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Sculpt mode (Updated for 2.7)

From: Blender 2.6 Essential Training

Video: Sculpt mode (Updated for 2.7)

A more interactive way to do organic modelling is to use Blender's sculpt tool. Let's go ahead and pull out this window, so we can see what we are doing.

Sculpt mode (Updated for 2.7)

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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This video is part of

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Blender 2.6 Essential Training

94 video lessons · 23768 viewers

George Maestri
Author

 
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  1. 5m 50s
    1. Welcome
      1m 22s
    2. Using the exercise files
      28s
    3. Downloading Blender
      34s
    4. Notes on Blender 2.7 NEW
      2m 8s
    5. Using Blender on a Mac
      42s
    6. Using Blender on a laptop
      36s
  2. 30m 32s
    1. Overview of the Blender interface
      6m 6s
    2. Understanding 3D view windows
      5m 23s
    3. Navigating in 3D space
      6m 35s
    4. Configuring user preferences
      6m 24s
    5. Creating custom layouts
      6m 4s
  3. 32m 29s
    1. Selecting objects
      6m 12s
    2. Moving objects
      4m 35s
    3. Rotating objects
      2m 48s
    4. Scaling objects
      2m 16s
    5. Understanding transform orientation
      3m 53s
    6. Changing an object's origin
      5m 27s
    7. Selecting pivot points
      3m 22s
    8. Using Snap to move objects precisely
      3m 56s
  4. 49m 18s
    1. Creating mesh primitives
      6m 36s
    2. Selecting vertices, edges, and faces
      4m 48s
    3. Editing mesh objects
      7m 39s
    4. Proportional editing
      3m 52s
    5. Sculpt mode (Updated for 2.7) NEW
      5m 3s
    6. Sculpt mode
      4m 45s
    7. Working with edges and edge loops
      3m 42s
    8. Extrusions
      5m 18s
    9. Smooth shading objects
      2m 23s
    10. Subdividing meshes
      5m 12s
  5. 50m 31s
    1. Working with modifiers
      5m 52s
    2. Working with subdivision surfaces
      3m 48s
    3. Creating a simple creature
      7m 54s
    4. Symmetrical modeling with the Mirror modifier
      8m 21s
    5. Joining mesh objects
      3m 37s
    6. Stitching vertices
      4m 52s
    7. Finalizing a simple creature
      4m 48s
    8. Creating text
      3m 29s
    9. Boolean tools
      2m 59s
    10. Vertex groups
      4m 51s
  6. 22m 36s
    1. Using the Outliner
      8m 22s
    2. Using layers
      4m 30s
    3. Creating groups
      2m 48s
    4. Working with scenes
      4m 2s
    5. Creating hierarchies
      2m 54s
  7. 54m 26s
    1. Assigning materials to objects
      8m 4s
    2. Diffuse shaders
      6m 47s
    3. Working with specularity
      5m 56s
    4. Using the Ramp Shader options
      9m 45s
    5. Additional shading options
      2m 37s
    6. Creating reflections
      8m 29s
    7. Adding transparency and refractions
      6m 49s
    8. Subsurface scattering
      5m 59s
  8. 1h 6m
    1. Adding a simple texture
      6m 11s
    2. Using bitmaps
      6m 53s
    3. Mapping textures in the UV Editor (Updated for 2.7) NEW
      7m 43s
    4. Mapping textures in the UV Editor
      8m 28s
    5. Using UV projections
      5m 56s
    6. UV mapping a character (Updated for 2.7) NEW
      6m 35s
    7. UV mapping a character
      6m 11s
    8. Fine-tuning UV mapping
      6m 7s
    9. Creating Bump and Normal maps
      3m 15s
    10. Displacement mapping
      3m 48s
    11. Using the Node Editor
      4m 59s
  9. 53m 9s
    1. Adding lamps to a scene
      8m 44s
    2. Fine-tuning ray-trace shadows
      4m 32s
    3. Using spot lamps
      4m 20s
    4. Fine-tuning buffer shadows
      6m 19s
    5. Using Hemi lamps
      2m 32s
    6. Working with Area lamps
      5m 17s
    7. Creating sky and ambient light
      4m 49s
    8. Adding background images
      3m 19s
    9. Creating sunlight
      6m 6s
    10. Ambient occlusion
      7m 11s
  10. 30m 8s
    1. Working with cameras
      4m 47s
    2. Creating camera targets with constraints
      3m 43s
    3. Render properties
      5m 7s
    4. Rendering animation
      5m 13s
    5. Adding motion blur
      4m 10s
    6. Creating depth of field
      7m 8s
  11. 32m 30s
    1. Understanding the Timeline
      4m 3s
    2. Animating objects
      6m 26s
    3. Animating properties
      4m 0s
    4. Editing animation in the Graph Editor
      8m 36s
    5. Using the Dope Sheet
      4m 53s
    6. Path animation
      4m 32s
  12. 39m 59s
    1. Facial animation using shape keys
      4m 40s
    2. Understanding armatures
      6m 2s
    3. Fitting an armature to a creature
      7m 23s
    4. Deforming a character with an armature
      3m 49s
    5. Setting up inverse kinematics
      3m 53s
    6. Controlling the hips and body
      2m 1s
    7. Animating in Pose mode
      2m 47s
    8. Creating a test animation
      9m 24s
  13. 15s
    1. Goodbye
      15s

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