Blender Tutorial for Beginners - Creature Sculpting Part 2 — Transcript
Full transcript
- 0:00Welcome back to the second part of our creature sculpting series.
- 0:03If you just tuned in, make sure you watch the first part. You can find the link in the description.
- 0:09In this part we will finish the primary shape of our creature
- 0:13You will learn additional sculpting tools like the pose brush, masks, trimming
- 0:17How to work best with reference images
- 0:20and the power of curves in 3d modeling
- 0:26In the last video we stopped with the sculpt of the rough shape of our creature with a low resolution.
- 0:33And before we go any further, I should give you some information about the rest-position.
- 0:37if you plan to animate or pose your model later, be sure to leave enough space between different parts.
- 0:43The reason is that 1. sculping otherwise becomes quite difficult between the parts and 2. the weighting of the bones of the later rig becomes difficult to handle
- 0:52You may have wondered why human characters always stand in such a strange resting pose, namely the A or T pose. This is why.
- 1:01If you notice during sculpting that you need more distance, you can always use the pose-brush to reposition your model.
- 1:08The pose brush works similar to the bones of your later rig. Just select it, choose a suitable radius and use it.
- 1:14Let's spread the legs of our creature a little now and continue with the overall shape.
- 1:19In order to refine the shape more and more, we have to increase the resolution more and more.
- 1:24so lets remesh our model with a smaller voxel size
- 1:27but not too small
- 1:29take a brush of your choice and continue the sculpting process.
- 1:33i have taken a voxel size of 0.02, but you may find another one best for you
- 1:38And don't forget, you can use the remesh function over and over to fix the mesh
- 1:43If you have reached a point where the voxel size is no longer sufficient, this is exactly right. move to another spot and continue there.
- 1:52The only thing I do here is ... add, smooth, add smooth, remove smooth, drag smooth
- 2:01Now let's continue with the head.
- 2:04What I like is to use the Draw Sharp Brush to make marks on my model as if it were a pencil.
- 2:09As an example, here I sketch the shape of the later mouth
- 2:13And for the rest .. you know already .. Draw, smooth, Drag Smooth
- 2:19Ah, and by the way ... I STILL do not use a graphics tablet .. just the mouse
- 2:23And so far I don't use any reference images, because it is only the rough silhouette... at this point I only want to establish the effect of the creature... big and dangerous....
- 2:33at this point I still do not know exactly how the creature will look later.
- 2:35and now to a tool that changed my life ...
- 2:38the tool that has increased my sculpting skills a hundredfold since i started using it regularly
- 2:43The tool that brings entire pandemics down to their knees
- 2:46the tool over which even films have been made
- 2:50Masking is ... marking vertices to prevent them from being manipulated during sculpting
- 2:56To mask certain areas, you can use the Mask Brush, with the Hotkey M and paint on your model.
- 3:02You can also use Box mask, or with Click and Hold on the Icon you can select the Lasso mask or the line mask.
- 3:08By opening the mask menu, you can smooth, sharpen, grow, invert, remove the mask and whatever.
- 3:14i would advise you to integrate masking into your workflow very early to get used to it quickly. it will be worth it
- 3:20In the case of eye sockets, the mask helps me to find the right position
- 3:23And when you invert the mask,...
- 3:26you can use the mesh filter, or any other brush to dig a hole
- 3:30Let's clear the mask...
- 3:32... and create a UV sphere as an eyeball and then place it in the right position as eyes with a mirror modifier.
- 3:38Finally, adjust the eye sockets to the eyes ...
- 3:45i will now also use the mask tool to make the legs longer
- 3:48And I combination of the Lasso Mask and the Pose-Brush helps me to create the mouth
- 3:54You can cut a hole using the lasst trim tool
- 3:59Remesh your model, and use your already known tools to form a nice shape for the mouth
- 4:09and now it's time to get more specific
- 4:12Until now I only knew that my creature should be a mix of a fish and rhinoceros
- 4:17And I knew how it should appear to others ... dangerous, powerful
- 4:22Now we have to illustrate exactly these characteristics not only through the silhouette, but also through smaller details.
- 4:29and since we humans are by no means walking cameras, nor do we have an unlimited portfolio of creativity, we have to help ourselves
- 4:38Even artists like da vinci knew the power of pinterest and instagram in their search for inspiration for their artwork.
- 4:46In any kind of art, whether on canvas or digital, artists use references.
- 4:51Using references is .. discovering details on images or in real life to give the artist a better understanding of the object they are painting or modeling.
- 5:01I would even go so far as to say that the quality of the references has a 50% impact on the result
- 5:06You should take enough time to look for reference images for each of your projects.
- 5:11The easiest way is to use a free software called PureRef. Here you can create a canvas and drag in your images from Pinterest or Google Images.
- 5:21As a small tip ... look at macro shots .. This can bring your creativity or models to the next level
- 5:25For this creature, I mainly use references from reptiles
- 5:28The head shape, the structure etc. are strongly inspired by them.
- 5:32For the anatomy, I mainly stick to a rhinoceros, by that I mean visible muscles, skin, and so on.
- 5:38Other than that .. It is just try and error, just sculpt and see what looks good.
- 5:53Lets now add a cylinder, scale it, add some loop cuts, and block out an interresting shape with the editing tools you already learned in the first video
- 6:03Bring it in position and duplicate it a bunch of times along the back of the creature
- 6:08When you now try to form a smooth curve using proportional editing, you will quickly reach your limits
- 6:14The Topology will be a mess, it is no longer evenly thick and the whole process is just ... not confortable
- 6:19We need another way
- 6:21Let me introduce you the beautiful world of curves
- 6:24Curves can be used to create a smooth path to deform a mesh along.
- 6:28You can create a curve like any other object with a press on SHift-A.
- 6:32There are two types of curves, what type you use is up to you. I prefer bezier curves.
- 6:36In the object data properties, you can give the curve geometry
- 6:40Curves are also often used to create hair or animate an object like a camera along a path
- 6:49With this new knowledge, let's take one of the spikes and reset the rotation
- 6:54Press SHift+A to create a curve
- 6:56Scale it to the size of the spike and bring it in the same position
- 7:01Now ... and this is VERY IMPORTANT ... right click and set the origin to 3D Cursor
- 7:07Your curve has to be here ... and the origin, the orange dot, EXACTLY here
- 7:12. if u have messed up your 3D Cursor, you can simply bring it back bt pressing Shift+S and select Cursor to World Origin
- 7:19On your spike, you can now add a Subdivision Surface Modifier to increase the number of polys And after that, add a Curve Modifier
- 7:27Select your previously created curve and the correct deform axis in the modifier
- 7:32When you go into edit mode of the curve now, you should be able to move the different dots and the spike should adjust to the form of the curve.
- 7:40This is tough sometimes, since EVERY little piece has to be done correct in order for it to work.
- 7:47So make sure the rotation is applyed on your mesh, the origin is correctly set on the curve, the correct deform axis is selected in the modifier, and if it still does not work, delete the curve and start over again.
- 8:01But if it worked .. delete the old spikes
- 8:04move the curve together with the spike in position, duplicate both as often as you need and start forming the spikes to create a interresting shape
- 8:18As for the teeth, I will do the same as for the spikes, but this time I will use proportional editing to make a little curve
- 8:26Add a mirror modifier and add as many teeth as you need, move them, scale them, rotate them, just create enough randomness to make it interresting
- 8:37And lastly the tail, for which i will use a curve again ..
- 8:49Alright! So far we have gone through the process of blocking out our basic shape
- 8:54To a state, where you can even see the creature come to life
- 8:58In the next video, we will finish the final shape of our creature, and start the preparation for the final detailling process!
- 9:04If you need to watch the video in real time speed, I am uploading all raw videos to my Patreon page.
- 9:10additionally you can download sculpting textures instead of buying them somewhere and have access to all my blender projects
- 9:18So make sure to check it out ... See you in the next part!
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