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This course provides an overview of modeling, animating, and rendering 3D graphics in the open-source software Blender 2.6. Beginning with a tour of the Blender interface, author George Maestri shows how to create and edit basic objects, work with modifiers and subdivision surfaces, and apply materials and textures. The course also demonstrates lighting 3D scenes, setting up and using cameras, animating objects, and assembling basic character rigs.
A more interactive way to do organic modelling is to use Blender's sculpt tool. Now this tool has changed just a little bit in version 2.7, so we're going to be using that version for this lesson. Now the sculpt tool is highly interactive, so I added a little bit more density to this particular character, and that'll give us room to sculpt a little bit more. So let's go ahead and select this character and go into Sculpt Mode. Now we've played already with Edit Mode, but Sculpt Mode is its own mode.
So let's go ahead into that. Let's go ahead and pull out this window, so we can see what we are doing. Now when I go into Sculpt Mode, notice how the cursor changes. This gives us a brush-based interface with which to sculpt the character. So all I have to do is just left-click and drag, and you can see that I'm actually sculpting this character. Now, I'm going to undo that using Ctrl+Z, and let's take a look at some of these tools here. Now, probably the most important one here is the one at the top, the radius, and that's how big of a brush do we have.
So, we can make the radius smaller or larger. Now, if we want, we can also affect the feather of the brush by holding down the f key. And when I do that, you can see how I can change not only the size of the brush, but how the brush falls off. We also have options for auto-smooth, and probably the most important one is this Add and Subtract button. So that means I can pull out vertices using Add, or if I go Subtract, it kind of reverses the process and it undoes that.
It pushes the vertices in. Now, we have a number of other tools here. We can paint using a texture, and that's great for reptology or painting like scales, that sort of thing on an object. We can effect how the strokes are timed. So, do we want a spaced stroke, airbrush, that sort of stuff. The curve, and this is basically how the feathering falls off on this, and I'm just going to leave that at default. And probably the one you're going to use a lot is called Symmetry.
And this allows us to mirror along any axis. So, if I take a look at this character, you'll see that he's aligned along the red, or the x axis. So, if I mirror this along the x axis, you see that anything that I do to him will change. In fact I'm going to undo that, and let's go ahead and give him puffy, Dizzy Gillespie cheeks. So a symmetry, that means I can model on one side of a character or any other symmetrical object, and it will reflect over to the other side.
And this makes it much easier for character modeling and things like that. Now we've been basically just drawing on our character, but we have a number of other brushes that can have other effects. Now this has changed a little bit in Blender 2.7. So we have what's called a Sculpt Tool option here under Brush, and these give us all the different tools that we can use to sculpt the character. So, probably the one of the more important ones here is the Smooth Brush. So if I click that, this allows me to smooth out anything that I've drawn.
So you can see here, I've smoothed out those cheeks. If I want, I can go up to this crease here and smooth that out. And because I have Symmetry turned on, I only have to work on half of that character. So I can basically smooth him off and turn him from a character with hair to a character who is hairless. Now, there are a number of other types of tools that you can use. So, if you go into Brush > Sculpt Tool, there's one here called Inflate, which I find is awfully fun. So let me, actually, make my brush a little bit bigger.
Again, I'm pressing down f here. And this'll allow you to basically just pull the vertices out along their normals. So you can basically give him a giant brain and turn him into some sort of alien or something like that with a giant brain. We also have a couple of other tools here. Another one that's used a lot is called Crease and that basically just paints creases. So, if I want to turn him from a big bald alien, all I have to do is reduce the size of my brush to crease size.
And then just bring him from Add to Subtract, because we want to push those vertices in and we can paint a line that represents a hairline. And so now, he's gone from a bald alien to a guy with a big hairdo. So as you can see, this tool is very, very powerful. And I've only touched the surface. But go ahead and play with this. It's really fun to use. And I'm sure you can find a lot of uses for this in any sort of organic modeling.
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