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Sculptris Essential Training

Sculptris Essential Training

with Ryan Kittleson

 


Sculptris is a free sculpting program made for artists. In this course, author Ryan Kittleson introduces the technology behind Sculptris, covers the sculpting toolset, and finishes with two hands-on sculpting projects, where he blocks and sculpts a concept vehicle and a character with facial detail, hair, and clothing.
Topics include:
  • Loading and saving a model
  • Sculpting with the Draw and Inflate brushes
  • Sculpting creases
  • Flattening and exaggerating detail
  • Duplicating objects
  • Posing models
  • Importing reference images
  • Painting with textures

show more

author
Ryan Kittleson
subject
3D + Animation
software
Sculptris
level
Beginner
duration
2h 38m
released
Mar 06, 2013

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Introduction
Welcome
00:01(music playing)
00:03Hi! I'm Ryan Kittleson and welcome to Sculptris Essential Training.
00:09In this course, I'll show you everything you need to get started using the free
00:13sculpting program, Sculptris.
00:16First, I'm going to explain the interface and help you understand how Sculptris
00:19works. Then, I'll show you not only how to sculpt a model, but how to pose it
00:25and texture it as well.
00:26I'll cover the whole process of creating sculptures, from starting out with a
00:30lump of virtual clay, to refining details and exporting texture maps.
00:34Well, I'm exited to make some digital sculpture with Sculptris, and I hope you are too.
00:40Let's get to it.
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Using the exercise files
00:00If you are a Premium Member of the lynda.com Library, you have access to the
00:05exercise files used throughout this course.
00:07You can download the files from the Exercise Files tab on the main page for this course.
00:11You'll find the exercise files for each chapter within the exercise files
00:16folder; within each chapter are files for each movie of the chapter.
00:20Most of the movies in this course have exercise files that you can load up, so
00:24you can follow along with the same project that I'm working on.
00:27Be aware that Sculptris doesn't save the camera position with its files, so
00:31when you load a model, it might be seen from a different angle than what I see on my screen.
00:36If you don't have access to the exercise files, you can follow along from
00:39scratch or use your own assets.
00:41Okay, let's get started.
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Optimizing Wacom tablet settings for Sculptris
00:00While a digitizing tablet isn't absolutely required for Sculptris,
00:04you really can't sculpt or paint naturally without one.
00:08If you have tablet made by Wacom, there's a little set up that I'd like to do
00:11that makes it work more predictably in Sculptris than most any other program that I use.
00:16You can use most brands of tablets of course, but since Wacom is the most
00:19common, these instructions are specifically directed towards Wacom tablet users.
00:25Let's go into the System Preferences on the Mac.
00:27On a Windows computer, you'll want to go to the Control Panel.
00:30Now, let's find the Wacom Tablet.
00:32The first setting I want to change is here in Mapping.
00:37I want to turn on Force Proportions.
00:39Now, you'll notice a small change right here.
00:42My tablet is about the same proportions as the monitor, but not quite, so
00:45there's not really big difference there.
00:47If you're using a dual monitor set up, you might see a very big change.
00:51This makes it so that the ratio of the tablet used matches the ratio of the
00:55monitors that you're using.
00:57Now, if you had this setting off and there was a big difference between the
01:00ratio of your tablet to the ratio of your monitors, you could run into problems.
01:04For example, if you draw a circle on the tablet, it would come out as an oval on your screen.
01:09I always make sure that Force Proportion is turned on.
01:13Another thing that I want to change is here in the Pen menu, and I want to
01:17change what the buttons on the pen do.
01:19For example, what I like to do is change the button that's farthest away
01:23from the tip of the pen.
01:26Instead of a Double Click, I like to change this to a Right Click.
01:29I like to change the button that's in the middle between the two for these
01:34extremes into a Middle Click.
01:36This is just for my preference.
01:39It allows me to use the pen more like a mouse.
01:41So when we're done with this, we can go ahead and close that and with these
01:45settings optimized, Sculptris should behave in a more predictable way with your tablet.
01:49Now, we're ready to get into sculpting.
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Dealing with occasional glitches
00:00For such a powerful program, Sculptris usually runs really well.
00:04However, sometimes it does have a few hiccups.
00:07In this video, I'll explain what the most common bugs are and how to work around them.
00:12Occasionally, I'll have a problem where Sculptris doesn't respond to any sculpting.
00:16This is a totally random issue, so I can't make it happen in order to demonstrate it.
00:21However, when it does happen, you'll find that you can still navigate around the
00:24model and you can still click on things.
00:26It's just that none of the brushes have an effect.
00:29You could be sculpting on it and nothing is happening.
00:32In order to fix this, I'd just save what I'm working on and restart Sculptris.
00:37After a restart, everything should work like normal.
00:39A different but similar problem is that sometimes I can sculpt, but the pressure
00:43sensitivity stops working.
00:45On my Wacom Tablet, of course I can press lightly and I get a light effect, or I
00:50can press hard and get a more pronounced effect, but when this bug strikes, it's
00:54all just the same level of hardness.
00:56The solution is the same as before.
00:58Just save what you're working on and restart.
01:01The last common problem is that every once in a while, Sculptris just
01:04completely crashes.
01:05Luckily, Sculptris automatically saves what you're working on every minute or so.
01:11When you start back up, you'll find that it automatically reloads the saved file,
01:16so you might only lose a minute or so of work.
01:19Basically, if Sculptris isn't behaving the way it should, save what you're doing and restart.
01:23I find that that usually fixes these problems, as well as any rarer issues
01:27that I've had.
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1. Understanding the Basics of Sculptris
Navigating around a model
00:00Sculptris is a 3D Program,
00:02so you'll want to be able to look at your work from all different angles.
00:06You can use the navigation controls to zoom in and out, rotate and move the
00:10model around, so that you can examine and sculpt any part of it.
00:13Let's see how it works.
00:15If you've ever used ZBrush before, you'll find that Sculptris uses almost
00:19identical navigation controls. If you haven't, well here's the run down.
00:24The first thing you'll want to do is rotate around.
00:26You do this by simply clicking and dragging in any open area.
00:29I want to turn on the Wireframe, so we can see this a little bit more clearly.
00:36Now, it might be a little easier to see how it's rotating around.
00:40Second, there's Move or Pan.
00:42Simply hold down the Alt button while you click and drag in an open area.
00:46Now, you can slide the model around. Perhaps if you rotate it and it gets off to
00:52one side, you might want to pan it over and see it from a different position.
00:57Third, there's Zoom.
00:58If you're using a mouse with a scroll function, scrolling will zoom in and out.
01:03However, I'm always using Wacom tablet with Sculptris, so I'd like to do it the tablet way.
01:09This one can seem tricky at first, but now, it's completely natural to me.
01:13You can do it in two ways.
01:15One, you can start by rotating and while you're rotating, tap the Alt key.
01:20Now you'll go into zoom mode.
01:24Another way is, to start panning.
01:26Remember, that's hold down Alt and click and drag.
01:28While you're panning, just release the Alt key and you'll switch into zoom mode.
01:33Go ahead and practice that for a little while.
01:36Now, for a few tips and tricks, let's say that you zoomed in so close to your
01:40model that there's really not any open area to click on.
01:43Let me just zoom in here.
01:45There's no open area to click on for navigation.
01:47Now, you could use the mouse scroll wheel to zoom back, but if you're not using
01:53a mouse, what I like to do is click and drag on this border area.
01:57If you this little line that's going around the entire margin, all you have to
02:02do is use your navigation controls inside this area.
02:05So I'm going to hold down Alt and click and drag and now I can pan, I can zoom
02:10out, and not actually affect the model as I do this.
02:13This margin area is kind of a safe area where you can use the navigation
02:18controls without sculpting on the model.
02:20Another trick is that you can snap the view to orthographic angles by
02:24holding down Shift.
02:26Orthographic angles means like a straight on front view, or top view or side view.
02:31So, let's start rotating around and I'm just going to hold down Shift.
02:34That snaps to a front view because that was the closest view to where we were.
02:38Now, let's go up to the top and I just hold down Shift again and it snaps.
02:43Anytime you want to snap to a perfect side or front or a top view, just hold down Shift.
02:48Finally, once in a while, I'll accidentally move the model out of the view and
02:53not be able to find it anymore.
02:55So if this ever happens and you can't really find your model again,
02:58there's not a really good way to bring it back.
03:01However, if you save what you're working on, I'll go to Save and we can
03:06just save this as Test--inside of our Documents--click Save and then we
03:13will just close Sculptris.
03:15Load it back up again and we'll go to Open, and inside of our Documents we've
03:22got our Test and we'll just open that. Of course it's not any different from the
03:27default sphere that comes with Sculptris, but until you find that, it snaps the
03:31model directly into the center of your viewport if that happens.
03:34So navigation is something that you'll be doing constantly as you work in Sculptris.
03:38Once you have got it down, you'll be able to quickly zero in on any section of
03:41the model that you want to work on.
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Using dynamic tesselation
00:00Sculptris is a really amazing piece of software.
00:03It makes digital sculpting, a task which is usually complicated, into a pleasure.
00:08It's different from traditional 3D modeling and even subdivision-based sculpting
00:12in one important way.
00:14Sculptris automatically creates more detail exactly where you need it.
00:19It does it all under the hood without the user even having to think about it for the most part.
00:24Let's see how it works.
00:25Now, if you've ever used a traditional 3D modelling program, you know that each
00:28and every polygon you create is more or less made by hand.
00:32It's a slow process that doesn't let you make modifications very easily.
00:36With Sculptris, you mostly just concern yourself with the shapes and forms
00:40that you want to create artistically without ever having to look at polygons
00:44if you don't want to.
00:45This really frees you up as the artist to deal with design and sculpting
00:49rather than technical constraints.
00:52Let's take a peak under the hood to see what Sculptris is doing; hit W to
00:55turn on Wireframe.
00:57Here we can see all the polygons that make up the model.
01:00Any time you make a change to the model, Sculptris automatically creates more
01:04polygons as necessary to make the shape that you sculpt.
01:07This is called Dynamic Tessellation.
01:10For the most part, you won't even have to think about this technology as you
01:13work with Sculptris.
01:14However, there are a few times when understanding what is going on underneath
01:18the hood can help you out.
01:19So it's good to have a sense of how these shapes get made in Sculptris.
01:22One last thing to points out here is that you can control the amount of detail
01:26that gets added when you sculpt.
01:28So notice this little slider here called Detail.
01:30By default it is set in the middle.
01:32However, if you find Sculptris making too many of triangles or not enough, you
01:37can play with this to fine tune the Dynamic Tessellation.
01:40For the most part I just leave it where it is.
01:42Even though this sculpting technology is done in the background, it's still a
01:46good idea to have a general understanding of how it works.
01:49Something else to consider is that the models you make in Sculptris won't have
01:53the topology ready for character animation.
01:55Notice how the model is pretty much a mass of triangles rather then a neatly
01:59ordered wireframe mesh.
02:01If you plan to rig and animate anything you make in Sculptris, it will need to be
02:05retopologized in another program.
02:07Retopology is covered fully in other courses on lynda.com.
02:11But basically it's a way of making an animatable polygon mesh from a digital sculpture.
02:16However, there are situations where you wouldn't need to retopologize.
02:20For example, if a model will be used for 3D printing or even in a game or
02:24animation where the model itself won't be rigged or deformed.
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Loading and saving a model
00:00Well you can do a lot of sculpting while starting from a simple sphere.
00:04You'll often want to load or import an existing model to work on.
00:08Then, you'll probably want to save what you've done for later or so that you can
00:12open it up in different program.
00:13Let's see how it works.
00:14Now by default, Sculptris starts with a plain sphere.
00:17You can bring in other objects to the scene in several ways.
00:20Sculptris comes with two objects by default:
00:22one Sphere and one Plane.
00:24Go ahead and click on New Plane,
00:27and we are going to start a New Scene.
00:29Now this is going to replace anything that we've currently got open in Sculptris,
00:32so if you want to save it, make sure you do that.
00:36Now let's import a model that was made in a different program.
00:39Let's go to Import OBJ.
00:42And in our Chapter 1 Exercise Files, let's go to Load and Save and
00:46open Dewhopper.obj.
00:49And let's go ahead and click New Scene.
00:51We're just going to rotate this so we can see it a little bit better.
00:55OBJ Files are a very common 3D modelling format.
00:58Pretty much every 3D program can import and export them.
01:02So let's say you make some changes to this model and you want to export them for
01:06use in another program.
01:07You will just click Export OBJ and then go ahead and save it wherever you want it.
01:12If you just want to work within Sculptris, then you would use the Open and Save buttons here.
01:17There's one last way to get models in and out of Sculptris and that's with the GoZ button.
01:22Now this for use just with ZBrush, so if you have ZBrush installed on your
01:27computer, you can just click this button and it'll send the models directly to ZBrush.
01:31And then in ZBrush, there's also a GoZ button in there; you just click and it
01:34sends the model right into Sculptris.
01:36Now, I don't have ZBrush loaded on this computer so it's not going to work here,
01:40but if you do have ZBrush, go ahead and try it out.
01:43Saving and loading models is pretty straightforward.
01:46It's how you will get models in and out of Sculptris.
01:48The OBJ Export and Import are especially useful so that you can use the model
01:53between Sculptris and other programs.
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Working with symmetry
00:00Sculptris has an easy way to work symmetrically.
00:03You can also switch to Asymmetrical Mode and back again, but there are a few
00:07things to be aware of.
00:08In this video, I'll show you how to do it and show you some things to watch out for.
00:12When Symmetry Mode is on, this left and right arrow button will be activated.
00:16You can also see that it's on in your model because there's going to be this
00:20faint gray line going down the center of your model.
00:22So, that's the line of symmetry.
00:24When Symmetry is on, any edits that you make will be copied over to the
00:28side automatically.
00:29Now let's turn Symmetry off.
00:31You'll get this warning message that this is a one-way operation.
00:36What Sculptris means by this is that once you exit Symmetry Mode you usually
00:40won't want to go back.
00:41Let me show you why.
00:42Hit OK. So now we're out of Symmetry Mode.
00:46Any sculpting that you do will happen only exactly where you do it; it won't be symmetrical.
00:52Now let's turn Symmetry back on.
00:53We get a warning that this is going to remove asymmetric details, let's hit OK.
00:59When you go from Asymmetry mode to Symmetry mode, Sculptris copies all of the
01:04details from one side to the other.
01:06So if you're facing the front of the model, any detail on the right-hand side
01:10will be copied to the left in order to restore Symmetry.
01:13So, basically the thing that you want to keep in mind is that if you want to
01:17sculpt something that is mostly symmetrical with few asymmetrical details--like a
01:21character with a wart on one side of its face--you should sculpt as much as you
01:25possibly can symmetrically and then turn off Symmetry in order to make
01:30asymmetrical details.
01:32Symmetry Mode saves you a lot of work because without it you'd have to
01:35painstakingly sculpt the same detail on both sides of the model in order to get
01:40a symmetrical sculpture.
01:41Just be aware that you can't go back and forth without losing any
01:44asymmetrical detail.
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2. Sculpting and Editing a Model
Using the Grab tool
00:00Now for the fun part.
00:01This is where we learn to use the sculpting tools to actually create something.
00:06In this chapter we're going to learn the sculpting tools while we create this cute seal.
00:10In this movie, we'll start with the Grab tool and push and pull the default
00:14sphere into the basic shape of a seal.
00:16So, let's start out with the first scene.
00:18I'm going to click New Sphere and just click New Scene and this is okay; we
00:23can lose the changes.
00:24All right, so you want to make sure that you've got Symmetry turned on and now
00:28let's select the Grab tool.
00:30So it's this icon here or you can hit G on the keyboard.
00:33Now, let's use this tool on the model.
00:35I want to rotate the view to the side.
00:38Let's hold down Shift so that we make sure we snap to a perfect side view.
00:42So, the right view is good.
00:44I like to start sculpting by imagining that the default sphere is at the
00:48center of the animal.
00:49So let's say the sphere is at the seal's rib cage area.
00:52I'm going to zoom out a little bit so I can see this better and I also want to
00:57change the size of the brush.
00:58So I'm going to come up here to Size and just increase that a little bit.
01:02Now let's use the Grab brush to make a neck.
01:05So I'm just going to pull up on this sphere.
01:07So you see that it just pulls out a shape based on the size of the brush.
01:11One thing we want to also make sure we've got is Global turned off.
01:15So if I turn it on, what it's actually going to do is grab the entire model at once.
01:20So that's not what I wanna do right now; I want to grab just what's within
01:23this size of the brush.
01:25Sometimes I accidentally switch Global Mode on and off because the hot key for
01:29global mode is G which is the same as for the Grab brush.
01:34So if I already got the Grab tool active and then I hit G--not realizing that
01:38it's active--it's going to turn on Global Mode.
01:41So I just have to watch out for that.
01:43There are a few other tools that have modes whose hot keys are the same as the
01:47tool's hot key, so just keep an eye out for that in case that tool isn't
01:51working the way you expect.
01:52Also, I want to make sure that Limit is off.
01:55If we turn on the Limit and we try to grab, it means you can only grab so far and
02:00then it kind of stops.
02:01So I want to undo that: Ctrl+Z, turn off Limit and now we can grab and pull
02:06as far as we want to.
02:07So let's pull back for the tail part of the seal.
02:10Okay, from here I'm just going to start using the Grab tool to pull out some of
02:14the major shapes of the seal.
02:15So I will make it a better view up here on the head.
02:19I'm going to shrink the brush just a little bit--Size--and we're going to pull
02:23out kind of a head shape.
02:26And let's see, I also want to get that back side of the seal, a little bit
02:30closer to the same plane where the chest is on.
02:33So let's get a nice big brush here and I'm just going to kind of scoot this down a little bit.
02:39Let's make some flippers now.
02:40So I want to go zoom out a little bit.
02:43Let's go rotate up to top view and let's get the size of the brush down a little bit.
02:49Maybe a little bit more.
02:52It takes some experimentation to get it just right.
02:55And I'm just going to click and drag and pull out some flippers here in the back.
03:01And let's go another front view pull out some front flippers. Okay.
03:07Let's take a look at this from all different angles.
03:09So obviously it's kind of loose and rough, but it's a basic seal: made it in
03:13just a few seconds.
03:14The Grab tool is a great way to begin a model.
03:17It really lets you yank and push on a model
03:20in order to get it in the different shapes very quickly.
03:23I use this tool all the time to adjust the shape of things.
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Sculpting with the Draw and Inflate brushes
00:00The Draw and Inflate tools are more what you might think of as
00:03traditional sculpting tools.
00:05They build up, or carve away volume from a model.
00:08There's a few special ways in which they can be used,
00:11so let's see how they work.
00:12We've got our Exercise File open, and we're ready to start sculpting a bit more
00:16shape and detail into the seal.
00:18Let's start with the Inflate tool.
00:21So here it is selected already, or you can hit C on the keyboard if it's
00:24not currently active.
00:26This brush works by puffing up any part of the surface that you might sculpt on.
00:30So, I'm going to increase the brush size so you can see this a bit more, and
00:34let's leave the Strength up.
00:35What I'm going to do is just kind of build out a little bit more volume here,
00:39maybe that's a bit too much.
00:41Let's bring the Strength down.
00:42So, if you want to add any sort of like specific anatomical features, it's a
00:46really great brush for this.
00:47Maybe we'll make the head a little bit more bulbous here, kind of puff that up.
00:52You can also use it to inflate entire shapes.
00:55So, I'm going to come around to the hind flippers here and just kind of
01:00click and drag on this and you can see it's puffing up the entire thing.
01:03You can also reverse the effect of this brush by holding down the Alt key while you sculpt.
01:08So now we're actually carving in, or you can actually deflate shapes this way.
01:13Just holding down Alt, and it just kind of flattens everything out.
01:17We might want to be careful.
01:18If you go too far, the model is going to turn in on itself, so you could
01:22actually just release the Alt key and just sculpt on it to bring that back, or
01:26you could hit Ctrl+Z to undo that if that happens.
01:29Now, let's use the Draw tool by clicking on this button or hitting D on the keyboard.
01:34This tool works similarly, but rather than puffing out, it just builds straight out.
01:39So, let's sculpt a little bit on here.
01:41I am going to get just a slightly different feel from the way this builds up volume.
01:46You can actually come in and sculpt maybe some little finger ridges on the flippers.
01:50Okay, so let's look at a few different settings here.
01:56There's a Clay Mode and then there's a Soft Mode.
01:59I actually can't tell any difference between Soft Mode being on or off.
02:03So I'm just going to leave that off.
02:05But, Clay Mode keeps the sculpting from building up too much.
02:09So I'm going to increase the brush size just to demonstrate here.
02:11Notice if you keep sculpting, it goes up to a certain level, and then it just
02:16kind of stops and fattens out.
02:18If we turn off Clay Mode, it's just going to keep building up as much as we stroke on it.
02:23So, I am going to undo that.
02:25It's really up to your preference whether you like Clay Mode on or off.
02:29Sometimes I'll switch back and forth depending on what I'm doing.
02:32So now, I'm going to use the Inflate and Draw brushes just to give our seal a
02:36little bit more definition in the face.
02:38I'm just rotating around till I can get close up on the face, and I'm going
02:44to shrink the brush size a little bit, and just sculpt a little bit of an eye socket here,
02:48maybe some eyebrows.
02:49Just trying to give this guy a little bit more character, just maybe give him a
02:56nose, and a little bit of mouth detail.
02:58So, I can really spend a long time on this but I'm just trying to demonstrate
03:03the types of details that you can make with Clay and Inflate.
03:06There are just a few more settings to play with: Airbrush and Lazy.
03:10You are going to find them up here.
03:13First, let's turn on Airbrush.
03:15So, I'm just going to sculpt really fast, and what you might notice is that the
03:19brush is breaking up into dots.
03:21I'm actually going to increase the Strength so we can see that a little bit more
03:24clearly and shrink the size.
03:26So, as I move fast, you can see it's breaking into dots.
03:29With Airbrush turned off, Sculptris is going to do its best to try to keep
03:33everything in one continuous stroke.
03:36I usually leave Airbrush off unless I want a lot of dots.
03:40Then, I'll turn it on.
03:41I'm going to turn this off for now, and let's look at Lazy.
03:44So, Lazy Mode is good for doing precise lines and curves.
03:48And maybe your hand is kind of shaky and it's hard to get a precise line, so you
03:51might want to turn on Lazy.
03:53So, I'm just going to rotate around so we have a clean place to work on here.
03:57Now with Lazy, what I'm going to do is kind of shake the mouse back and forth or
04:03shake the tablet back and forth as I work.
04:05You can see that Sculptris is doing its best to kind of smooth that line out.
04:09If I turn off Lazy and do the same thing, you can see you get a really jagged line.
04:14The Inflate and Draw brushes are very similar, and almost interchangeable.
04:17A lot of the sculpting that I do could be done with the either one.
04:20It really just comes down to your preference.
04:22Go ahead and experiment with them to get a feel for how they work.
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Smoothing out details
00:00There are many times when you might want to smooth out details that are too
00:04rough or shapes that are too pronounced.
00:06This is easily done with the Smooth brush.
00:09Let's see how it works.
00:10Now, the Smooth brush is used so often that it can be accessed regardless of
00:14which brush is currently active.
00:16Just hold down the Shift key and you'll temporarily switch to Smooth Mode.
00:19So, I've got the Draw tool active right now, but I'm holding down Shift, so it's
00:24going into Smooth Mode.
00:25If I release Shift, you go right back into Draw Mode. I'm just going to undo that:
00:29Ctrl+Z. Now, this brush is very straightforward and intuitive.
00:34It just simply smoothes things out.
00:35But, there is one thing to watch out for.
00:39Let's say we gave this guy a horn.
00:40I'm just going to go in the Grab Mode, and let's give this guy some weird horns.
00:45Let's say we want to get rid of that horn.
00:47So, you might think you can just go in and smooth it out.
00:50But, what happens is that there are a lot of triangles in this horn and
00:54instead of completely removing the shape, it actually just kind of shrinks them together.
00:58So I'm going to go into Wireframe Mode just to see this a little bit more clearly.
01:01You can see there's a bunch of triangles here
01:03all squished together.
01:04So, there's another tool I want to look at called Reduce, and this is going
01:07to help us out here.
01:08You can access this by clicking on this button or hitting Y on the keyboard.
01:13Reduce will get rid of any excess triangles wherever you use it.
01:17So I'm just going to brush right here.
01:19And you might be able to see if I zoom in a little bit closer, I was
01:23just removing triangles.
01:24It's actually kind of obliterating this part of the model.
01:27I'm just going to move the view around to see this a little bit more clearly.
01:31I might want to get a bigger brush too sometimes.
01:34If the shape you're trying to get rid of is really big, nice big brush works really well.
01:39So now that we've got rid of a lot of this, we can just go in with Smooth by
01:43holding down the Shift Key, smoothen this out.
01:45Sometimes you have to go back and forth a little bit;
01:48reduce a little bit, and then smooth a little bit, just to get rid of the entire
01:52shape that you don't want.
01:54Let's look at this from another view just to make sure it looks good. All right!
01:56It's pretty much gone now.
01:58The Reduce brush can be used in a lot of other situations.
02:02Sometimes, you might find that there are a lot of triangles in one area,
02:05really more than you need.
02:07So, let's go down to the flipper, and let's see here that there's just not
02:11enough detail to really warrant all these triangles.
02:14So, I'm going to reduce this as well.
02:16So you can see that we got rid of a lot of excess triangles without really
02:20changing the details at all.
02:22Sometimes a model can also look crinkled or torn because the triangles are too
02:26dense and crunched together.
02:28Just hit it with the Reduce and Smooth brushes and you should be good to go.
02:31The Smooth Brush combined with the Reduce brush are great at cleaning up
02:34unwanted details and shapes.
02:36I use them all the time to soften the surface details.
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Sculpting creases
00:00One of the most common features that you'll want to sculpt is creases and hard edges.
00:05These kinds of details are great for creating a sense of sharpness and
00:08definition in a sculpture.
00:10The Crease brush is great for making these kinds of things.
00:13So let's see how it works.
00:14So, we've got our seal open and he is looking more defined all the time.
00:18But, one thing I want to work on is how soft he is.
00:21It feels kind of lumpy and lacking in structure.
00:23So, let's use the Crease brush to define some edges and creases.
00:27Go ahead and click on this button or hit E on the keyboard.
00:30Now, this brush is pretty straightforward; it just makes creases.
00:33So I want to move around here to the underside, and just use this to brush on
00:38kind of a crease in his underarm area.
00:40Sometimes, you might need to crease more than once, for example, if the brush is really big.
00:45Let's go ahead and do something like on the back of his neck.
00:49So, if the brush is really big, it might not make a very defined crease.
00:53So sometimes I like to shrink the brush down and give it a second try to give it
00:57a nice tight crease in there.
00:59So we'll just kind of define these fleshy folds on the back of his neck.
01:04And let's see, we can also use it on his face, I'm just going to zoom in closer
01:09here and just tighten up his eyebrows and eyelids.
01:12We can also do the nose, mouth.
01:19Now, it's looking a lot more defined.
01:21Now, all of this is great, but it's just half of what you can do with this brush.
01:26So far, all of these creases are inwards creases.
01:29Let's make some creases that stick out by holding down Alt while we sculpt.
01:32Remember, Alt does the opposite of what a brush would normally do.
01:37So, if I'm holding down Alt, you can see it creases upwards.
01:40So that creates kind of a nice little stylish corner on the nose.
01:45Let's do it on the eyelids as well and maybe one crease inwards here.
01:52It gets kind of little overlapped on the eyelid.
01:55There's another brush that you can use called the Pinch brush, and this also can
01:59help define corners and sharp edges.
02:03But, I really don't use this brush very often.
02:05For the most part, I find that the crease brush does a great job all by itself.
02:09Now, you could make these kinds of creases by using the regular sculpt tools and
02:13use a lot of smoothing and pinching.
02:15But, with the Crease brush, you can make creases like this almost instantly.
02:19I really love the Sculptris Crease brush.
02:21There are other programs like Mudbox and ZBrush that don't even have a crease
02:25brush built into them, and it's actually a lot of work to create these kinds of details.
02:30So, it's really great that in Sculptris you can just use a single brush and just
02:33instantly create these kinds of shapes.
02:35I use it all the time.
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Flattening and exaggerating details
00:00Another common sculpting task is to flatten out an area as if you scraped
00:05it down with a knife.
00:06With just a little variation, we can use the same tool to exaggerate details. Let's try it out.
00:12So, if a seal was sitting on the ground like this, the part of him that's on the
00:16ground would flatten out.
00:17So, let's use the Flatten tool and take care of that.
00:19Go ahead and click on this button or hit F on the keyboard.
00:22I'm just going to look at the seal from the underside, zoom out a little bit so
00:26we can see the whole thing, and go ahead, and start sculpting with this.
00:31So you can see it behaves just like you might expect.
00:33It's just flattening things out.
00:35Maybe I will increase the Size a little bit, and the Strength, a little bit more
00:39pronounced effect, and let's shrink the size a little bit, and maybe flatten out
00:45the underside of this flipper.
00:46Okay, let's see it from the side. Okay, great!
00:49It looks like it flattened out.
00:50Now, there is one setting that will change how this brush behaves.
00:54I'm going to hit F again, or click on this Lock Plane here to turn on Lock Plane.
01:01With this mode active, the flatten brush will try to flatten everything along
01:04the same plane from where you start brushing.
01:07Let me see if I can demonstrate.
01:08We'll look at it from underneath, and I'm going to hold down Shift so we lock it
01:13to a perfect bottom view.
01:14I'm just going to brush with this.
01:16So you might have noticed that before the Flatten was kind of curving up into
01:19the belly where I didn't really want it to flatten out. The Lock Plane makes
01:23sure that anything you sculpt gets pushed right to the same plane from where
01:27you start sculpting.
01:28So, if I'm locked to the bottom view and I start sculpting right on something
01:32that's on the bottom, then it's going to pull anything towards that plane.
01:35It might make a little bit more sense if you just try it on your own rather
01:39than having me explain.
01:40So, feel free to experiment with the difference between the two modes.
01:43There is another way to use this brush that's really cool.
01:47Instead of flattening out details, the brush can be put in reverse and be
01:50used to amplify details.
01:52Just hold down the Alt key while you use it.
01:55So, let's say you sculpted some detail, but you realized that it needs just a
01:59little bit more oomph.
02:00So, let's say on these rolls here on the back of the neck, I just want a little
02:05bit more details to that, a little bit more volume.
02:08So, I'm going to increase the size of the brush a little but, hold down Alt,
02:12just brush with this, and you can see instead of flattening things down, it's
02:15actually exaggerating them.
02:17You can use this mode to exaggerate those details rather than manually
02:21re-sculpting that extra detail.
02:23The Flatten brush is just another tool in your arsenal that can help you get the
02:27shapes that you're trying to sculpt.
02:28I use it all the time to create flat areas and also to bring out more detail
02:32in my models.
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Masking off protected areas
00:00Sometimes when you're working, you'll want to protect an area from changes.
00:04Maybe you really like the sculpting in a particular area and you want to make
00:08sure that nothing accidentally ruins it.
00:10In this video, we'll use Masking as a way to do just that.
00:13So, we have our seal here and let's say I'm really happy with how the nose looks.
00:17But, I want to do a lot of sculpting around the nose without changing the nose itself.
00:21All I have to do is hold down Ctrl key while I brush, and it will paint a mask
00:27over any areas that I want to protect.
00:29So, I'm just going to shrink the brush size a little bit, and hold down Ctrl.
00:33So, you can see it's painting it a little bit of a darker color.
00:36That means that it's masked off.
00:37Then, I'll just switch to my Draw tool and I will shrink the brush size a little bit.
00:43You can see as I brush around here, I can affect anything else, but I can't
00:47affect whatever is masked off.
00:49I'm just going to hit Ctrl+Z to undo that.
00:51So let's say I masked a little bit too much and I want to erase part of it.
00:55So, I am going to hold down Ctrl to go into Mask Mode but then also hold down
01:00Alt to go into negative mode.
01:01So now I can just sort of erase from that mask.
01:04Now, we can also switch the mask around, so that the entire seal is masked
01:08except for the nose.
01:09So, to do that, hold down Ctrl and just tap in an open area.
01:14You can also clear all the masking by hitting Ctrl+A or you could mask
01:18everything by hitting Ctrl+D. Of course with everything masked, you can't really
01:22do anything, so you'd want to unmask a specific area.
01:26So for example, unmask this area by holding down Ctrl and Alt, so that you can
01:32actually do some sculpting on it.
01:33Now, let's take a little closer look at how masking works.
01:36Let's turn on Wireframe, and watch what happens.
01:40As we create a mask, Sculptris is actually subdividing the mesh to give us the
01:45detail that that mask needs.
01:47Sometimes it doesn't matter that it's doing this, but other times you might not
01:51want to create all those extra triangles.
01:53Just remember that you can turn down the Detail setting.
01:56So now, as we create a mask here, you can see it's not actually changing the tessellation.
02:02The masking is just working on the triangles that already exist.
02:06So masking is something that you'll use all the time to specify which parts of a
02:10model can be worked on and which parts will be protected from change.
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Using rotation
00:00A very common sculpting task is to rotate a model or just parts of a model.
00:05For example, we've got these flippers on the seal and we might decide that we
00:09want to angle them a little bit differently.
00:11You can use the Rotate tool in Sculptris to get that done.
00:14Let's see how it works.
00:15So you can click R on the keyboard or just click on this button here.
00:19There are a couple of different settings we can turn on for this brush.
00:22So let's start out with the Global Mode turned on, and I am just going to click and drag.
00:27So what you can see is that the model is just rotating the entire model around.
00:31That's because we have Global turned on, so it's going to rotate the entire
00:34model, but also, we have Symmetry turned on.
00:37So the model is really only allowed to rotate around the axis of symmetry.
00:42I use this mode sometimes when I've sculpted a head and sometimes it's
00:46leaning backwards or leaning forwards and I want to just upright it a little
00:50bit, so I'll use this mode.
00:52Now, let's turn off Global.
00:54In this case, rotation only happens within the size of the brush, so it's like a twisting effect.
00:59I'm just going to click and drag and once we move the cursor out beyond this
01:04circle, you can start to rotate around; it kind of twists things and distorts
01:09them. It's kind of a cool effect, but it only affects the area within the size of the brush.
01:16So I'm going to undo that and increase the size of the brush and now, maybe we
01:20might get a different effect here, much more pronounced.
01:24There's actually one really good way to use this.
01:28Let's say, I want to adjust the slant of the eyes.
01:31Let's resize the brush, just about the same size as the eyes, and then just
01:36click and drag and so now you can make him like sad, puppy dog eyes or a
01:40little but more aggressive eyes.
01:42That's a really great way to use that brush.
01:45Now, let's turn Global back on, but turn Symmetry off, then go ahead and click OK.
01:51I want to zoom out so we can see everything more clearly.
01:55With Global on, it's going to rotate the entire model, but it's going to rotate
01:59at relative to the view port.
02:01With Symmetry off, now the model can rotate in any direction, so it could go
02:06skewed off in one direction with the rotate around, then it's going to rotate in
02:09a different direction.
02:10Now, be careful with this because if you go back into Symmetry mode after
02:14rotating, it's going to look kind weird.
02:15So let's see what happens with that.
02:18So that line of symmetry, since we rotated the seal around, kind of created a little effect.
02:22Now, that might be what you're going for or it might not, so just be careful with that.
02:27So I'm just going to undo all of these so we can go back to where we were before.
02:32Let's actually use this for some practical purposes for our porpoise.
02:34Let's rotate the head up like he's balancing a ball.
02:38First, I want to mask off the whole body except for the head.
02:41So I'm going to hit Ctrl+D to mask everything and I'm going to go into one of
02:46the Draw tools, just so we get our brush back, and let's make the brush bigger.
02:52And we're going to hit Ctrl and Alt to unmask, and just kind of brush out the head area.
02:59Alright, we got a nice fall off as well, kind of a gradient from masked to unmasked.
03:05Alright, let's go back into the Rotate tool and let's actually make sure we've
03:09got Global turned on and let's look at the seal from the side.
03:12I'm going to hit Shift to lock that to a side view.
03:15I'm just going to click and drag and rotate this a little bit.
03:18I might have to do it a couple of different times to get it exactly rotating
03:24from the angle that I want.
03:25I might want to adjust the mask as well.
03:30I'm going to back into Draw mode so we can have our brush size here.
03:34Let's change the size of the brush; I just want to mask off a little bit
03:38more, right back to side view. Go back to Rotate, and we'll rotate the head
03:47back a little bit more.
03:48So it might take a little bit of back and forth, but eventually you should be
03:52able to rotate the head back.
03:54Let's clear the mask with Ctrl+A and a lot of times, after I rotate things,
03:58then I need to do a little bit of cleanup sculpting. So, I'm going to get the
04:02Grab tool, and let's see: let's increase the size of the brush and it looks like the
04:06chest area flattened out a little bit, so I just want to restore a little bit
04:10of roundness to that.
04:11It looks like I might want to resculpt some of these areas as well.
04:15I'm just going to go into Inflate, set the Brush size and just clean up some of
04:19this so that it doesn't look too distorted. Okay, cool!
04:26If we just put a sphere on there, it looks like the seal could be balancing a
04:29beach ball on his nose.
04:30Rotation is a really great tool to use, especially when you want to pose a
04:34character or make facial expressions.
04:35I use it all the time.
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Resizing with Scale
00:00There are many times when you'll want to change the size of something in Scupltris.
00:05Whether you want to increase the size of a whole object or just a part of one,
00:08the Scale tool can get the job done.
00:10Let's say we want to change the size of the seal's flippers.
00:14First, let's mask off the flipper. So, I'm going into Mask Mode.
00:19Let's make this brush a little bit bigger.
00:21Hold down Ctrl and just mask off the flippers.
00:24Okay, looks good, and let me just do a little bit more; I'm going to brush kind
00:31of lightly to get a nice soft fall off.
00:33I'm going to hold down Ctrl and click in an open area to invert that mask.
00:37Now, let's go into the Scale tool: you can hit T on your keyboard.
00:42Now, when I'm using Scale, I almost always want to leave Global turned on.
00:47For now, let's just leave X, Y, and Z turned on as well.
00:50This will make sure that the Scale tool sizes equally in all directions.
00:54Now, let's click and drag on the flippers to scale it: very straightforward.
01:02Notice that the resize happens from the point where you start dragging, so if we
01:06click and drag at the tip of the flipper, you can see that the scale is
01:10happening from that point as a center location.
01:15So a lot of times you might want to scale a limb or an arm or something.
01:19So you want to usually click and drag starting from the point where that object
01:25meets the rest of the body.
01:26Now, let's turn off X, Y, Z. In this mode we can scale in different directions,
01:33depending on the direction that we drag.
01:35I'm just going to click and drag. If we drag upwards, then it's going scale
01:39upwards, if we scale out to right, then it's going to scale in that direction.
01:43This makes it easy to lengthen or widen the flipper in one direction without
01:47changing it in other directions.
01:48So if we look at it from the top view, now we could change the scale in
01:52different directions this way.
01:53All right, I'm going to clear the mask with Ctrl+A, and just show you how we can
01:58scale the entire object.
02:00Now, Global is on, just click and dragging scales the entire object together.
02:08Finally, if we turn off Global mode you can see that the scale is only going
02:12to take place within the size of that brush.
02:15This is kind of a weird effect; I rarely find a use for it, but it may come in handy.
02:22The Scale tool makes it a lot easier to edit an object's size.
02:25It would be a lot of work to manually resculpt something if it needed to be
02:29just bigger or smaller.
02:30So this tool saves a lot of time.
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Hiding parts of a model
00:00There maybe times when you want to just focus on a single part of your sculpture,
00:04or your sculpture may be very complex and it's slowing down your computer, or you
00:08may find that some parts are getting in the way of other parts.
00:12Whatever the reason, you'll use the Hide feature in Sculptris to make it
00:15easier to get work done.
00:16In this Exercise File, I've added a floor.
00:19We'll talk about adding objects in the next video.
00:22For now we'll just use it to talk about hiding and unhiding objects.
00:25Let's say that we want to sculpt some pattern under the floor but the seal is in the way.
00:30We can hide objects in a few different ways.
00:32The easiest is to just hold down the H key and click on an object.
00:36I'm just going to hold down H and click on the seal.
00:40The hidden object goes into a kind of transparent mode; it's no longer editable.
00:45Now we can sculpt anything we want on the floor and the seal won't get in the way.
00:50Now to bring the seal back, hit Ctrl+H to unhide everything.
00:55You can also hide everything except what you clicked on.
00:59So, hold down H like we did before, but instead of doing a normal click on the
01:03seal, do a right-click.
01:04You can also hide parts of objects.
01:06So, I want to get a better view on the side of the seal and just hold down H and
01:11click and drag a box over his head.
01:14You can also do the opposite by holding down Ctrl and Shift as you drag a box.
01:19So that's going to hide everything that's outside of the box.
01:23This is useful because you can focus on just the areas that you might want to
01:26work on at any particular moment.
01:29Also, sometimes when I'm working in Sculptris with a lot of triangles, my
01:33computer can slow down.
01:34By hiding everything except what I need to, I can let the computer focus on the
01:38smaller set of polygons and it should run more smoothly.
01:41Let's go and bring everything back by hitting Ctrl+H. So, it can take a little
01:46bit of practice to get used to hiding and unhiding, but I highly recommend that
01:50you get comfortable with it.
01:51It's really going to help you manage complicated scenes in Sculptris.
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Working with multiple objects
00:00What we have been doing so far has worked great on just one object.
00:04But what if you need multiple objects in one scene?
00:07Sculptris can handle that, no problem.
00:09In this video, I'll show you how to import, manipulate, and manage multiple objects.
00:13Now the seal is looking pretty good so far, but he needs a few more objects to
00:17make the scene complete.
00:19Let's give him some eyes and a beach ball that balances on his nose.
00:23First, the beach ball. Let's click on the New Sphere button and let's add the object.
00:29So, what you get is kind of a preview of where the new spheres will go.
00:34Because Symmetry is on, we can either place a symmetrical pair of spheres, or if
00:39we move the cursor to the center line, we can get just one sphere in the middle.
00:43So let's move this preview over the nose and just click.
00:47When you make a new object, Sculptris automatically masks everything else, which
00:54makes it easy to edit just the new object.
00:56So let's go ahead and scale and position this ball so it fits on the nose better.
01:00I'm just going to rotate around and zoom out so I can see this better.
01:03Let's go into Scale Mode and just shrink that a bit.
01:07Go to Grab to move that up so it's right on the nose.
01:10One thing we want to also make sure we've got is Global turned on.
01:14Now let's give him some eyes.
01:15I'm going to zoom in on the face a little bit closer.
01:18Let's click on New Sphere, Add Objects, and let's make sure that we're placing
01:25two of them rather than just one in the middle.
01:27Now just like before, let's scale it down and maybe move around a little bit so
01:34we can grab it and move it closer into the eye sockets.
01:37Maybe I'll just adjust this position a little bit. Alright, cool.
01:46So we've got multiple objects and Sculprtris has already masked off all but
01:51the active objects.
01:52You can switch the active object very easily by just clicking on it.
01:57So now the seal is active.
01:58Now the beach ball is active.
02:00Now the eyes are active.
02:02You can also make multiple objects active at the same time by holding down Shift
02:07while you click on them.
02:09Deleting objects is as easy as hitting the Delete key.
02:13Any active objects will be removed from the scene.
02:16Working with multiple objects can make your work a lot easier.
02:19It allows you to selectively control what parts are visible, what parts are
02:23active, and lets you focus on just the parts that are important at the moment.
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Duplicating objects
00:00So far, we've looked at ways of working with multiple objects.
00:03But what do you do if you want to make copies of an existing object?
00:07Let's take what we've learned one step further and figure out how to
00:11duplicate some whiskers.
00:12We'll also go over some tricks for arranging them on the seal's face.
00:16So we have our seal here and the first thing I want to do is to make some
00:20dimples for the whiskers to stick into.
00:22So, I'm going to switch to my Crease tool here and just brush on some simple dimples.
00:29Now let's make a whisker.
00:30So, I'm going to start from a sphere and let's just add that object.
00:34Go ahead and click anywhere on the face.
00:36And we notice that it's a little bit on the big side, so I'm going to hit T to
00:40go into our Scale tool and I want to make sure that Global is turned on so we
00:45scale the entire object together.
00:46We will just bring that down to a manageable size.
00:49Now I'm going to elongate it.
00:51So, I'm going to look at it from the front view.
00:54I'm going to hit G to go into the Grab tool and go ahead and hit G one more
00:59time to make sure that Global is turned off because we want to stretch this out non-uniformly.
01:03So, just go ahead and grab on this a couple of times just to bring a nice
01:07whisker shape here.
01:08And I'm going to smooth a little bit holding down Shift because I want to work
01:14out any of these weird kinks in the shape.
01:17Smooth is also going to kind of shrink down some of the thickness as well, so that's good.
01:22One thing I want to point out before we go any further is that whenever you add
01:26an object to your scene, Sculptris gives it a pivot point.
01:29You can tell that a pivot point is active because there's this white
01:32access marker visible.
01:33Now, you can toggle the pivot point on and off by hitting the P key on the keyboard.
01:39Now, as we have seen before, if you rotate or scale the object without a pivot
01:42point active, it causes the transformation to occur based on where you click.
01:46Let me show you what I mean.
01:48So I'm going to hit R to go in the Rotate Mode.
01:51I'm going to hit it one more time to make sure that Global is turned on.
01:55If we click and drag from any point, the rotation happens around that point.
01:59Now let me hit P one more time to turn on the pivot point.
02:02Now when we rotate, the rotation happens around that pivot point no matter
02:05where we click from.
02:06It's really up to your preference how you like work.
02:10I usually like to turn it off so I can control my pivot point on the fly.
02:15Now let's get this whisker positioned inside one of the dimples.
02:19Looks like we need to bring it down a little bit, so I'm going to go on my Grab
02:22tool and just bring this down. Let's look at it from a couple of different views
02:26to make sure it's good.
02:28Now, let's make some copies of it.
02:30You want to make sure that the object to copy is the active object. So, we can
02:34see that the whisker is light gray; it's the active object.
02:38First, copy it in the memory by hitting Ctrl+C, then hit Ctrl+V to paste.
02:42So, we're going to get this previous sphere; just go ahead and click on the face
02:47to bring in a copy of that whisker.
02:49And now we just need to move it and rotate it so that it's a little bit different.
02:54I want to hit G to go into Grab Mode.
02:56One more time to make sure I'm in Global Mode and we'll just position this.
03:00I'm going to hit P to turn off my pivot point here and let's just rotate it so
03:04that it's not exactly the same as the other whisker.
03:08And I want to look at it from a couple of different views just to make sure that
03:12the rotation is kind of unique from any different angle.
03:15And let's see, Grab Mode, we'll just put it inside that dimple a little bit better.
03:19Now, let's pick another copy of that whisker; just hit Ctrl+V again.
03:22And now I'll position that on the face.
03:26I'll let you handle the positioning of this whisker on your own.
03:29Although Sculptris might not be as robust as other programs when dealing with
03:32multiple objects, you can still get the job done for simple things like this.
03:37If you need to organize a scene that's very complicated however, like with
03:40hundreds of objects, you may want to consider exporting them to some other
03:44program where you can have more control over individual objects.
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Posing asymmetrically
00:00So far, everything that we've done has been symmetrical and it's worked out
00:04great because we're making a symmetrical animal.
00:07Now, we need to pose the seal so it's time to switch modes.
00:10In this video, I'll show you some procedures to help this process go smoothly.
00:15In an asymmetrical pose, it's going to make the seal more appealing to look
00:18at, more sculptural.
00:19So, the first thing we want to do is turn off Symmetry Mode, and we're going
00:25to get the standard warning telling us that this is a one-way operation and that's okay.
00:29If you're working on your own model here, you want to make sure that you save
00:33before you pass this point of no return just in case you want to go back.
00:37Now, one complication is that when you turn Symmetry on or off, it clears out
00:40any masking that you might have.
00:42So when this happens, you can't just click on an object to make it active
00:46because everything is active.
00:47So, let's restore the masking per object.
00:50What I want to do is hit Ctrl+D to mask everything and then just simply click on
00:54any one of the objects to make it active.
00:56Now let's start posing.
00:58I want to rotate the head a little bit, so we need to have the eyes, whiskers, and
01:03beach ball and the head all moving together.
01:06So what I'm going to do is select all those things just by holding down
01:10Shift and clicking.
01:13You see there's one more whisker here, and let's get the eyeballs.
01:21All right! We've got everything except the head, and now what we want to do is
01:30pose the head separate from the body, so we need to actually paint a mask at
01:34this point, which means going to pick one of the other Draw tools, and let's make the
01:38brush a little bit bigger.
01:39Now I'm just going to hold down Ctrl and Alt to unpaint a mask from the head.
01:48And you just need to rotate around a couple of times just to make sure I get everything.
01:56And I want to use the soft touch here so I get a nice, soft, gradual fall off. Okay.
02:07Now let's switch to the Rotate tool and make sure it's got Global Mode turned on
02:12and I just want to rotate--let's see-- from the neck area, just to kind of put a
02:17little tilt in it and maybe I want to kind of twist the head a little bit.
02:21So I'll look at the top view and just kind of twist this a bit; see what that
02:26looks like. Okay, cool! So we got a nice little twist in the neck there.
02:29Okay, now let's put some bend in the body.
02:32What I'm going to do is hit Ctrl+D to mask everything off and then let's go in
02:39and kind of unpaint the mask off the back end of the body.
02:42So let's just pick any one of our sculpting brushes.
02:46We're going to hit Ctrl and Alt to deselect this.
02:50And actually, what's happening is it's unpainting the mask from the floor as
02:54well, so I'm going to undo that and just hold down H and click on the floor to
02:58hide the floor so we don't affect the floor while we're doing this.
03:02So Ctrl and Alt and I am just going to unmask the tail.
03:06Let's make sure we get it from both sides and underneath.
03:13We just want to get a nice, soft, gradual fall off here.
03:20Okay, great! Let's look at it from the top view. I'm going to hold down to Shift
03:24to get the perfect top view.
03:25And let's go in to Rotate, click and drag, and that's just going to bend that tail around.
03:30Now, what happens sometimes is the mask didn't fully get removed off of the tip of the tail.
03:36So I'm just going to go back to one of these paint tools.
03:39Hold down Ctrl and Alt and just make sure, I take another pass, just to make sure
03:44that there are no parts that are left masked here.
03:47Alright, let's try that again. Much better.
03:51So I'm actually going to do this in two passes. What I want to do is now mask
03:59off a little bit more here so I'm just going to hold on Ctrl.
04:02So just like this I am going to bend it from two different places to try to get a
04:06more of a natural look to this bend. Oops!
04:09I accidentally deselected everything.
04:13I just hit Ctrl+Z to bring that back.
04:16Alright let's try this one more time, rotate, going to pick a point a little bit
04:22farther down the tail and just rotate that one more time.
04:26Alright; not too bad.
04:28I'm going to hit Ctrl+H to bring back the floor.
04:32When you're done posing, there's usually a little bit of clean up to do.
04:35Some places that you thought were masked might have been slightly unmasked.
04:39So they could get deformed a little bit.
04:41So you could just go in and smooth those parts out.
04:43So I'm just going to hit Ctrl+A to unmask everything, you see it's maybe
04:48slightly rough or lumpy right in there so I'm just going to smooth some of that out.
04:53Looks like there's something weird in the tail right there; going to smooth that
04:57a little bit and maybe even do a little bit of sculpting in here to maybe
05:05build a little bit more of crease so it kind of looks like the flesh is kind
05:09of folding up right there.
05:14Let's increase the detail a little bit so I could get a little bit of a
05:18sharper crease here. Okay, great.
05:22Now I just want to take a quick look around the seal to see how this pose is
05:29working. Pretty nice!
05:30Now that the pose is done, this model could be painted, rendered or even
05:34exported for 3D printing.
05:37Although the posing tools and Sculptris might not be as advanced as other
05:40programs like Maya or Mudbox,
05:43you can certainly get the job done here.
05:45It's also nice to be able to do everything within just one program sometimes.
05:50Also, from an artistic perspective, the seal just looks more interesting with a
05:54pose than it did when everything was symmetrical.
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3. Adjusting the Settings
Using the hotbox
00:00So far, we've been adjusting brush settings with the main controls at the top of the screen.
00:06However, when you're in the zone and sculpting away, sometimes it can slow you
00:10down to have to come up here and then go back to work.
00:13The Hotbox is a control pop-up that can let you change some of the most common
00:17settings no matter where your cursor is.
00:20Let's see how it works.
00:21The Hotbox is easily accessed by holding down the spacebar.
00:25Wherever your cursor is, when you do this, the Hotbox will be right there.
00:29So you don't have to move the cursor very far to modify the major controls for
00:33brush size, brush detail, strength and brush masking.
00:38Let's ignore brush masking for now and just look at the other settings; we'll
00:42come back to this in a later video.
00:45To control brush size, you don't even have to come up here to click on
00:49this little slider.
00:50All you have to do is actually just click and drag up and down wherever your
00:54cursor happens to be.
00:55You could even be over here and it'll still work.
00:58This is a major time saver because not only do I not have to move my cursor to
01:03the top controls to change the brush size, I can see a circle that represents
01:06the brush size right on the model so I can get exactly the size that I want.
01:10To change the strength, all you have to do is click and drag left to right.
01:15Now with strength set to high, the brushes will have a more powerful effect.
01:19When set to low, they'll have a soft effect.
01:22I usually leave the setting in the middle.
01:24For detail, this setting is changed less often so you do actually have to go
01:28over and drag on the slider to change the detail up and down.
01:32There's one last thing to know about brush settings. If you're using a tablet
01:36--and you shouldn't be sculpting without one--you can set how the pressure
01:40sensitivity affects the brush.
01:42By default, Sculptris is set to vary the strength of a brush based on how hard you press.
01:48You can tell that brush strength is tied to pressure sensitivity by the dot
01:52next to the slider.
01:53You can also tie brush size to pressure sensitivity by clicking on this dot.
01:58These dots can also be accessed up here at the top.
02:02Sometimes these settings will accidentally get changed.
02:04You might accidentally click on one of those dots.
02:07So, if a brush doesn't behave the way you expect it to, just make sure you're
02:11checking those dots.
02:12For the most part, I like to leave it at the default where strength is controlled
02:16by pressure sensitivity but size is not.
02:18But you can set it however you like; it's up to you.
02:21When it comes to changing brush size and strength, I really prefer to use the Hotbox.
02:26It makes it so much more convenient to adjust those settings by simply holding
02:29the spacebar and clicking and dragging.
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Using brush textures
00:00There may be times when the detail you want to make is very textural or detailed
00:04and it would take a lot of work to sculpt it by hand.
00:08Sculptris has the ability to let you take texture from an image and sculpt that
00:12detail directly onto a model.
00:14This is similar to sculpting with Alphas in ZBrush or stamps in Mudbox, if
00:18you're familiar with those programs.
00:20So let's get down to it. We're going to give the floor that the seal is
00:23sitting on a brick texture.
00:25So, let's actually start out with a fresh plane and put that into a new scene and
00:31we'll import it into the seal scene later.
00:35Something else we want to do is turn off Symmetry. Now, you could go in and just
00:42start sculpting different brick patterns in here by hand.
00:47It could work; it'll be a lot of work, but it could eventually get done, but we're
00:51going to do this an easier way.
00:53If the detail you want can be lifted from a photograph, then we can create the
00:57effect much more efficiently.
00:58Now let's get ourselves a brick texture. I'm going to click on this little
01:04swatch right here that's empty right now.
01:06It's the Brush Mask, and what we want to do is go find a new image. And in our
01:13Exercise Files in the Brush Mask folder, we've got an image called Bricks, and
01:17we'll just open that up and just click on it in here to make it active.
01:21Alright! Now we just need to make this active by turning on Enable, and let's
01:26zoom out a little bit, and I just want to look at it from the perfect top view.
01:31Then let's go and pick the Draw brush, and let's make the brush nice and big.
01:35And actually, the brush can only get so big so let's actually shrink down or
01:40zoom out a little bit so the brush covers pretty much the entire plane here, and
01:44let's try sculpting with it.
01:45So, it's not exactly what we're looking for yet; there are still some settings to fix.
01:50For one, there's not enough detail in the model to pick up the texture of the image.
01:54So I'm going to hit W to turn on my Wireframe and you can see there's
01:58some triangles in here but really not enough to pick up all the texture that's in here.
02:03So I'm going to hit Ctrl+Z to undo that.
02:05Now there's a couple ways of you can get some more detail in here.
02:08One way is to go to the Reduce brush and hold down Alt so instead of reducing
02:14the amount of triangles, it's actually going to add triangles.
02:17Let's increase the strength and also I'm going to bring the size of the brush down.
02:23So, let's say for example we want this texture only in a certain part of the plane.
02:28Then we could go in here and paint in more triangles, more detail in just a particular area.
02:33However, I want the texture over the entire thing so I'm going to undo this
02:38and we can just click the Subdivide All button and let's just click it a couple times.
02:43Okay, so we can see down here the number of triangles, so it's about 130,000.
02:51That should be good enough.
02:53Alright! Let's try this again.
02:54I'm going go get a maximum brush size, go back to the Draw brush, and let's zoom
03:00out a little bit so we have the brush covering the entire plane, and I'll hit W
03:05to turn off Wireframe, and now I'm just going to brush a little bit.
03:12Alright! Let me zoom in and see how this looks.
03:17Alright; it's pretty good, however there's one little concern. The grout in
03:22between the bricks is actually bumping upwards.
03:26You can see here and the bricks are kind of pushing in and I want that effect to
03:30be in reverse. I want the space between the bricks to be indented a little bit.
03:34So I want to hit Ctrl+Z to undo that and let's invert the mask and let's
03:38try this one more time. There, not bad.
03:44You might have to try a few times to get the result that you want.
03:47Be sure to adjust the strength settings if this result is too strong or too weak.
03:51Now with this done, you can save it and then import it into the seal scene.
03:55Be sure to delete the existing floor first.
03:58Brush Masks are a great way to save time by projecting photographic texture onto
04:02a model rather than sculpting it by hand.
04:04Of course, I usually end up tweaking and refining the texture by hand anyway,
04:09but at least the Brush Mask gets me closer to what I want the end result to
04:13look like in less time.
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Using different materials
00:00Sculptris comes with a variety of materials that you can apply to models, but
00:04you can also create your own custom materials.
00:07In this movie, I'm going to use Photoshop and a picture of a real object to make
00:11my own custom material.
00:12If you don't have Photoshop, you can use pretty much any image editing program.
00:17There is a really great one called Pixlr.
00:19It's free and you can run it right off of its website; go to pixlr.com/editor.
00:26In Sculptris you can change the material by clicking on the Material swatch;
00:31this brings up a gallery of options.
00:33Feel free to experiment with the various materials.
00:39I like to sculpt with the Material8, let's just scroll down here and get Material8.
00:45This one does a good job of showing the form of my sculpture, so I usually like
00:49to work in this one.
00:50There is a few of them that are a little bit on the fancy side; let's try this one here.
00:56Materials like this may look cool, but I don't like to sculpt with them because
01:00they can become distracting with all these reflections.
01:03Materials like this are better applied when you're done sculpting and you
01:06just want to show something off with a material that's appropriate for
01:09whatever you've sculpted.
01:10It's really up to your preference which material you use.
01:13Now let's make a custom material.
01:15I'm going to go into Photoshop.
01:16Don't worry if you don't know Photoshop; we won't be doing anything even
01:20close to complicated.
01:21I'm going to open this image I have of an ornament.
01:27I've picked this image because the ornament has a nice material quality.
01:31If you use your own image, it works best if the object has a uniform surface quality.
01:36In other words, just a simple surface with no color variation or other shapes on its surface.
01:41This ornament will work great because we can see the whole spherical shape;
01:44there is no other object blocking it.
01:46I want to make sure we've got the Crop tool active here and I want to hold down
01:52Shift while I draw out a crop box.
01:54This will make sure that we have a perfect square to work with.
01:57Once we've drawn that out, I just want to hold down Shift again and just size
02:03this until the edges of the crop box are right up against the ornament.
02:09Let's just move it around a little bit until it's perfectly aligned.
02:12Alright, pretty good! Now I'll hit Enter.
02:17Now let's resize the image.
02:19Go up to Image>Image Size and I'm going to input 256 by 256--make sure it's set
02:27to Pixels--and click OK.
02:29Now we need to save this image to the Sculptris Materials folder.
02:34Now we need to go into Applications and actually find the location where the
02:40Sculptris is installed: Sculptris Alpha Six in the Applications folder, and the
02:51Materials folder, great, and I'll just call it Ornament and save it.
03:01The default settings are fine, just click OK.
03:05If you're using a PC or a Windows computer, the location where you want to save
03:09this is in C:\Program Files(X86)\ Pixologic\Sculptris Alpha 6\materials.
03:22Okay let's go back to Sculptris now.
03:25Let's go into our Materials and notice that it's not in here yet; we just need
03:31to hit Update to refresh the list of materials. Let's scroll down and it's right
03:37here; it's in alphabetic order. Let's click Ornament.
03:41Alright! Now we've got a material that has the same surface qualities as the ornament.
03:45There is a lot of other ways that you could create a custom material.
03:49You could paint it by hand in Photoshop.
03:51You could take your own photos of spherical objects or you could even do a
03:55Google image search for sphere or ball.
03:58I've found a lot of images that are usable as materials that way.
04:02Materials in Sculptris are fun to play with, but for the most part I just
04:06stick to Material8.
04:07I find that it displays the sculpt very well without being too distracting.
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Importing a reference image
00:00Sometimes when you're sculpting, you'll need to follow an existing design.
00:04Now, as much as I enjoy sculpting free form from my imagination, sometimes you
00:09just have to get a reference image to work from.
00:12In this video I'll show you how to import a reference image and then how to get
00:16your sculpting to match that image.
00:18Now, Sculptris doesn't actually have an image plane feature, but we can basically
00:22get that result by changing the background image.
00:25So, let's go ahead and click on Options.
00:28Now, most of these settings are best left alone, however there are some things
00:32that are going to help us with this.
00:34For one, I want to minimize the effect of perspective distortion while I
00:38work with the reference.
00:39That's because my reference image is going to be an orthographic drawing and I
00:44don't want it to be trying to line up our perspective model with an
00:48orthographic drawing.
00:49So what I want to do is change the perspective Field of View to the lowest setting.
00:54There is still going to be a little bit of perspective but it'll
00:58definitely be minimized.
00:59This kind of simulates the effect of looking at the model through a telescope,
01:03which reduces the appearance of perspective distortion.
01:06Next we want to import an image to use in the background.
01:10Before we actually click on the background button though, I want to show you
01:14what we're going to be working with.
01:15I'm just going to switch over to Photoshop.
01:17Here, I've got an image that is the same pixel height and width of the monitor
01:22that I'm working on.
01:23If I go to Image>Image Size. You could see that this image is 1280 by 720.
01:28If you're working on a different resolution monitor make sure you're setting
01:33your image to the resolution of your monitor.
01:35Alright! Some things to note, I went ahead and filled the background with a
01:40gradient, just so that it mimics the gradient that we find in Sculptris.
01:44It really doesn't have to be anything special;
01:46it could just be a solid gray or a dark gray or something like that.
01:50Most importantly here however, we've got the concept art that I want to work from.
01:54I made the art white, so that it would be easy to see against a dark background.
01:58You don't have to do anything so fancy; you could just simply have a black
02:03drawing on a white background and it would work just fine.
02:05I'm just making it like this so it'll be easier to see in the video.
02:09So go ahead and save your reference image out--I've already got it saved--and
02:12let's load it up in Sculptris.
02:15So now let's click on Background and let's go into the Reference folder and open up hank.jpg.
02:27Let's click OK to exit the options. Let's zoom out from this sphere so we can
02:31line it up with the reference.
02:33First I want to place it kind of roughly over the chest area of our character here.
02:38What I want to do is get the Grab tool out--make sure to turn off Global--and I
02:44just want to start grabbing on this and just kind of roughly banging it into
02:48shape so that it fits the overall proportions of the concept art.
02:54I just want to get the overall height going here. Now, it doesn't have to be
03:01anything particularly accurate at this point. I just want to get the height
03:05the same so that when I move the sculpt over to the side view, I can get
03:10everything lining up.
03:14Okay, so the height is pretty good.
03:15Alright! So now I'm just going to rotate to the side view and hold down Shift so
03:21that it snaps and let's move this over here and now with the good old Grab tool,
03:27I just want to get this lining up better in the side view.
03:30It might take a little bit of tweaking back and forth to get this right.
03:42And now I can just grab on the feet to pull out his shoes.
03:50You might need to switch back and forth a little bit, so I'm actually going to go
03:53back to the front view, and also notice that as I rotated it the scale got off
03:58a little bit, so I'm just going to zoom in until the size of the height lines up better.
04:03Alright, so now I can just do a little bit more editing; make sure it lines up
04:07again in the front view, just kind of a back and forth process.
04:11Okay, pretty close.
04:16Now here is one issue. This technique works great for getting the outline, but
04:20what about any internal shapes?
04:22The sculpt is blocking the reference when it comes to the face.
04:25One way around this is to hide the sculpt by holding down H and clicking on it.
04:31So now I can kind of see where the face should go inside here, where facial
04:35features need to be.
04:37So what I can do is hit Ctrl+H to bring it back and I can get my drawing tools,
04:44bring this down a little bit and I'm going to try hitting H, holding down H and
04:49clicking one more time.
04:50Okay, so I want to put the mouse there, so now I can just kind of sculpt,
04:54actually I have my brush mask still enabled so I want to turn off enable, and
05:02let's just draw kind of the mouth where it should go.
05:05I'm going to hold down H to hide that again, okay so the nose should go about there.
05:11I'm going to hit Ctrl+H and kind of brush on the nose there, see the
05:17eyes roughly there.
05:18It's not going to be perfect, but we can definitely tweak it after the fact.
05:25So now let's look at this from the side view, group this over, and now we can go
05:32back and then grab and kind of push this around so that the facial features line
05:36up a little bit better.
05:37Alright, so let's look at the model.
05:44Now it's far from finished; we haven't even started on the hands really.
05:47However, this does give us a solid foundation to continue sculpting and tweaking.
05:52Now let's restore everything to the way it was before we started messing with
05:55the perspective in the background.
05:56So I'm going to go into Options, and let's set the Field of View back to 35: the default.
06:03Also, I want to get the original background again.
06:06So let's click on Background and what I want to do is find my Sculptris
06:11Application folder again, go into Sculptris Alpha 6>Data and pick
06:20background.png. Alright, click OK.
06:22Alright, so our perspective is back to normal and our background is back to normal as well.
06:31So there is definitely a lot of work left to do on this character. You know,
06:35you'd want to sculpt all of this musculature and get a lot of the details in.
06:39However, what we've got so far is pretty accurate to the concept.
06:42You know, since we lined everything up, we know that the proportions are accurate
06:45and it's a really great position to keep working on this character.
06:49Using a reference image can really be helpful, if what you're trying to sculpt
06:53needs to match an existing concept design.
06:55Without the ability to import a background image, it would take a lot more
06:59work to make sure that the shapes and proportions of the sculpt were matching
07:03the original art.
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4. Painting and Making Texture Maps
Entering Paint mode
00:00In addition to sculpting, Sculptris is a great program for painting textures
00:04directly onto your models.
00:06Paint Mode is almost like a separate program, so be sure to save your work
00:10before you go into it.
00:12The interface is very similar to the Sculpting Mode, but with a few
00:15differences that I'll go over.
00:17In this video I'll show you how to get into Paint Mode and introduce the basic
00:21controls. Let's get down to it.
00:22There are two ways to get into Paint Mode;
00:24you can either click this Paint button or you can open up a model that
00:29already has UVs laid out.
00:31First let's go into Paint Mode with this default sphere. I'm going to click
00:34on the Paint button.
00:35Now, before you can paint, a model has to have its UV Map laid out.
00:41A UV Map is information contained in a model that tells 2D textures how to be
00:47mapped onto the surface.
00:48There are other 3D courses on lynda.com that cover UV Mapping in much greater detail.
00:53In Sculptris, you don't even have to worry about them because it's going to lay
00:57out our UVs automatically.
00:59Before we can start painting, Sculptris wants to know, what texture
01:02resolution we want to paint.
01:04I like to raise this all the way up to the maximum of 2048.
01:09If you're in Paint Mode and you notice that Sculptris slows down, you might want
01:12to try a lower resolution, but 2048 works for me. Let's click OK.
01:18One thing to remember is that once you go into Painting Mode, you can't go back
01:22to Sculpting Mode without losing all the painting that you've done.
01:25So it's a good idea to know that you're done with sculpting before you start painting.
01:29So just a moment ago, Sculptris did a bunch of calculations to take this 3D
01:33model and generate its 2D texturing map.
01:36I find that if a model is very complicated, this process sometimes doesn't work
01:40and Sculptris will crash or stop working.
01:43If that happens to you, try reducing the excess triangles in the model so that
01:47it's easier for the computer to handle.
01:49Now we're in Paint Mode.
01:51Before we get into any of the controls here, I want to show you one other way of
01:55getting a model into painting.
01:56I'm just going to click the New Sphere and make a New Scene, so we're back in Sculpt Mode.
02:03What I want to do is import an OBJ.
02:06This is a model that was made in a different program.
02:11So open up dewhopper.obj and we'll go ahead and make a new scene.
02:15Now when I made this model in Maya. I laid out the UVs there and Sculptris
02:20notices this and ask me if I want to go directly into Paint Mode, so let's click Yes.
02:28And the resolution is good so I'm just going to click OK.
02:31Now you can paint on a model that was made in any other program.
02:34I'll get into how to actually paint on this in the next video.
02:39For now, I just wanted to emphasize that Sculptris makes it easy to start
02:42painting on models without having to worry about laying out UVs.
02:46Just remember, that if you go back to sculpting after you start painting, you'll
02:49lose all that paint information.
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Painting color
00:00Painting in Sculptris is generally not as advanced as painting in ZBrush or Mudbox.
00:05It's meant for sketching with color more than it is for creating finished
00:10quality texture maps.
00:11However, there are still some very cool things that you can do with it that you
00:16can't even do in much more advanced software.
00:18Add to that the fact that by being less advanced, it's also less complicated.
00:24You can just get down a business with painting color in Sculptris without having
00:28to learn a lot of controls. Let's see how it works.
00:31Once you bring a model into Sculptris, it's going to look like it's covered
00:34in gray checkerboard.
00:36This simply means that there is no color yet; it's a blank canvas.
00:40So let's fill the whole thing with a color.
00:42I'm going to pick a color from our swatches here and let's make it kind of a sandy brown.
00:48So I'm going to decrease the saturation here and let's see, let's pick something
00:54that's a little bit more like a brown.
00:56A little bit lighter, okay that's good, and click OK.
01:01Now let's click the Fill button or hit Ctrl+ F to fill the entire model with that color.
01:07Now, let's change the color to a brick red, maybe a little bit higher saturation,
01:14a little bit more reddish, and okay.
01:17So we've got the Paintbrush Mode activated; hit D on the keyboard if it's not active.
01:26Now you can just simply paint with the paintbrush.
01:31You can also pick an alternate color to paint with.
01:34So what I'm going to do is click Invert, so it switches the foreground and
01:38background color, and now let's change the background color to something else,
01:43maybe kind of a greenish color; click OK.
01:48So, now you can also paint with this color and if you want to switch back to the
01:52brick red, just hold down Alt and just start painting with the other color, the
01:58background color, or you can just click Invert and turn the background color to
02:02the foreground color.
02:08The paintbrush behaves pretty much just like you'd expect.
02:12You can change the size and the strength just like in sculpting brushes.
02:16So go ahead and paint all of these bony plates with this brick red color.
02:20It could take a little bit of time, so I'll just let you do that on your own.
02:25One setting that can make this easier is the Heightmask.
02:29With this setting turned on, Sculptris will only paint on the raised parts of the model.
02:34So now we don't have to be so careful about where we paint because Sculptris is
02:38only going to paint on the areas that are raised up.
02:41It does get a little bit of paint on the recessed areas, but for the most part
02:45it's only painting on the raised areas, so that helps us paint only on the bony plates.
02:52Now let's switch the Heightmask mode to Cavity.
02:55In this mode, the painting is only going to happen in the recessed areas as
02:59opposed to the raised areas.
03:00So I'm going to hold Alt while I paint.
03:04And now this green color is going to get painted only in the recessed areas.
03:12One thing that I like to do is to use just a darker version of the color so it
03:17looks kind of like it's in shadow.
03:19So actually let's change our color to kind of that sandy brown, except just a
03:23darker version of it, and click OK.
03:28So I'm just going to zoom in a little bit closer here and let's change our
03:34angle a little bit.
03:36So now I'm painting with the Cavity mode and the Heightmask, and just simply
03:41painting shadowy areas.
03:47One last thing about painting: you can use Hiding, just like in Sculpting Mode,
03:51to make it easier to paint on just the objects that you want to paint.
03:55So I'm going to hold down H and click on the dewhopper's body.
03:59Now we can fill with white to fill just the parts that are visible and not worry
04:04about changing the color on the hidden parts.
04:09So for example, we could come into the eyeballs and we could paint them a
04:14specific color, without worrying about painting on the rest of the eyelids of the dewhopper.
04:19Actually I want to turn off Cavity Mode here and Heightmask.
04:23Now with the dewhopper hidden, we can paint on the eyeballs without worrying
04:26about painting the eyelids as well.
04:33And actually you might notice that this kind of looks like it's in Symmetry
04:36Mode. This is actually because both the eyeballs are occupying the same part of the UV Map.
04:40Basically it means if you paint on one of the eyeballs, the other eyeball is
04:44going to get the same painting.
04:45Alright, go ahead and hit Ctrl +H to bring everything back.
04:51So that's the basics of painting color in Sculptris.
04:53There are no fancy paintbrushes or blending modes like you might find in other
04:57programs, but as far as something that just lets you jump in and start trying
05:00out different color ideas, Sculptris works great.
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Painting with textures
00:00Painting colors is great, but sometimes you want to paint things that are more
00:04complex or detailed.
00:06Rather than painting all those things by hand, you can use a photograph of the
00:09detail and paint it right on your model.
00:12Again, this feature is not as robust in Sculptris as it is in most other
00:163D painting programs.
00:17But as far as a tool that can give you quick and dirty results, you'll be
00:21hard-pressed to find something that is easier to use.
00:23We've got our dewhopper with some basic coloration; now it's time to give him
00:28some more detailed color.
00:29Let's load up an image by clicking on the Texture swatch and now let's load
00:32up an image by clicking on New, and let's go into our Exercise Files and get the shell.jpg.
00:41Finally, let's make it active by clicking on the image here and then we need to Enable it.
00:47Okay, let's see what happens if we just paint with it like this.
00:50I am going to zoom in a little bit closer so we can see more what's going on.
00:54Okay, so I'm going to just paint.
00:58Okay that's kind of interesting, but it looks like we need to play with some of
01:02the settings in order to get the most out of this.
01:05So I'm going to hit Ctrl+Z to undo that. One thing I might want to do is
01:09increase the size of the brush.
01:11So you can see that there is kind of a little preview of the image before it
01:15gets stamped out, so I'm just going to hold down the spacebar and increase
01:19the size of the brush.
01:20Let's stamp out the image. I'm just going to hold down with the Wacom stylus. I
01:24am just moving it around a little bit until we get a single stamp.
01:29There. You can see it stamped out a little version of that image right there on our model.
01:33Okay, not bad, and actually let's try this again.
01:36And what I want to do is actually increase the strength so it's a little more opaque.
01:40Okay, it looks like I stamped one out there. Okay, great!
01:43So I transferred that photographic detail right onto our model.
01:48Okay, let's try something else.
01:50I'm going to hold down the spacebar to get the Hotbox.
01:53Go ahead and click and drag on this little version of the image.
01:57What it's going to do is rotate the image around.
01:59So if we want to apply the image in a different angle, all we have to do is just
02:04release it at a different angle and we can try stamping with this.
02:07Now let's try some of the other settings.
02:10I'm going to hit Ctrl+Z just to undo what we've done so I can see a little bit more clearly.
02:15Now, something else I want to do is turn on Airbrush.
02:18Remember, this is going to create kind of a separation between different stamps,
02:22so if I move the cursor quickly, there is a little bit of a gap between all of
02:26the different stampings.
02:28If I undo that and let's say if we turn Airbrush off, Sculptris is going to try
02:33to create more of a continuous line of images.
02:37So let's undo that and turn Airbrush back on.
02:42So as it is right now, if we brush with this texture on, every little version of
02:48the texture that gets created is facing the same direction.
02:52That might be what you want, but there is another feature that's kind of cool.
02:55If I hit undo and just turn on Directional, what this does is it forces the
03:00image to rotate into the same direction that we're moving the cursor.
03:04Let me just shrink the size of the brush down; it might make it easier to see this.
03:08So I am just kind of brush around in a circle. You might see that it's rotating
03:13each individual instance of that stamp to match the direction that we're moving.
03:17So it's really up to your preference if you want to turn that setting on.
03:21One more thing you can do is turn on Random.
03:24What this does is it actually causes the brush to rotate a random amount for
03:29every time it stamps out a version of it.
03:32So that creates a more chaotic effect.
03:34Okay let's undo that, hitting Ctrl+Z. Okay, we're done with texture for right now
03:39so I'm going to turn off Enable and let's load up a brush image.
03:45Go ahead and click on that and let's open a new image and let's pick the
03:50rhinoskin.jpg, and then go ahead and click on it one more time and then Enable it.
03:58Brush images work a lot like textures, except instead of painting the many
04:02colors of an image directly onto the model;
04:05it uses the brightness values of an image to control how a single color is applied.
04:11Let's get a different color here. Maybe I want to paint with kind of a dark brown color.
04:17Let me just move the model to make it easier to see and I'll increase the size
04:25of the brush just to make it easier to see as well.
04:28Okay, so when I brush with that it's actually painting that brown color but in
04:33the pattern of the image.
04:35Let me undo that once. I'm going to try to get it just a little bit.
04:40Okay and let's close, so let me try it one more time.
04:43It can take a little bit of practice to get this.
04:45Actually what I want to do is turn off Random and let's see if I try this one more time.
04:51Okay, that's a little bit better.
04:52With the Random on it was actually causing multiple stamps to be flipped around
04:56at different angles, so that's not what I wanted.
04:58Well you can see you can get some of that nice skin texture right there into our
05:02painting with the brush image, let's try this couple of more times.
05:09Okay that was a little too much;
05:11I kind of held it down too long.
05:13Let me try it one more time here, okay so that's pretty nice, you can get some
05:17really cool effects that way.
05:20So the settings for the brush image are pretty much the same as for the texture.
05:23You know you've got Directional and Random.
05:26One other thing you can do is Invert.
05:28So if we turn this off, you're going to get the opposite effect.
05:31So whereas when we're painting before, there was kind of a darker color, it was
05:36painted in the cracks.
05:37Now let's see what happens.
05:40So now you've got the darker color painting in the opposite, so it's kind of
05:44like an inverted effect.
05:46So Texture and Brush images are great because they allow you to use
05:49photographs to create detail that would otherwise be very difficult or very
05:54time consuming to create by hand.
05:56I use them all the time to add details and textures to a 3D paint job.
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Painting bump maps
00:00Although Sculptris allows you to sculpt to fine details in Sculpt Mode, there
00:04are a few situations where you wouldn't want to or even wouldn't be able to.
00:09For example sculpting really fine detail requires that a lot of triangles be
00:13created in the mesh.
00:14This can slow the computer down and even make texturing impossible.
00:18Another scenario is when you're working on a model that can't be changed, for
00:22example a game character where the model is already made and textured.
00:26If you were to sculpt more details on it, it would ruin the precisely modeled
00:30mesh as well as its laid out UV maps.
00:33In these situations, you can paint bump maps to simulate sculpted details.
00:38Let's see how it works.
00:39So, I'm going to start out in Paint Mode on just a regular sphere, so that it'll
00:44be easier to see what is going on.
00:46Okay and let's switch to the Bump Brush, and something else I want to do is just
00:51shrink the brush a little bit and zoom in.
00:53Then I go ahead and paint with that.
00:57So it looks like we're sculpting.
00:58We can hold down Alt and now it looked like it is sculpting inwards.
01:04Painting bumps simulates the effect of sculpting without actually changing
01:08the shape of the model.
01:10So let's rotate around the side a little bit.
01:11If this were actually sculpted, you'd be able to see the silhouette of the
01:15model changing here.
01:18So, this is good for sculpting really fine details that would be trouble to
01:21create in Sculpt Mode.
01:22So I'm going to zoom in and shrink the brush really small and see how you can
01:26create really fine details in Bump Mode rather than making this in Sculpt Mode.
01:32Now, because this is not true sculpting, I don't recommend using it to make any
01:37big changes to the model, just small details.
01:39So if you were to try to do something really big, let's try something like this,
01:45just a lot of really big bump detail.
01:47See what happens? It just starts to look fake because there's not actually any
01:52change to the model.
01:55If you want to remove a bump, you can activate the Flatten Bump tool, and this is
01:59just kind of a like an eraser, just goes in and removes any bump detail.
02:10You can also use brush masks and textures just like we did with color painting.
02:14So let's make sure we go back to the Bump Brush here and let's enable the Brush
02:20image, and actually I'm going to load up a different image.
02:25Let's get the crease.png and then go ahead and click on it one more time here.
02:32Make sure it's enabled, and let's change the size of the brush. That's about good
02:35right there and let's paint with this.
02:38So it tries to simulate the effect of the Crease Brush in Sculpt Mode.
02:42And it's looking a little dotty, so let's turn on Airbrush Mode and just make
02:47sure we sculpt kind of slowly.
02:49And it should make a cleaner line.
02:50And same as always, you can hold down Alt and it will look like it's sculpting inwards.
02:58Okay.
02:58Now let's open up the Dewhopper Exercise File to see how this can be used on a real project.
03:07And that's okay, we don't need to keep the sphere.
03:10And yes, we want to go into Paint Mode.
03:13Okay, so let's zoom in a little bit closer on the dewhopper.
03:17And I'm going to zoom in, rotate the pen, just want to get a little bit closer
03:25to kind of his belly area. Perfect!
03:26All right, so let's change the brush image. Let's go back to the rhinoskin and
03:35enable it and make sure we are in Paint Bump Mode.
03:42Also, I'm going to increase the size of the brush.
03:48Okay, so let's see what happens if we try to paint with this.
03:54Okay, so it stamps out a little bit of texture. It's a little bit hard to see.
03:58So I want to undo that and let's increase the strength somewhat and I'm going to
04:04increase the size of the brush a little bit too.
04:06Okay, that's a little bit better and it looks like we need to turn off
04:10Invert, because it looks like the crease is in between the skin bumps; it is bumping outwards.
04:17So I'm going to undo that and let's try it one more time. Great!
04:22So, it transferred that photographic detail right on to our model; gave it
04:27a nice bump texture.
04:29So let's see if we can apply this on other areas.
04:31I'm going to shrink the size of the brush a little and stamp with it here,
04:37maybe a little bit bigger.
04:38So really it's kind of just a trial and error kind of thing to stamp on some of this texture.
04:44But once you start applying it around the different parts of your model, you can
04:47really make some cool effects.
04:50Go ahead and experiment with painting bump maps.
04:53Creating this kind of fine detail would be much harder to do in Sculpting Mode
04:57because it would require the model to have so many triangles that it could
05:01really slow down your computer.
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Masking in Paint mode
00:00When you make a mask in Sculpt Mode, the model turns a darker color to show you
00:04where the model is masked.
00:06That works great in Sculpting Mode, but in Paint Mode, it can get confusing
00:10because you might not be able to tell what is masked and what is simply
00:13painted a darker color.
00:15For this reason, masking in Paint Mode is a bit more complicated.
00:19In this video, I'll show you everything you need to know about masking in Paint Mode.
00:23Let me zoom in on the dewhopper so we can see more clearly what's going on.
00:29In Sculpting Mode, you'd paint a mask simply by holding down Ctrl and brushing.
00:35In Paint Mode, there are controls for activating, editing, and displaying masks.
00:40So let's go into Edit Mode first.
00:43Come on over here and turn on Edit Mask.
00:46In this mode, you can paint masks just like in Sculpt Mode.
00:49So let's try brushing on here.
00:52So the entire model is masked by default.
00:56So any brushing you do will remove the mask.
00:59If you want to add mask, just hold down Alt while you brush.
01:02Okay, so now let's do some painting with this mask.
01:05We need to get out of Edit Mask Mode, so we can go back into Painting Mode.
01:09So, we've got Enable Mask now activated, which means if we paint with a color,
01:16that color will go only where the model is not masked. So if I paint over
01:22here, nothing happens, but we can paint orange anywhere that that mask was not applied.
01:27This is great for protecting certain areas from change.
01:31Unfortunately, and I think this is a bug, but masking doesn't affect painting bump.
01:35Okay, so let's hit Ctrl+Z to undo that painting.
01:39Now there's one more setting you want to understand, and that's mask hiding.
01:44You see, since the mask darkens the model wherever it's applied, it can distract
01:48from the coloring or even confuse you by making you think that the masked area
01:52is just painted a darker color.
01:54So for that reason, I sometimes like to hide the mask.
01:56So go ahead and do that by clicking Hide Mask.
01:59Now let's try to paint.
02:04So I'm painting all over, but it's only applied in that area where the mask was turned off.
02:11So with Hide Mask turned on, you can't see the mask but it still has the same effect.
02:16Finally, you can turn the mask on and off.
02:19So let's go and turn off Enable Mask.
02:23And I'm actually going to switch the colors too by hitting Invert.
02:27And so now, the mask is not active at all.
02:31You can just paint anywhere you want and if you turn Enable Mask back on, now
02:35that blue is only going to be able to paint where the mask is not applied.
02:40So actually this is a lot more advanced than the masks in Sculpting Mode.
02:45In Sculpting Mode, if you wanted to turn off a mask and then turn it back on,
02:48you would have to repaint the mask each time.
02:51So basically, masks in Painting mode do the same thing as in Sculpting Mode, but
02:54there are just a few extra things to know.
02:56You can use masks to protect some areas from change.
02:59I use them all the time to help me focus on painting in particular areas without
03:03worrying about messing up other areas.
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Painting materials
00:00Before we get started with this video, I just want to point out one thing.
00:04We're doing this video on a PC.
00:06Now, so far in this course, we've been using a Mac.
00:09However, the features we're going to use in this video may not be fully
00:12supported on the Mac.
00:14If you're on a Mac and what I'm doing in this video isn't working for you, your
00:18computer might not be fully supported.
00:19So, just like in Sculpt Mode, you can change the underlying material that a model
00:25should look like whether it'd be shiny, dull or reflective for example.
00:28However, what can you do when a model should have several different materials?
00:34On our dewhopper, the current material works great for the skin, but for the
00:38eyes and the inner mouth, they should look wetter and shinier, and the boney
00:41plate should look a little bit harder.
00:44In this video, I'll show how to paint different materials to different parts of the model.
00:48So, the first thing I want to point out is how to deal with the materials built in color.
00:54So let's make this a little bit more obvious by picking a material that has color.
00:58So I'm just going to scroll down to Strong Rim.
01:02Now let's turn the material's color on and off.
01:07In Paint Mode, a material can be displayed with or without its built-in color.
01:12With color turned off, the material is used just for its light and dark values.
01:18This is so that the color of the material doesn't interfere with the
01:20color that's painted.
01:22However, you might want the material color to combine with the painted color.
01:26So in that case, turn on the Colored switch. Okay.
01:29So let's turn off Colored and let's go back to the default material.
01:33Okay, now let's add a second material.
01:38You do that by clicking on this dot to the right.
01:40Now, we need to pick a material for this channel.
01:43So I'm going to scroll down and find Material3--it's this one right here--and
01:47you can see it's kind of got a shiny reflective look to it.
01:51So let's click that.
01:52Now you might notice that the model hasn't actually changed.
01:55We need to go into Edit Mode and actually paint with this material before we can
01:59see it on the model.
02:00Alright! So I am going to zoom in on the model.
02:04And let's get up close on the mouth and just start painting with it.
02:08Okay, so you can see it's looking much more shiny.
02:15If you accidentally paint somewhere where you didn't want it--like, for example
02:19up here on the nose--you can just hold down Alt while you paint and it will
02:23erase that material.
02:24So, I just want to make sure I've got it all over the mouth.
02:35Okay, looking good.
02:36Now, let's paint the eyes.
02:38Now, I don't want to accidentally paint the eyelids while I'm painting the eyes,
02:41so what I'm going to do is undo that and then hold down H, click on the model so
02:46I can hide it, and now we can just paint directly on the eyeballs. Okay great!
02:54Hit Ctrl+H to bring back the model.
02:57Okay cool, so the wet parts of the model now have a material that really
03:01makes them look glossy.
03:02Now, let's pick another material.
03:04Let's go into go into material slot 3 and let's add Material8 and let's turn on Edit Mode.
03:13I'm just going to zoom out a little bit so we can see the boney plates better.
03:17And I'm just going to paint with this material.
03:20So it's slightly different than the skin material, maybe a little bit shinier,
03:24but it's not quite so shiny as the wet material.
03:28Okay, that's good enough for demonstration purposes. All right!
03:34Let's make one last material.
03:36Now, it's going to be for the inside of the mouth.
03:38So, you can see how the current reflective material is kind of shining
03:41here inside the throat.
03:43So we want to get rid of that so it looks like the throat is going down inside the mouth.
03:47So let's make another material and add one.
03:51I am going to scroll up and find a flat texture.
03:56So, this material doesn't have any sort of shading information at all.
04:01So, if we go into Edit Mode and paint with this, you can see it just totally gets
04:05rid of any sort of lighting or shading or reflection.
04:08So now it looks like that throat is going all the way back.
04:11One last thing, you can temporarily hide a material's appearance with the Hide
04:15Switch, basically like turning that material on and off.
04:20And if you decide that you don't want a material anymore, you can just click
04:24this X, and delete it.
04:25This is one of the features that I just love about Sculptris.
04:28Even much more advanced softwares like ZBrush don't allow you to paint
04:31materials like this.
04:33You can do it in Mudbox, but it's more complicated.
04:36In Sculptris, as you can see, there's little more to it than just adding
04:39material and painting it on.
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Exporting texture maps
00:00Painting color and bump maps in Sculptris is great, but what if you want to use
00:04these maps in other programs?
00:06For example, in Maya for an animation or in Unity for a game? Sculptris
00:10allows you export the paint and bump that you create so that they can be
00:13applied in other programs.
00:15To work with maps, you'll need to turn on Show Advance Tools.
00:19Don't let the name fool you;
00:20they're not really all that advanced or complicated.
00:23First, let's export out our color painting by clicking on Save Textmap and just
00:29go ahead and give this a name like Color.
00:32Save it wherever you like.
00:33Now, I'm going to open that map in an image viewer.
00:38So, Sculptris simply saved all of the color information into this texture map
00:42that now, we could load up into pretty much any other 3D program.
00:45So I'll just going to close this and go back to Sculptris.
00:48The next button is Open Textmap.
00:51This simply loads up a color map and places it on your model.
00:55So let's say that you took the map that we exported earlier and made some
00:58changes to it in Photoshop.
00:59You could then save it and load it back up here.
01:02The next two buttons are for exporting the bump painting.
01:06You can either export a normal map or a bump map version of your bump painting.
01:10Basically, a normal map is a more advanced version of a bump map.
01:14Unfortunately, you can't load a bump or normal map into Sculptris.
01:18The last two buttons are for editing your color map in Photoshop.
01:23Let's see how we can use it to clean up these seams on the underside of the model.
01:27I'm just going to zoom in a little bit more closely, so we can see this better.
01:31So, you can see there's a little seam here where the texture doesn't totally
01:34line up the way it should.
01:36So, I'm going to click on Export PSD and let's call this Seamfix and click Save.
01:44Alright, let's take it into Photoshop.
01:46We'll just open it up from where we saved it.
01:51Now, it looks kind of a like a render of what we were seeing in Sculptris, but
01:56you can actually edit this texture now in Photoshop and then save it out again.
02:00Any edits that you do should be done in this paint layer.
02:03So, what I want to do is smudge around the colors in this image so it kind of
02:08blurs out this seam.
02:09I'm going to get this Smudge tool and I want to make sure that Sample All Layers
02:14is turned on, so that it's actually going to smudge the color in the background
02:18and place that smudging into the paint layer.
02:21One thing I also want to do is turn off the Shade layer, because the shading
02:25will get in the way of the color.
02:27Alright, so I'm just smudging and kind of smearing that seam together. Okay, pretty good.
02:39Now, be aware that when you're editing like this, you can only edit what
02:43is currently visible.
02:44So, the top of the model which is not currently visible or maybe parts that are
02:49overlapping other parts, those parts can't be edited right now.
02:53So let's go ahead and just save this and let's open it back up in Sculptris.
02:59Import PSD and let's find that seamfix.psd. Open. Alright.
03:07So, all of those adjustments that we made in Photoshop are now fixed here, in
03:11our texture, in Sculptris.
03:13One last note is that the materials that we painted in the last video, like this
03:16shiny inner mouth and eyes, those things cannot be exported.
03:20Unfortunately, that's just for viewing in Sculptris.
03:24In this video we had looked at some of the exporting options in Sculptris as
03:27well as some of its limitations.
03:29With the ability to export textures, you can now use the colors and bumps that
03:33you painted in other programs.
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5. Artistic Sculpting Theory
Using Sculptris artistically
00:00So far, we've been looking at the features of the program and how the
00:03tools work and that's an important part of making art, no matter what media you're using.
00:08But there's also another component to making sculptures and art that are
00:12important no matter whether you're drawing, sculpting with clay, or painting on canvas.
00:16There are artistic skills to be learned that can help the work that you create
00:20to be more appealing and more expressive.
00:22The artistic side of what we're doing is different from the technical in a few ways.
00:27For one, the technical side is more absolute.
00:29For example, the Grab tool always works in certain ways.
00:32However, when it comes to artistry, there aren't any solid rules that you
00:36should always follow.
00:38Also, when you learn how to use the Grab tool, that's it; you just know what it
00:42does and how to use it.
00:43However, with art skills, you can practice your whole life and still be learning
00:47more every time you sit down to sculpt.
00:50So I just want to emphasize that what I'm going to talk about in this chapter
00:54isn't a checklist that you follow and then suddenly you have a great sculpture.
00:57It's more like things to keep in the back of your mind as you work and also,
01:02artistic skill is something that you develop after lots of practice.
01:05So in addition to the technical and artistic lessons in this course, I'm
01:09providing a training regimen that you can follow on a daily basis to improve
01:14your digital sculpting over time.
01:16It will even translate in the better traditional sculpting.
01:19I call it The Speed Sculpt Challenge; let's see what it involves.
01:23You should devote at least 30 minutes, but not more than one hour every day to sculpting.
01:28Don't sit and think too long about what it is that you'll sculpt.
01:31Pick something and get down to it.
01:34You can do a sculpt of something that you have around you, something you see in a
01:37photo, something from your imagination and so on.
01:40Try to do a variety of types of things from day to day.
01:44Also, don't stop and think about how to do anything.
01:47Just take your best guess about the tools and techniques that you think
01:50will work and dive in.
01:52The next time that you're faced with a similar problem, try to solve it in a
01:55different way or with different tools.
01:57You'll want to focus on sculpting and nothing else.
02:00No music, no movies; turn off your phone and chat windows. Just sculpt for 30 to 60 minutes.
02:06Don't keep working on it past one hour.
02:09I know that it's tempting to want to make everything finished, but if you
02:12start with the mindset that you can take as long as you want, it'll cause you to dilly-dally.
02:17After one hour, you stop.
02:19It doesn't matter how good or bad the speed sculpt turns out.
02:23It's like physical exercise.
02:24You do it to get stronger, not to prove how strong you are.
02:28For example, if all you can lift is five pounds, then you lift five pounds to
02:32get strong enough to lift six.
02:34If all you can sculpt is a messy blob, then that's what you sculpt to get good
02:38enough to sculpt something better next time.
02:40Save each sculpt in a Speed Sculpt folder on your computer.
02:44After a month, take a look through the saved sculpts to see your progress.
02:48If there's one sculpt that you feel that you'd like to expand into a more
02:51finished project, then go ahead and do that.
02:54For the next month, make another folder called Speed Sculpts Month Two and do it
02:58all over again and again, every day, every month.
03:02After a year, compare them to see how much you've improved.
03:05This is the training regimen that I created from myself to get better at sculpting.
03:09It is really changed how I work.
03:11Not only can I sculpt faster, but the quality of my work has improved
03:14drastically as well.
03:15I highly encourage you to set a commitment to practice sculpting everyday.
03:20It is not only been a great practice, but it's also fun, rewarding and even
03:24relaxing when you don't have to worry about making something finished.
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Blocking out the big shapes
00:00Usually, the first step in creating a sculpture is the most important, but it's
00:05not often given the attention that it needs.
00:07How you start a sculpt has a lot to do with how it turns out in the end.
00:12By establishing a good blockout, we can create a solid foundation for the
00:15rest of the sculpture.
00:16In this chapter, we're going to use traditional artistic principles as we
00:20create this mechachicken.
00:21The first thing I want to do before sculpting anything is to think about what
00:24volumes or masses I will need to create.
00:27Most things that you sculpt can be broken down into about three to seven major shapes.
00:33If you're using a photo or a real object as reference, try squinting your
00:36eyes until it's blurry.
00:38This can help you ignore to fine details and see just the major shapes.
00:42So for this chicken, the major shapes are the head, the body, tail and the feet and legs.
00:50I want to establish general shapes for those things first of all.
00:53Now, as I work, I have a printout next to my monitor.
00:57If you have two monitors, that's usually a good place to put reference as well.
01:01So let's see, let's start a blockout of this. Usually I like to use the Grab
01:05tool, and what I'm going to do is just try to bang this sphere into the basic
01:12body shape and then just very quickly start building into the neck and the head.
01:16I'm not trying to get it perfect and I'm not trying to shape it exactly correct.
01:25What I'm trying to do at this point is get the positions and the sizes of these
01:29different shapes accurate.
01:30Okay, let's compare this to the reference again.
01:37Okay, that's pretty close: at least close enough to when I talk about the next point anyway.
01:44So, one thing that I'd like to think about a lot at this stage is to look at
01:48the negative spaces.
01:49So, look at this finished version, how there's negative space, for example, right
01:53here between the head and the body and the tail.
01:57Something you can look for as you work is to see if the shape of that
02:00negative space matches.
02:01So, you can see that the shape is a little bit different here than it is here, so I
02:07might want to adjust this.
02:08It's like, I might need to bring the head up a little bit higher.
02:17Okay, let's see. Also, there's particular negative space here so I think I might
02:23need to bring the legs a little bit lower and make them a little bit bigger to
02:27make that negative space the same.
02:33There's also a negative space right in here as well.
02:36So I'm just going to adjust my model to match that negative space a little bit better.
02:44You can also think about negative space from a design perspective.
02:48You can actually create appealing shapes in negative space that will increase
02:52the appeal of the overall character in the sculpt.
02:55So if you're trying to sculpt an existing design, making sure that all these
02:59proportions get carried over into your sculpt is crucial.
03:02Once you get good at eyeballing these kinds of relationships between shapes,
03:06you'll rarely need to use image plane reference images.
03:10You can just train your eyes to observe the relative sizes and shapes between objects.
03:14Another tip is to use a flat material to help you see the silhouette.
03:18So I'm going to switch to Flat Texture.
03:20Now the whole sculpt is a flat gray which really helps us see the outline of the design.
03:25In this mode, it can be easier to see if the design is working.
03:30Whenever you're designing an object, it should be easily identifiable by
03:33its silhouette alone.
03:35If the sculpt doesn't look distinctive with the flat material on it, it's a good
03:39indication that the overall masses and proportions could use some work.
03:42Okay, so I'm going to put a different material back on, as I continue to
03:47sculpt, like Material8.
03:48All right, so the mechachicken looks a little bit lumpy, but that's okay
03:52because at this stage, we just want to get the overall forms established.
03:56Getting a good blockout is one of the most important things you can do when sculpting.
04:00It's the foundation for all of the details that will be made later.
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Building in the secondary forms
00:00After making a blockout, a common beginner mistake is to skip right to
00:04sculpting fine details.
00:06Let's face it, sculpting all the little wrinkles and bumps on a character is
00:09fun, but before you get to that stage there are secondary forms to create.
00:13If you sculpt fine details directly on to the basic blockout, the result
00:17will lack structure.
00:19Let's look at some techniques that I use for getting good secondary forms.
00:22Just like the overall character is made up of about three to seven major shapes.
00:26Each of those shapes is going to be made up of about three to seven smaller shapes.
00:31The wings, the tail feathers, the head with its beak and the helmet, all have
00:36smaller shapes within them.
00:38So I'm just going to show you a few techniques that I'm going to use to get the
00:42intermediate shapes created.
00:43For example on the head it's got a really blocked-off shape, so I'm just going
00:47to go in with Crease, set to inverted, and just kind of sculpt harder edges into it.
00:58Same for the beak; I'm going to use the Grab tool and just try to get the
01:03angle and the shape and the outline of that beak a little bit more accurate and
01:07maybe a little bit more appealing.
01:08And you want to work fast here; you don't want to get bogged down and trying to
01:13make it exact and perfect. There's going to be plenty of time for that later.
01:17Let's go ahead and use the Crease tool here to kind of separate and create a
01:22little definition between the helmet and the beak.
01:26Maybe I'll sculpt in that kind of a visor hole that he's got in his helmet.
01:31That's kind of place holder for now. It doesn't need to be too specific.
01:36And one thing I want to do is get this crest thing in here.
01:41So let me show you one technique that I like to use to make things like this.
01:47First, I'll go in and mask out where it should grow from and then I'll invert
01:53that mask, get the Grab tool out and start yanking that up.
02:04That's what's going to look kind of jagged and crinkly, and it's actually a lot of
02:08weird things happening in here, but we can always clean that up later.
02:12What I want to get is the overall shape. We could always makee it nice and clean later.
02:16Okay, with the basic shape in there then I can just get rid of the mask hitting
02:23Ctrl+D and we could just smooth out any of these weird wrinkles.
02:27Okay, let's look at the tail feathers.
02:32So, in the finished version, it's kind of broken into the separate little tail
02:36clumps but that should be pretty easy to do with the Crease tool.
02:40I am just going to sculpt in like a little definition between those segments on the tail.
02:51Okay, let's look at his wings.
02:53So he has got these wings and they kind of create a little extra volume on
02:57the side of his body.
02:58So I'm going to come in with the Draw tool and just sculpt those on.
03:02You want to work kind of loose here.
03:07You don't need to get bogged down in details.
03:09A lot of times I like to get the Grab tool out to refine any shapes that I make.
03:15Okay, now let's look at his legs.
03:17It's got these kind of weird spring kind of legs here so I'm just going to use
03:23the Crease tool to create those shapes.
03:26So first of all this creases inwards a little bit, and then for the next row
03:32--actually let me increase my detail so I get a little sharper crease--
03:35now let's hold down Alt and go around again, just going to pull it out and then
03:43crease inwards, so on and so forth all the way down the legs.
03:49So I'll just leave it right there since it would be kind of repetitive to do the
03:53whole thing that way, just to save time.
03:56Okay, there's a few other things to do on this like to get the little chin
04:04waddle thing and the spikes on the feet, but basically it's all done with the
04:08same techniques that I've shown already.
04:10So I'll just let you go ahead and do those things on your own.
04:13I just wanted to demonstrate the importance of getting the secondary forms.
04:19And something else that I've been doing is kind of working all over.
04:23I didn't try to do a very finished work on the head while ignoring the rest of the body.
04:28And that's a mistake that sometimes a lot of people will make, is just focus
04:31on one part and then completely finish that before moving on to the rest of the sculpt.
04:36I find that it's better to work out the whole sculpt evenly so that there aren't
04:40any parts that are significantly less detailed than any other part.
04:43This is especially important if you're designing as you sculpt.
04:47If you put a lot of work into one area, it might not fit with the rest of the
04:51design once you work the other areas.
04:54And just like in the previous video, it can be helpful to squint your eyes as
04:58you look at reference images to blur out the fine details.
05:01That'll help you see the secondary forms.
05:04If you start sculpting fine details without the medium shapes, it'll end up to
05:08be a lot of work if you have to fix it later, so I'm constantly on the lookout
05:12for these intermediate forms as I work.
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Maintaining a sense of structure
00:00One of the more common problems that beginners have with their sculptures is
00:04that they lack a sense that there's anatomy or solidity to them.
00:08All of the details seems to be on the surface.
00:11Depending on the type of sculpt that you're making, there are a few different
00:14ways to think about structure.
00:15Let's look at the options.
00:17One approach is to build the model up anatomically.
00:20This is useful for sculpts to have particularly pronounced musculature.
00:25To do this, you would start with the skeletal structure and then sculpt the
00:27muscles and flesh on top of that.
00:29So we've got kind of a basic skeleton structure here and it's not a true
00:33skeleton of course, but it's more of an artistic skeleton that shows the basic
00:37landmarks that are underneath the flesh and main muscle.
00:41This can be a good place to start if you already know anatomy.
00:44For example, you could come in here and start building on muscles on top of the
00:49skeletal structure. So, the pectoral muscles for example, could come in here and
00:54then of course you could have the deltoid up on here and then you could sculpt
01:04the way that the pectoral comes in underneath the deltoid.
01:07Of course, I don't have time for a full anatomical lesson here in this course,
01:13but if you have an anatomical knowledge already or you want to put an effort in
01:18to learning it, I would really recommend that because they can never hurt to
01:21know too much anatomy.
01:22I just want to demonstrate the way that you can lay muscles on top of a
01:30structure, like sort of a skeleton structure.
01:33We can get the triceps back here.
01:38Of course, this can take a long time.
01:44I could spend probably days working up all the different connections and
01:49muscular overlaps and all that thing, but if you want to approach a model this
01:54way, it could be really beneficial because you can get a really solid sense of
01:59the structure by starting from the bones, then building a muscles and then fat
02:02and skin on top of that.
02:04Let's look at another approach.
02:05I'm going to open up another exercise file.
02:10Let's get the mechachicken.
02:11With other kinds of models like cartoony characters or hard surface objects, the
02:19underlying anatomical structure may be less important or even nonexistent.
02:24In these cases, I like to emphasize structure with creases and hard edges.
02:28So, for example, let's look at the wings on this character.
02:33So, it's a little bit soft right now.
02:34It doesn't feel there's a lot of structure underneath here.
02:37So, one thing I like to do is use the Crease brush and use this to really define hard edges.
02:49By using this brush, it really creates a nice separation between the wing and
02:52the rest of the body, and then you could even create a little bit of extra
02:55definition by creasing outwards.
03:00So this really helps the wing feel like it's a separate object that has a mass
03:05of its own and a structure of its own.
03:07Of course, there is the little definitions between the individual wing
03:14structures within the wing.
03:20Each one of these can have its own extra little structure built into it.
03:23So, it's not really about the tools you use exactly; it's the way you're thinking
03:30about how this character is made, what his underlining structure is, and how he
03:36might move if he were animated.
03:39Without this kind structural attention, sculptures tend to look lumpy, soft or undefined.
03:44Try to think about structure at every phase of sculpting.
03:47It's not just something that you add on at the end.
03:50The more you practice it, the better you'll get a keeping structure in the back
03:53of your mind as you work.
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6. Sculpting a Vehicle Concept
Blocking out the basic shape
00:00Let's face it, vehicles are complex objects.
00:03It can seem daunting to sculpt one and you might not know where to start.
00:07This chapter is going to follow a series of steps that can make vehicle
00:10concepting more straightforward.
00:12By taking at one phase at a time, we can design this vehicle in a way that keeps
00:16us from getting overwhelmed.
00:17So, let's get started.
00:18I'm going to start out in a fresh Sculptris scene, and let's make sure the
00:22Symmetry is turned on; that's good.
00:24So, when I'm designing a vehicle, I like to just work really fast and really
00:27loose. I like to get the Grab brush out, and really just start yanking things around.
00:32Just trying to come up with some sort of a concept for how this vehicle might look.
00:39I just like to look at it from all kinds of different angles and just to try
00:45pushing things into different proportions.
00:46Let's see, I'll make the underside flat, right from the start. Oops!
00:55I had Invert turned on.
00:59Now, it should work correctly.
01:01So I'm just trying to find an overall shape that's appealing for this concept.
01:07I want to think about what kind of a vehicle it is. Is it a fun car for
01:14zipping around town?
01:16Is it an aggressive car for dominating the highways?
01:19Is it a classy vehicle for riding in style?
01:23The types of shapes that I make are going to be informed by the use of the vehicle.
01:27While it's easy to play with shapes right now, it's a really good time to
01:36experiment with different shapes and different designs.
01:40At this stage of the process, I like to use all of the different brushes, but
01:43set to a very large size, so I can make really big sweeping changes.
01:51One rule of thumb is that I don't want to make any fine details, like anything
01:55that I would feel bad about having to change.
01:57So, let's say, if I were to do something really fine like this, and then I wanted
02:01to make a really big change to the vehicle, I might feel bad about it because it
02:06would be like destroying that fine detail that I made.
02:09What I want to do is not actually think about making anything
02:12really too fine detailed at this point. I want to be able to work really loose and
02:17free and not be constrained by any fine details.
02:20I think the Flatten brush is going to work really nice here.
02:28I can give some nice angles to the vehicle.
02:34Something else you can do at this phase is to use the Crease brush and try to
02:38work in a little bit of angularity or some hard corners into the design.
02:42I'm just being really loose.
02:48I'm not getting too specific about any shapes that I make. I want to be able to
02:53play with it, and change things up at any point.
02:56I'm not going to worry about making the actual wheels at this point, but it
03:02can be a good idea to place little holes and fenders where the wheels will eventually go.
03:07When I'm designing a vehicle, I usually like to make several different basic
03:11designs up to a point, kind of very loose like this.
03:14It only takes a few minutes to do and it's always good to have a variety of
03:18designs to choose from.
03:19This is because if I'm going to invest several days in fully sculpting and
03:23designing a vehicle, I want to make sure that it's based on the best basic
03:27shape that I can make.
03:29If I only do one design, how could I know that it's the best?
03:33If you make 10 different basic designs, then you have a much broader range of
03:36designs to choose from and you can be more confident that the design you
03:40continue working on is better than all the others.
03:43For the sake of time, I'm not going to subject you to watch this sculpted to 10
03:47different concepts, but I highly encourage you to do that, not only as a great
03:51practice with the tools, but it's the foundation of good design.
03:55The basic mistakes I see a lot of beginners make is to not give themselves
03:59enough options to choose from.
04:01Instead, they just go with their first idea.
04:04The problem with this is that most people's first ideas are not as strong as the
04:08ideas that they would come up with, after some deeper exploration, so give your
04:12self some time to play with various designs.
04:15It only takes a few minutes per sketch, then save out a file for each sketch so
04:19that you can compare them later.
04:21I also like to save out an image of the model so that I can use an image viewer
04:25to easily flip to various designs.
04:27It's a really easy way in Sculptris to do that.
04:29Just go into Options and click Save Image.
04:35Let's place this in Chapter Six. I'm just going to give it a name like
04:40design1, click Save and Sculptris is actually going to do a very quick render of that.
04:50Now, we could open it up in an image viewer.
04:52If you had all bunch of different designs, you could compare them very quickly
04:58in an image viewer like this.
04:59This is where we'll leave the vehicle concept in this video, just detailed
05:03enough so that the design intention is showing through.
05:06For example, with this car, you can see I'm going for a retro inspired roadster.
05:12Avoid the temptation to start adding headlights and door frames and fine details like this.
05:17Just give yourself several different designs that are up to a very basic
05:21detail level.
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Sculpting the intermediate details
00:00After working up some basic design sketches, it's time to pick the best one and
00:04continue sculpting it.
00:06This is where you make decisions about the intermediate details,
00:09details that are smaller than the big shapes that we've made already.
00:13Again, this phase of the process involves experimentation and requires you to work loosely.
00:18Feel free to save out different versions and pick the best one before moving on
00:21to the finishing steps.
00:24The design that I decided to continue with it is this more
00:27futuristic-looking car.
00:29As you can see it's just the basic shapes, but it's enough to get a sense of
00:33where the design is headed.
00:35Now, let's use all of our tools again to get clearer picture of what this
00:38car should look like.
00:39So let's use the Grab tool to build up some side mirrors.
00:42I'm just going to zoom in a little bit more closely here and just pull out a
00:50shape for the mirror and then I could come in and tweak the shape a little bit.
00:55It's something that looks a little bit more like a mirror.
01:00Don't worry about any fine details like a seam between the mirror and the frame yet.
01:04Those kinds of details are still too fine for what we're doing now.
01:07You can also use the Crease brush to tighten up various edges and corners around the design.
01:13So, let's say we want to have a little bit of a sharper line going around the fender here.
01:21You could just the Crease brush to tighten that seam up and maybe have a little
01:28bit of a corner that kind of follows around here and then goes into the mirror.
01:36So, these are various design decisions.
01:38You know, for example, I might want to change my mind at this point and kind of
01:43just blur this out and put that crease going in a different angle.
01:47So let's say instead of there, I want to have this crease coming up around here.
01:53So these are the types of decisions you can make at this point.
01:57You should be able to make it very easy to change your mind and put things in
02:01different places and smooth them out and make changes very quickly.
02:04This is also a good time to experiment with the placement of various panels
02:07like doors and windows.
02:09So I would like to use the Draw tool for this and let's see.
02:13Let's lower the strength a little bit so we don't make too many triangles as we work.
02:18And I'm also going to shrink the brush size down really small.
02:23Let's see how this works.
02:24Let's try and get a good angle on this.
02:30Okay, so let's say that the side door would go right here;
02:35I'll shrink the brush a little bit more.
02:42Okay, so I'm just kind of putting in a line where the door frame could go and
02:48it doesn't have to be perfect. It's going to be a little bit sketchy at this point still.
02:56This is just to get a sense of how the design should work.
02:59It's not going to be any sort of finished product.
03:07So let's take a look back and see how that fits with the whole design.
03:14Okay, so that's an interesting place to put the window.
03:17I should be able to feel free at this point to make any sort of changes.
03:20So if I don't like how this line is working, I can just smooth it out and put it somewhere else.
03:26Back to the Draw tool. I'm just going to shrink the size again and I'm just
03:34going to try a different angle on that.
03:36We'll put an angle right here.
03:42Okay so maybe that's working better.
03:43I'm going to hit W to turn on the Wireframe and so we can see all the extra
03:48triangles that are made by making these fine lines.
03:50And so it's actually created a bunch of triangles here and where I smooth that
03:54out, it still got the triangles.
03:56So what you might want to do is get the reduce brush out and just remove some of
04:00those if your computer is slowing down like mine is.
04:12This is also a good time to play with the locations of vents, headlights,
04:15spoilers, windows, exhausts and so on.
04:18So, let's see about putting a ventilation port somewhere. Let's see.
04:25I'm going to put one in front and one thing I'm going to do here is mask off the
04:31shape of a vent and then create that shape later.
04:40And actually, I want a little bit more detail as I create this mask.
04:43Okay, now I can hold down Ctrl and click anywhere and invert the mask.
04:48And now I'll get the Inflate brush out and just kind of push that in.
04:57And maybe I'll use the Grab tool as well.
04:59I'm just going to rotate the car around.
05:01Let's turn on Global Mode and just grab and pull and just yank that vent under the inside.
05:11Sometimes the Grab Tool doesn't work so well when you've got a mask.
05:15So if you turn on Limit, it usually works a little bit better.
05:22Okay now I can clear my mask with Ctrl+ Shift+A and then refine the shapes here.
05:28I might want to use the Crease tool and a Smooth, to kind of clean up the
05:33shape a little bit.
05:34So I smooth that out, and now I'm just going to use the crease to tighten up that edge.
05:43Okay so that didn't take too long and it gives us a nice little sense of how the
05:47design of that vent might work with the rest of the vehicle.
05:50Of course every car design is different, so every design is going to require
05:54different details at this stage.
05:56You should still fell free to make big changes as well.
05:59So if you realize that you don't like the fender shape, you should feel free to
06:03just come in and smooth it out or just completely get rid of it and change it.
06:08Maybe let's move it, it's a completely different shape.
06:12I'm going to make a really big brush here and we'll just get this whole thing forward.
06:24That's the power of digital sculpture, is that it allowed you to make these
06:30kinds of changes at any time.
06:31This is also a good time to add some wheels so we can get a sense of how the
06:36vehicle works with some wheels in place.
06:37Now wheels are basically cylindrical shapes and those are better modelled in a
06:43polygon modeling program, but it can't hurt to import some simple cylinders to
06:47get a sense of what the car looks like with wheels.
06:49So I'm going to open up an Exercise File; it's just a simple OBJ of some
06:55wheels, just basically a cylinder really. Let's click Open and we want to add
07:01the object to the scene.
07:03All right, so we get our little preview of where this wheel is going to go.
07:07I'm just going to click here and you might need a little bit of adjustment with
07:14the size and the positioning, so I'm just going to go into the Grab tool, make
07:18sure it's set to Global, and let's just position this wheel.
07:21Okay let's do that again, let's import the same OBJ and place it in the front
07:32wheels and we just need to make this one smaller.
07:41So, Scale Mode, make sure Global is turned on and XYZ is turned on as well so
07:45we scale it uniformly.
07:46I'm just going to bring the size down and move it into place.
07:50Okay that's good enough for now.
07:55Go ahead and keep designing out variations and intermediate details.
07:59Don't worry if they're a little bit lumpy or if your lines aren't quite straight.
08:03There'll be time to fix those things later.
08:05You don't want to start working on those really fine details until you're
08:08certain that the intermediate details are solid.
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Adding the finishing touches
00:00As we finish up the concept car, I want you to keep in mind that Sculptris is
00:04not meant to create finished car models.
00:07It's a sculpting tool that's very useful for sketching out ideas and
00:11experimenting with different designs.
00:13But if you try it to use it to make a rendered quality car model, you'll
00:17probably end up very disappointed.
00:18So our goal at this stage is to get the car ready for remodelling in a program
00:22that's better suited for finished car modelling like Maya or Rhino.
00:27So let's finish the car up.
00:28Basically, what I'm trying to do here is clean up any problem areas.
00:32I want to remove any unnecessary triangles so that the model is lighter and
00:35easier to work with in other programs.
00:38So I'm going to turn on Wireframe with W and let's look around for any places
00:41where there is unnecessary triangles.
00:43So it looks like there is some here on the bottom and also probably some here
00:47on the top as well.
00:48So I'm just going to get the Reduce brush out and just clean up some of this.
00:53Okay, that should be good enough for now.
00:59Another thing I might want to do at this point is to refine any shapes of the
01:06car that might still need work.
01:07For example the body of the car is overlapping the wheels in a few places.
01:11So, right here you can see that it's kind of an overlap.
01:15That wheel shouldn't be hitting the body of the car; that would not drive very well.
01:19So what I'm going to do is hold down H and click on the wheel and I'm just
01:23going to hide that, so I can work on the body a little bit so I can make sure
01:28they don't overlap.
01:29So I'm going to go into the Grab tool and just try to scoot this around a little
01:33bit so I can make more space for that wheel.
01:36All right, let's hit Ctrl+H to bring the wheel back and let's see how that fits
01:43in there. Okay, much better.
01:45Another thing to fix up is a little bit of lumpiness that's kind of all over the model.
01:50So I'm going to switch to then my Smooth brush, actually any brush will work,
01:54but I can just hold down Shift to go on a Smooth Mode and lets just try to
02:00smooth out any weird lumps.
02:05I might also want to go into the Flatten brush and just kind of work with that.
02:09It will work kind of like sandpaper to just sand down any rough areas.
02:18Okay, so I could spend quite a while on that, but I'm going to move ahead now.
02:23This is also a good time to think about specific details like how panels
02:27should join together.
02:28So let's try to find the area that's not totally resolved yet.
02:32So maybe like this area, right here where the hatchback comes down in the back.
02:36It's not entirely clear how this is going to work mechanically.
02:39So this might be a good point to try to figure that out.
02:43Maybe I'll come in with the Crease brush.
02:44Its something that's working a little bit better from a mechanical standpoint.
02:49We try to figure out where hinges would be.
02:57So maybe I could figure out where a license plate might go.
03:03Something else you can do is turn off Symmetry and try to work in any
03:07details that are asymmetrical.
03:09So, for example, a gas cap: maybe the fuel gets loaded in on this side and we
03:16don't want to have a gas cap on both sides.
03:19And maybe there's a little notch right here where you can lift your finger into
03:27it and open up the gas cap there.
03:29Don't need to get too specific, just try to work out a simple design for
03:34how this might look.
03:39You can also put in maybe exhaust pipes or anything else really
03:45Remember that for most purposes, this car will have to be remodelled in a program
03:49that's more suited for hard surface modeling.
03:51So really, I'm just sculpting enough detail to act as a guide for when I remodel it.
03:56Now if I'm working for a client, I usually send them images of the car at this
04:00stage to get final approval of the design.
04:02Once you know you're done sculpting and designing, it's time to export the model.
04:06Let's go to OBJ Export and you can save the model wherever you like, or you
04:12could even go into Paint Mode and experiment with different colors and
04:15materials on the car.
04:19So that's it with the concept car and Sculptris.
04:21Be sure to check out my course on vehicle modelling where I take this concept
04:25sculpt and turn it into a finished polygon model that's ready for animation
04:29and rendering.
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7. Extended Sculpting Demo
Starting from scratch
00:00So far in this course, I've been showing individual techniques or
00:04discussing individual topics.
00:06But for this chapter, I'm going to bring it all together in a whole project.
00:09I'll show you everything I do from start to finish, so that you can see the way
00:14I work on a real project.
00:15I'm going to be sculpting this caricatured bust of a friendly old man.
00:18I'll talk about the tools and techniques that I am using as well as my
00:22thought process as I work. Here we go.
00:25So just like any other sculpture, I'm going to start out with a sphere and then
00:29use the Grab tool to just kind bang the overall proportions into shape.
00:36And I'm looking at a print out of my reference on a piece of paper next to my
00:40monitor, so I can look back and forth between the reference and my sculpt and
00:44just make sure everything is looking alright.
00:46A lot of times I'll have dual monitors set up.
00:49So I'll have my reference in one monitor and then be working in one of the others.
00:54And you can see I just kind of switch back and forth between a couple
00:57of different tools.
00:58Sometimes I'll use the Grab tool.
00:59Sometimes I'll smooth out lumps.
01:01Sometimes I'll use Inflate to sculpt the shape a little bit.
01:05So it's not like I go in order of like one tool at one point and a different
01:10tool in a different point.
01:11I'm just kind of jumping to whatever tool is useful at the moment.
01:16So now that I have the really big shapes in place, I want to get some of the
01:20secondary shapes as well like the nose.
01:21I'm not trying to get it perfect and I'm not trying to shape it exactly correct.
01:27What I'm trying to do at this point is get the positions and the sizes of these
01:31different shapes accurate.
01:33Sometimes I'll sculpt shapes on and sometimes I'll use Grab to pull them out.
01:37It's really just up to your preference how you want to do it.
01:40I just go back and forth, so there are lots of ways to do it.
01:45Sometimes, it can take a little back and forth to get the right shapes.
01:49Sometimes, I'll sculpt them a little bit and find that not really liking how it
01:53shaped, so well, you erase that or smooth it out and try sculpting it again.
01:58It's really just kind of a back and forth process, trying to find the right shapes.
02:03One of the challenges in doing a kind of cartoony or a caricature sculpt like
02:08this is that you're not trying to get perfect anatomy.
02:11You're trying to balance something that looks believable with something
02:15that looks appealing.
02:17So, I'll have in the back of my mind, kind of a sense of what the anatomy should
02:22look like in a real person, but also balance that with something that just looks
02:25fun and appealing for the character.
02:27So, as I try to hollow out the mouth, sometimes I run into problems with the
02:32polygons kind of crunching in on themselves.
02:35I might turn down the detail so that it doesn't create too many polygons
02:39while I'm sculpting.
02:42I'm being careful not to get into any fine details at this point.
02:45I'm really trying to look for the major shapes and the divisions between those shapes.
02:52Once you get good at eyeballing these kinds of relationships between shapes,
02:56you'll rarely need to use image plane reference images.
02:59You can just train your eyes to observe the relative sizes and shapes
03:02between objects, get the intermediate shapes created and just kind of sculpt
03:08harder edges into it.
03:11So I'm using the Crease tool right now to kind of define the corners and the
03:15edges and the divisions between shapes.
03:18So, I'm just sculpting out the shape a little bit more.
03:21I'm trying to get a nice appealing overall curve to the head.
03:24We want to work fast here.
03:25You don't want to get bogged down in trying to make it exact and perfect.
03:29There's going to be plenty of time for that later.
03:32So now that I've got the eye socket done, I want to come in and get some of the
03:36more specific shapes for the eyes.
03:38I'm just going to sculpt in like fine tuned eye details like the shape of the eyelids.
03:43So, one thing I'm noticing is that my proportions are a little bit off.
03:49I think my eyes are little too far apart and I think maybe they need to come
03:53down on the head a little bit.
03:55So, before I get into any fine details, I want to make sure that I'm adjusting
03:59all of these proportions, making sure that they're not too far off.
04:02If I had put a lot of fine details in and then I tried to adjust that, those
04:06fine details could get ruined.
04:08So, I'm not even going to put the time and effort into things until I know that
04:12my proportions are correct and that my secondary details are accurate.
04:16The mouth is always tricky.
04:20I usually have to do a lot of re- sculpting on the mouth to get it just right.
04:25That looks like some polygons have gotten kind of pinched up or crunched together.
04:29Sometimes you need to smooth it up before the Reduce tool will work.
04:32Since this is a cartoony model, I don't need to really spend too much time on
04:38the inside of the mouth, and most of it is going to be blocked by the teeth,
04:42that I'll make eventually anyway.
04:43So I just basically need to make a hollow space.
04:46It doesn't need to look particularly refined or special.
04:50So after I make any adjustments, I like to zoom out a little bit and just kind
04:54of get an overall sense of how everything is looking.
04:57It looks like there are some large scale adjustments to be made all over the face.
05:01Again, I'm trying to mix realistic anatomy with something that's stylized and cartoony.
05:06It's not really about the tools you use exactly;
05:10it's the way you're thinking about how this character is made, what his
05:14underlying structure is and how he might move if he were animated.
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Detailing the face
00:00For a sculpt like this, what I think is important is that it looked believable
00:04and that it looked appealing.
00:05So if there is any sort of anatomical details that are realistic, but aren't
00:11helping that sense of appeal, I'll leave those details out sometimes.
00:16Again, I'm trying to mix realistic anatomy with something that's stylized and cartoony.
00:21The Grab tool is great for making these kids of little adjustments.
00:27I really like how the Crease brush makes some nice sharp division between
00:31different facial features.
00:35Now, I'm going to make the ears.
00:38Ears are very similar from person-to- person in reality, but a stylized ear is
00:44going to be a little bit more simplified.
00:48Usually, after I make something, I'll adjust its position, so I think this
00:51ear is hanging a little bit low on the face, so I'm just going to skew it up a little bit.
00:57It's interesting how once you make a certain facial feature, like the ears
01:00for example, then you notice that the shapes around it might need adjusting too.
01:05After I made the ear, I realized that the back of the head needed to come in a little bit.
01:10Of course, I'm always looking at the model from different angles, making sure
01:15that it looks right from different views.
01:18One thing to watch out for is, when a shape is kind of thin like this, your
01:22sculpting can actually affect the other side of a shape.
01:25So that ear is kind of thin and the sculpting was actually affecting the
01:28back side of the ear.
01:29These ears are kind of cartoony, so I'm not really going to put too much
01:35more detail into them.
01:36I don't want them to look too realistic.
01:38I'm just going to use the Reduce tool here to get rid of some excess polygons,
01:44and I think we're getting into some finer tune adjustments now.
01:48All the secondary shapes are pretty much where they need to be.
01:51Now, I just need to go in and just make sure that all the lumpiness is worked
01:55out and make sure that my forms are a little bit more precise.
01:59I just want to get an overall view every once in a while, just to make sure that
02:05everything is looking correct.
02:07When I'm doing cartoony characters like this especially, I use the Crease tool
02:12a lot, just don't get a really nice sense of separation between the facial features.
02:18Now, it looks like the overall proportions of the face need just a little bit of tweaking.
02:23I'm just trying to get a balance that looks appealing, but is also
02:29anatomically believable.
02:30I just wasn't totally happy with that mouth.
02:34I'm going to try something else with it.
02:36That's one of the great things about digital sculpting is that if you don't
02:40like the shape or something, you just smooth it out and try something else.
02:43It usually doesn't take a lot of time to fix it up.
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Adding eyeballs, eyebrows, and teeth
00:00So let's get some eyeballs in here.
00:02It always helps the character to look a little bit more realistic and believable
00:06if there are some eyeballs in there.
00:08It can really bring the whole face together.
00:11Now, this guy has kind of beady little cartoony eyes, so they're definitely not realistic.
00:16So with the eyeball in place, we can make some more fine tuned adjustments to the
00:19eyebrows and the eyelids.
00:21Since this guy is kind of cartoony, I'm want to give him separate eyebrows,
00:27just kind of like a strip of clay if this is a real-world sculpture out of actual clay.
00:35You could just get a roll of clay and just stick on there.
00:38I think those excess triangles were causing a little bit of creasing or little
00:44bit of lumpiness in the mesh.
00:46So I'm just going to make some teeth out of a single sphere and just kind of
00:51bend it into a tooth shape.
00:53It doesn't even need to have individual teeth in it, just kind of the overall
00:56shape of a row of teeth across the top of the mouth.
01:00Since this is a cartoony sculpt, I can really take liberties with the stylization.
01:04I don't have to be a slave to reality.
01:06I'm going to hide the head a little bit.
01:10It's sometimes hard to work on those teeth inside the mouth when that head is in the way.
01:14Now, that the teeth are in place, it's a lot easier to see exactly what
01:21adjustments I need to make to the lips to get them to fit around the teeth better.
01:25It's time to make his suit and his shirt and tie.
01:28Now, here's another case where I'm going to cheat a little bit.
01:32This isn't a realistic human character.
01:35So I want to make the shirt and the tie out of one solid piece.
01:40If you were making a realistic character, you, of course have the shirt as one
01:44object, and then the tie as a separate object.
01:47But this is kind of a cartoony character.
01:49We can build it all together and have a kind of clay sculpted look.
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Adding the body and clothing
00:00So what I'm going to do is actually mask off an area where the collar is
00:05actually, and then once that's masked off I can puff up that area where the
00:11collar is and kind of make it feel like it's raised up or separate from the shirt.
00:15I just want to make sure I've got every part of that masked off;
00:20I don't want to have any tiny little holes that aren't masked.
00:23Now, I'm just going to use the Inflate tool and I want to hide the head because
00:29it's getting in the way a little bit and I'll just puff up the collar.
00:33It's a little bit wrinkly around the edges, but that won't be too hard to clean up.
00:37I'm just going to smooth it out a little bit and then go in with the Crease tool
00:42and sharpen up the edges.
00:45One thing I really like about cartoony modeling like this and caricature
00:49sculpting is that you don't have to be super precise.
00:53It can look a little bit wobbly, a little bit lumpy, and it actually kind of
00:56adds to the character.
00:57It kind of looks a little stylized, like it was made out of clay.
01:01Now I don't worry about making it too perfect unless I'm of course sculpting
01:05something that's a real work object rather than a cartoony object.
01:08I'm pretty much going to do the same thing for the tie.
01:16I just want to adjust how the knot of the tie meets with the part that hangs down.
01:21I want to get it to have a little bit more of an overlap feel.
01:25I could have possibly made the jacket out of the same object and just sculpted
01:29it right on top of the shirt, but I wanted it to feel a little bit more
01:33separate, so I am going to make it as a separate object.
01:36Now I'm just kind of using the existing shirt as a guide so that the jacket just
01:42barely fits around it.
01:43So now I'm going to hollow out a part of the jacket where the shirt is
01:49visible through it.
01:53It's always a little bit more tricky when you have to sculpt one object so that
01:56it conforms to another object.
01:59If I'd made the jacket first, it might have been a little bit more loose with it,
02:03but then the shirt, that would have had to made it a little bit more specific so
02:07it'd fit exactly inside that jacket.
02:09So it's always a little more of a challenge when objects either have to be like
02:13really close to each other or conforming to each other.
02:15It just takes a little bit more work and tweaking to get it to look right.
02:19I'm going to try a different technique for the lapels on his jacket.
02:24Like for the collar and the tie I masked it off and then I used the Inflate
02:28brush to kind of puff it out.
02:30But now what I'm going to do is try to just sculpt that thickness right on with Crease brush.
02:35Now this is a trick I use a lot.
02:40I like to have two creases right next to each other.
02:43One crease in, to kind of push it in and then another crease on one side that
02:47creases outwards and it creates a really nice overlapping effect.
02:51Then I just need to smooth out the side that's being overlapped.
02:56I want to put in a little crease right here just to increase the appearance of a
03:01separation between the jacket and the shirt.
03:04I want to do a few final adjustments to the shape of that jacket.
03:07I just want to flatten out the bottom a little bit; this isn't like a totally
03:13finished sculpture. I'm just going to leave the bottom a little bit loose but I
03:17think I'll flatten it out just a bit.
03:19So I'm just giving another look over, just make sure there are not any big
03:24problems and what I'm really looking for is a way so that I can finish up all of
03:29the symmetrical details.
03:30Because when I start working on the hair, the hair is very asymmetrical, so I don't
03:34want to have to come back and try to do any symmetrical sculpting on the
03:38head because I'll have to lose all that sculpting on the hair if I do that.
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Finishing the symmetrical details
00:00So now I'm going to finish up all the symmetrical details.
00:03So I am just trying to get final touches on the head.
00:06It looks there is just a little bit of lumpiness to work out, maybe a few extra
00:12triangles that I don't need.
00:13So it's these finishing tweaking steps that really take a lot of time.
00:17I usually try to get through the major sculpting shapes pretty fast because I
00:23know that it's going to take a lot of time to tweak everything.
00:26I think I'll put a little bit of a stylization on those eyebrows with the Flatten.
00:31I'm just trying to make him look a little bit sharper and crisper and I think
00:37I'll tighten up some of these creases as well.
00:42So I'm done with all of the symmetrical details, so it's time to get working
00:47on the hair.
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Adding hair
00:00Hair is one of those things that's really difficult, especially for
00:04beginning sculptors.
00:05The tendency is to want to sculpt individual hairs and for realistic sculptures,
00:11you eventually probably do want to sculpt some individual hairs.
00:15However, some people just try to skip to that point a little too fast and what
00:19you really want to do is work out the volumes of the hair.
00:22There are a lot of clumps going on and some people just try to skip forward to
00:27stroking on individual hairs and really you want to make you've got all the
00:33clumps working first.
00:34I'm just going to make it out of a separate object and then just push it in to shape.
00:39This is a cartoony character, so we're not actually even going to put on
00:43any individual hairs.
00:44We're just going to kind of leave it a clay look.
00:46So I'm going to try to get as much of the volume of the hair going before I
00:53turn off Symmetry as possible because I don't want to be doing work on one side
00:57of the hair and then have to do it on the other side as well because I've
01:01turned off Symmetry.
01:02So, we kind of passed the point of no return.
01:05We turned off Symmetry.
01:06If I were to turn Symmetry back on to work on the face a little bit, I would
01:10lose all that work that I'm going to do on the hair.
01:14What I'm looking for at this point is the really big major clumps of hair.
01:19I really want to establish the spiral that's happening in his hair.
01:27And one thing that a lot of sculptors do when they're first learning how to do
01:30it is they kind of make a lot of these details just on the surface.
01:34They don't actually build details and the shapes out in volumes and so what I'm
01:39really trying to do is create volumes for all of these clumps rather than just
01:43trying to scratch something out of the surface.
01:45Now, some of these clumps of hair on the side kind of create a pattern that are
01:49combed back from the head, and you kind of want to avoid the temptation of just
01:54making a bunch of strokes that are all the same.
01:56So what I'll do is make one stroke, one size and then change the size of the
02:01brush and make some other strokes and I'll vary the distance between them.
02:04I'll vary how intense they are, just because I don't want them to all look the same.
02:08A lot of variation is going to help the hair look a lot more natural.
02:14So what I'm doing now is switching to the Crease brush and what this is going to
02:17do is tighten up a lot of these edges and corners on the hair and it really adds
02:22a lot of solidity to the hairstyle.
02:24It makes the hair go from this kind of lumpy mass into something that looks like
02:30it has a lot of form and volume to it.
02:34This is something I would even do if it was realistic sculpture--like a realistic
02:38human--is I would also do the same thing with all these hard edges and this
02:44volume and the clumping.
02:46The only difference with the realistic sculpture is that I would just keep
02:49pushing it further and further and keep adding more and more detail until I
02:53actually got down to the individual hair level.
02:55Of course, not every hairstyle can be sculpted.
02:58Some hairstyles are just too frizzy or just too wild to be sculpted really,
03:04so you do have to make some decisions about how you're stylizing the hair to make it work.
03:09So, this spiral is kind of the focal point of his hairstyle, so that I want to make
03:14sure I'm really putting enough detail into it.
03:16I just want to tighten up some of these lines I've already made.
03:21Hair is one of those things that are kind of dynamic.
03:24It has physics all of its own, so when you're working on it, you want to try to
03:29strike a balance between something that's structured and has a pattern to it,
03:33but then is also kind of chaotic and random.
03:36I find that a lot of beginning sculptors have trouble with that, striking a
03:39balance between the chaos and the order.
03:43With practice, it's something that you can pick up.
03:45So, we just want to work some of these overall proportions just a little bit.
03:52I don't want to accidentally select the head, so I'm just going to hide it
03:56temporarily while I work on the hair.
03:57Now, the hair on the backside of the head isn't going to be as visible, so I
04:01don't really put quite as much work into it.
04:04It just kind of needs to look generally okay because you're not really going to
04:08see the back of the head too much.
04:11Something that I like to think about is giving some parts of the sculpt a little
04:15bit more detail than others.
04:17If there's going to be a focal point, you can definitely put more sharpness
04:20or more detail or more effort into those areas, and then if there are other
04:24areas that are less important, then you can kind of leave them a little bit
04:27more general.
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Finishing the sculpt
00:00So, it looks like we're heading towards the very finishing touches here.
00:03I want to do a few asymmetrical adjustments to the face just to give it a little
00:09bit more of an expression or a sense of personality.
00:12I think I want to make these teeth a little bit crooked.
00:16I think I'll clean up the mouth just a little bit, just in the places where it's visible.
00:21I don't really need to put too much work into the mouth because it's going to be
00:25hidden by the teeth for the most part.
00:27One last thing I want to do is make the model spin around.
00:31If you go into Options, you can turn on Turntable Animation, and this is
00:35actually going to make the model spin around all by itself.
00:39So that's the finished model.
00:40Of course, if you wanted to animate this, you would have to re-topologize it, so
00:44it had good topology for deformation.
00:47If you want to turn off the Turntable Animation, just go back into Options and turn it off.
00:52So, there you have it, just about an hour's worth of work and we've got a
00:56finished caricature sculpt.
Collapse this transcript
Conclusion
Next steps
00:00Thanks for joining me on this journey through Sculptris.
00:03It's one of my favorite pieces of software, and I hope it becomes one of yours as well.
00:08But this is just the beginning.
00:09Everything that you make in Sculptris can be used in other 3D programs, making the possibilities quite endless.
00:16From here, there are a whole bunch of courses on lynda.com that can show you how to use
00:21what you made in Sculptris in other ways.
00:24You can watch my course on vehicle modeling in Maya to learn how the concept sculpt of
00:28the vehicle can be turned into a finished model.
00:31Then you can watch Mark Lefitz's course, Photorealistic Lighting with Maya and Nuke.
00:37For the character work, there's my ZBrush courses which show you how to retopologize
00:41the models so that they can be rigged and animated.
00:45There's also an online forum where Sculptris users can discuss the software and what they're doing with it.
00:50Just go to zbrushcentral.com.
00:53Sculptris is owned by the same company that makes ZBrush, so there's actually a Sculptris forum on this site.
00:58Just scroll down and click on SCULPTRIS MAIN FORUM.
01:01If you have any questions about Sculptris, there's sure to someone who has the answer in here.
01:06Well, this is the end of the course, so I wish you the best as you explore what you can make with Sculptris.
Collapse this transcript


Suggested courses to watch next:

ZBrush 4 Essential Training (2h 57m)
Ryan Kittleson

Maya 2011: Modeling a Character (3h 3m)
Ryan Kittleson


Modeling a Character in 3ds Max (4h 31m)
Ryan Kittleson


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