:06:47.566 See, there are some jagged edges now, 104 00:06:47.566 --> 00:06:51.166 not as smooth as when it's turned on. 105 00:06:51.166 --> 00:06:55.066 So, this parameter can smooth our brush strokes. 106 00:06:55.066 --> 00:06:59.000 Remember to turn it on when you work on well-curved things like hair. 107 00:07:00.433 --> 00:07:03.566 Alright. I'm going to share two more tricks, 108 00:07:03.566 --> 00:07:06.766 which are efficiency-boosting features. 109 00:07:06.766 --> 00:07:10.000 I'll demonstrate it on this model. 110 00:07:10.000 --> 00:07:12.733 First, let's talk about Face Sets, 111 00:07:12.733 --> 00:07:16.166 a really useful feature that allows you to group faces 112 00:07:16.166 --> 00:07:19.700 and work on a specific part of the model. 113 00:07:19.700 --> 00:07:25.566 As you can see, the faces of this model have been separated into several groups. 114 00:07:25.566 --> 00:07:29.266 For instance, let's say I want to focus on its leg. 115 00:07:29.266 --> 00:07:31.933 Press <H> to hide the other parts. 116 00:07:31.933 --> 00:07:35.466 This way, the hidden parts won't be affected. 117 00:07:35.466 --> 00:07:39.166 After that, we can press <Alt> + <H> to show them. 118 00:07:39.166 --> 00:07:44.066 To display the keyboard shortcuts I'm using, let me enable screencast keys. 119 00:07:44.066 --> 00:07:47.633 Face Sets is easy to set up. Enter edit mode, 120 00:07:48.700 --> 00:07:54.166 select faces as needed, then go back to sculpt mode. 121 00:07:54.166 --> 00:07:59.966 In the Face Sets menu, select "Face Set from Edit Mode Selection. 122 00:07:59.966 --> 00:08:04.166 Once you're done with this face set, hover the brush over it and press <H>. 123 00:08:05.000 --> 00:08:07.600 Now, we can concentrate on this part. 124 00:08:08.533 --> 00:08:09.600 Before sculpting, 125 00:08:09.600 --> 00:08:15.500 it's crucial to create appropriate face sets to ensure a smoother sculpting process. 126 00:08:17.666 --> 00:08:21.766 For example, we can saperate the upper part and lower part of mouth 127 00:08:21.766 --> 00:08:26.300 to two Face Sets for convenient sculpting. 128 00:08:26.300 --> 00:08:32.800 Also, there is a brush that can help set Face Sets—Draw Face Sets. 129 00:08:32.800 --> 00:08:37.233 It allows us to directly draw a range without entering Edit mode. 130 00:08:37.233 --> 00:08:40.400 Just choose one according to your needs. 131 00:08:40.400 --> 00:08:42.900 Next one is Mask. 132 00:08:42.900 --> 00:08:46.166 We have two different ways to set mask selection. 133 00:08:46.166 --> 00:08:49.600 This one allows us to frame a range. 134 00:08:49.600 --> 00:08:51.700 The other is mask brush. 135 00:08:51.700 --> 00:08:55.766 Let me draw a mask, and switch to a certain draw brush. 136 00:08:56.466 --> 00:09:00.333 See, the area covered by the mask can not be edited. 137 00:09:00.566 --> 00:09:03.833 In some situations, mask can help a lot. 138 00:09:04.700 --> 00:09:08.266 For example, when we work on this area of thigh, 139 00:09:08.266 --> 00:09:12.166 it's not easy to edit our desired part only. 140 00:09:12.166 --> 00:09:16.700 Here, mask exactly takes care of this problem. 141 00:09:16.700 --> 00:09:20.033 Now, the opposite is not edited. 142 00:09:21.200 --> 00:09:23.900 Another example, around the eyes, 143 00:09:24.100 --> 00:09:27.633 there are distinct eyelids with sharp and hard structures. 144 00:09:27.633 --> 00:09:32.333 To handle them accurately, a mask is an essential tool. 145 00:09:32.333 --> 00:09:37.266 By the way, Blender provides three different selection tools of Mask: 146 00:09:37.266 --> 00:09:42.533 Box Mask, Lasso Mask, and Line Mask. 147 00:09:42.533 --> 00:09:45.033 And if we look at the toolbox here, 148 00:09:45.033 --> 00:09:48.566 there are some more parameters which we will learn about later. 149 00:09:48.966 --> 00:09:51.600 The last tip is about Automask, 150 00:09:51.600 --> 00:09:57.233 which generates a mask automatically based on a specified condition. 151 00:09:57.233 --> 00:10:01.100 Pessing <Alt> + <A> to display its menu. 152 00:10:01.100 --> 00:10:03.033 Let's give it a go. 153 00:10:04.200 --> 00:10:06.066 Check Face Sets. 154 00:10:06.066 --> 00:10:10.033 We can see, each face set is independent; 155 00:10:11.400 --> 00:10:15.066 when we edit one of them, the others are not affected. 156 00:10:15.066 --> 00:10:18.400 Let's remove the mask and compare. 157 00:10:18.400 --> 00:10:21.566 Now, this model is fully editable. 158 00:10:21.566 --> 00:10:27.333 We'll delve into more details about additional automask features in later procedures. 159 00:10:27.333 --> 00:10:30.266 That's it. In the next episode, 160 00:10:30.266 --> 00:10:32.733 we will talk about some tools of mesh editing.