You will learn how to sculpt details into the base mesh you created for the buttons used for the eyes on your scarecrow. To achieve a nice shape for your buttons, you will use the Clay Tubes, MAHcut Mech A, Trim Dynamic, and Smooth brushes as well as Radial Symmetry.
- [Instructor] So let's start off easy and we'll work with the eyes of the scarecrow. The eyes obviously are buttons. Each one is slightly different. Let me bring in the concept art and we can look at it. What we have is one button that has two holes in it with the thread and then the second button has four holes but also with one single thread. Okay. So what I want to do is basically rough out the shape of the button, round it off on the ends, make each one slightly unique from each other And I could work on just one button and then duplicate it, or just work on each one separately.
The first thing I want to do is Isolate one of the buttons. I'm also going to switch over to a different material since the red wax is not really the most desirable. I'll switch over to my Super Clay, gray. And I'll hit F to frame it so that it's framed within my window. Turn on my perspective and the first thing of course I want to do is increase up my geometry count.
Okay. I'll divide that to a level four and begin my sculpt. Switch over to my favorite tool, the clay tubes. I can either begin sculpting around the edge manually or I could attempt to turn on my Radial Symmetry since it is posed in the Z direction.
So let's give that a try. So I'm going to activate my symmetry and I'll turn on the radial count. Now I'm not seeing anything happening. What that's telling me is that my Local Symmetry is thrown off, so I'm going to ensure that that it is turned on, and now you can see all of my radial count direction. However, X is the wrong direction, we wanna switch that over to Z since we're facing forward.
And now I should be able to just very gently sculpt in a small area and get a nice beveled edge. You'll notice I am getting some hard edges because of the level of the deformation. However another thing that's causing that... I'm backing up. Another thing that's causing that is that I'm working with a square alpha so I'm going to actually turn that off.
This will give me more of a round circular pattern to work with. And I'll sculpt once again. Increase my division, once again sculpt, balancing everything out. Now what I'd like to do is smooth out the button a little bit, but if I just use smooth in its default state, you'll notice I lose everything I just sculpted.
The reason for that is when you first start working in a project before you've set your settings on intensity, if you hold down Shift, which switches automatically to the smooth brush, you'll notice your intensity always defaults at 100. So I'll hold down Shift and I'll drag that down roughly to the 20s or 30s, and now when I smooth I retain a lot of my detail in my sculpt.
Okay, great. Add a little bit more. And smooth that out. And once again, sculpt all of that in. Perfect.
Okay Now I want to add a little bit more detail to the button to tighten things up. So I'm going to switch over to my MAH Cut, the Mech A. So I'll hold down Alt and put in a crease. Now if I'd like to increase that, I can just hit the 1 key, which automatically recorded the previous move.
I'll soften that a little bit. Now let me show you something. If I was to put in the crease, let's say, with the Mech A brush, and then I moved my model and then pressed the 1 key, you notice the model moved. It records the last movement that you did. So since it wasn't the sculpt but actually rotating the object that's what it recorded. So it's very critical that if you're going to want to increase your previous recording, you have to make sure that you don't do anything after the sculpt.
Okay, so I'm just going to back that up. And that looks good. I think what I'll do now is put a positive crease just outside of this crease, just to tighten it up a little bit. Excellent. Now if I'd like to make any of my surfaces harder, in this case I want the front of the button to be hard and also the edge, that's a perfect situation for my trimmed dynamic.
So very gently, I'm going to hit the trim dynamic around the front. I'm noticing I could use a little bit more geometry so I'm going to increase my divisions up one more time. Now I'll switch over to a top view or side view. And I'll put in my flat edge for the trim dynamic.
And same thing in the front. And I'm going to just take a little bit off that edge, soften it just a little. I'll reduce my Mech A brush down, so I'm not influencing too much geometry.
Great. Okay, now I just wanna add a little bit more sculpt in the center of my button. Okay, great. Now in the lesson, I'll add the button holes and stitches.
- Creating base meshes
- Using DynaMesh and ZRemesher
- Creating a rope by drawing a curve with a custom brush
- Sculpting buttons, a hat, and gloves
- Texturing the scarecrow
- Creating wood grain
- Exporting subtools to Maya for adjustments
- Rigging in Maya
- Polypainting in ZBrush
- Creating a final render in Photoshop