WEBVTT

1
00:00:00.010 --> 00:00:05.280
So, in this video I'll go over the fundamentals of Blender's Sculpt Mode.

2
00:00:05.280 --> 00:00:09.460
I'll try to keep this video as short as possible and only talk about the essential

3
00:00:09.460 --> 00:00:11.940
Sculpt Mode related features.

4
00:00:11.940 --> 00:00:16.540
A lot more can be found and looked up further on the Blender manual.

5
00:00:16.540 --> 00:00:21.020
If you might have any questions on how a setting in the interface works, you can always right

6
00:00:21.020 --> 00:00:26.100
click on anything in the interface and click on Online Manual.

7
00:00:26.100 --> 00:00:30.180
Or hover over it with the mouse and press F1.

8
00:00:30.180 --> 00:00:34.460
This will take you directly to the official documentation of any particular feature in

9
00:00:34.460 --> 00:00:36.540
the interface.

10
00:00:36.540 --> 00:00:40.220
These fundamentals I will be talking about might not seem like much but don't mistake

11
00:00:40.220 --> 00:00:44.340
that for lacking depth for the sculpting workflow.

12
00:00:44.340 --> 00:00:49.400
Most of the features, modes and editors are kind of feeding into the possibilities of

13
00:00:49.400 --> 00:00:52.180
Blender as a sculpting tool.

14
00:00:52.180 --> 00:00:57.540
There will also be features that I will be intentionally leaving out to not make this

15
00:00:57.540 --> 00:01:00.220
video too bloated or complex.

16
00:01:00.220 --> 00:01:06.700
Also, before we start, I can highly recommend you to get a pen tablet to really get the

17
00:01:06.700 --> 00:01:10.980
most out of sculpting, drawing and painting in Blender.

18
00:01:10.980 --> 00:01:16.820
There are many settings that relate to pressure sensitivity and sculpting with a pen is generally

19
00:01:16.820 --> 00:01:22.300
faster, easier, more comfortable and ergonomic for your hands.

20
00:01:22.300 --> 00:01:25.540
It doesn't need to be a very expensive pen display.

21
00:01:25.540 --> 00:01:29.200
There are many affordable options for tablets on the market.

22
00:01:29.200 --> 00:01:33.540
So if you're not familiar at all with sculpting in digital software, then look at it more

23
00:01:33.540 --> 00:01:36.980
like traditional sculpting with clay.

24
00:01:36.980 --> 00:01:42.820
Instead of modifying the geometry of your object in edit mode, you are dynamically adding,

25
00:01:42.820 --> 00:01:47.820
moving and moving around the shapes of your object to affect your surfaces and volumes

26
00:01:47.820 --> 00:01:50.740
more freely and dynamically.

27
00:01:50.740 --> 00:01:55.500
To enter sculpt mode in Blender, you can switch the mode in the top left corner of the 3D

28
00:01:55.500 --> 00:02:01.060
viewport or use the pie menu with the shortcut Ctrl-Tab.

29
00:02:01.060 --> 00:02:06.780
This will change the options in the interface and replace your cursor with a brush circle.

30
00:02:06.780 --> 00:02:13.000
The way you interact with your object in sculpt mode is generally to left click onto

31
00:02:13.000 --> 00:02:15.000
the surface of your object.

32
00:02:15.000 --> 00:02:17.900
By default you are using the draw brush.

33
00:02:17.900 --> 00:02:22.580
Any vertices within the brush radius are then pushed outwards.

34
00:02:22.580 --> 00:02:28.160
Holding Ctrl while doing this will result in the opposite effect, in this case pushing

35
00:02:28.160 --> 00:02:31.700
the affected vertices inwards.

36
00:02:31.700 --> 00:02:35.780
When holding Shift, it will smooth the affected vertices.

37
00:02:35.780 --> 00:02:42.100
Press F to change the scale of your brush and left click to apply the change.

38
00:02:42.100 --> 00:02:46.960
Also press Shift-F to change the strength of your brush.

39
00:02:46.960 --> 00:02:51.700
All these settings can be seen and changed in the tool settings in the top bar and the

40
00:02:51.700 --> 00:02:55.320
sidebar of your 3D viewport.

41
00:02:55.320 --> 00:03:00.380
If you cannot see these areas of the interface, the way to toggle them is by using the shortcut

42
00:03:00.380 --> 00:03:08.540
T for the toolbar, N for the sidebar and looking into the tab called tool and right

43
00:03:08.540 --> 00:03:15.260
mouse button clicking on the header and enabling tool settings to get the top bar.

44
00:03:15.260 --> 00:03:20.300
It's not called top bar anymore, it was at some point during the development of Blender

45
00:03:20.300 --> 00:03:26.540
2.8 so the name kind of stuck with me and it's going to stay there for a while.

46
00:03:26.540 --> 00:03:32.940
You can also toggle these areas while clicking on view and toggling them there.

47
00:03:32.940 --> 00:03:38.680
There might also be a bit of confusion with the difference between tools and brushes.

48
00:03:38.680 --> 00:03:43.980
So to explain the terminology a bit more, the tools you see in the toolbar each have

49
00:03:43.980 --> 00:03:47.260
distinct settings and behaviors.

50
00:03:47.260 --> 00:03:52.020
If you switch between them you might notice that the options in the top bar and particularly

51
00:03:52.020 --> 00:03:55.540
in the brush settings are different.

52
00:03:55.540 --> 00:04:01.260
A brush in this case is a saved preset for these settings.

53
00:04:01.260 --> 00:04:05.580
You can change the available brush settings freely at any point and their settings will

54
00:04:05.580 --> 00:04:09.620
be saved to the brush you are currently using.

55
00:04:09.620 --> 00:04:15.500
If you want to reset the brush to the default settings at any point you can do it in brush

56
00:04:15.500 --> 00:04:18.780
and clicking on reset brush.

57
00:04:18.780 --> 00:04:25.860
Or alternatively you can also press F3 and search for reset brush.

58
00:04:25.860 --> 00:04:30.020
You can also create new brushes at any time in the brush settings.

59
00:04:30.020 --> 00:04:35.540
To delete a brush properly hold shift and click on the X icon.

60
00:04:35.540 --> 00:04:39.300
After reloading your file the brush should be gone for good.

61
00:04:39.300 --> 00:04:44.900
But let's actually go through the tools that are at your disposal, what they are for and

62
00:04:44.900 --> 00:04:48.520
what settings they provide.

63
00:04:48.520 --> 00:04:53.760
So one thing you might notice is that the tools in the toolbar are color coded.

64
00:04:53.760 --> 00:05:00.040
So blue generally stands for simple adding and subtracting of volume.

65
00:05:00.040 --> 00:05:04.640
Red is increasing and decreasing contrast in different ways.

66
00:05:04.640 --> 00:05:11.320
Yellow is for grabbing behavior instead of drawing lines on the surface.

67
00:05:11.320 --> 00:05:18.000
And gray is for tools that affect the model in different ways like hiding or masking geometry.

68
00:05:18.000 --> 00:05:20.920
But we'll get into all of these tools in a moment.

69
00:05:20.920 --> 00:05:25.320
The default and top most is the draw tool.

70
00:05:25.320 --> 00:05:30.480
This one is the simplest one out of the blue selection with the main effect of adding and

71
00:05:30.480 --> 00:05:31.960
subtracting.

72
00:05:31.960 --> 00:05:38.640
The direction that the brush pushes the geometry in is based on the average normal direction

73
00:05:38.640 --> 00:05:42.020
of all the vertices within your brush radius.

74
00:05:42.040 --> 00:05:48.120
If you don't know what normals are, they are basically the direction that any vertex, edge

75
00:05:48.120 --> 00:05:51.400
or face is facing towards.

76
00:05:51.400 --> 00:05:56.480
To have them visualized you can enable the normal overlays in edit mode.

77
00:05:56.480 --> 00:06:01.180
The shortcut for the draw tool is X.

78
00:06:01.180 --> 00:06:06.360
The next two tools in the list are clay and clay strips which are very similar.

79
00:06:06.360 --> 00:06:12.200
Just like draw they add and subtract but have a secondary effect of flattening the

80
00:06:12.200 --> 00:06:14.580
affected surfaces.

81
00:06:14.580 --> 00:06:19.060
This makes these brushes great for building shapes and forms early on while sculpting

82
00:06:19.060 --> 00:06:25.540
since they can easily replace previous strokes by flattening them out while you add and remove

83
00:06:25.540 --> 00:06:27.440
more volume.

84
00:06:27.440 --> 00:06:34.280
The difference between the two is that clay strips uses a square sharper profile while

85
00:06:34.280 --> 00:06:38.800
clay is very circular and smooth instead.

86
00:06:38.800 --> 00:06:45.220
Clay strips is generally great as a more aggressive and worth a version of the two to build volumes

87
00:06:45.220 --> 00:06:47.020
and shapes.

88
00:06:47.020 --> 00:06:53.240
The clay tool has the shortcut C while the clay strips brush has no shortcut by default.

89
00:06:53.240 --> 00:06:59.320
The layer tool is also for adding and subtracting but has the extra settings to define a maximum

90
00:06:59.320 --> 00:07:01.140
height.

91
00:07:01.160 --> 00:07:06.440
This way you can more precisely add strokes that won't exceed a certain height and even

92
00:07:06.440 --> 00:07:11.780
make the heights persistent for multiple strokes after one another.

93
00:07:11.780 --> 00:07:15.220
This one's shortcut is L.

94
00:07:15.220 --> 00:07:19.040
The inflate tool is the most unique out of the blue ones.

95
00:07:19.040 --> 00:07:26.040
It adds and subtracts based on individual vertex normals instead of the average of everything

96
00:07:26.040 --> 00:07:28.620
that is in your brush radius.

97
00:07:28.620 --> 00:07:34.760
This makes the affected areas essentially inflate and de-or deflate which can be great

98
00:07:34.760 --> 00:07:38.200
when sculpting thin and small objects.

99
00:07:38.200 --> 00:07:41.420
The shortcut for this tool is I.

100
00:07:41.420 --> 00:07:45.680
Blob and crease are very similar to each other as well.

101
00:07:45.680 --> 00:07:52.680
In addition to adding and subtracting they have the secondary effect of pinching or magnifying.

102
00:07:52.680 --> 00:07:57.580
So essentially pulling the vertices together or apart.

103
00:07:57.580 --> 00:08:04.000
This effect can be made stronger or weaker in the brush settings by changing the pinch slider.

104
00:08:04.000 --> 00:08:08.580
With all these tools it's good to keep in mind that the main effect like adding and

105
00:08:08.580 --> 00:08:14.380
subtracting can be inverted by holding control but the secondary effects in the brush settings

106
00:08:14.380 --> 00:08:18.580
like pinching and flattening cannot be inverted.

107
00:08:18.580 --> 00:08:25.020
Crease has the shortcut of shift C while blob has none by default.

108
00:08:25.020 --> 00:08:28.180
The first of the red tools is smooth.

109
00:08:28.180 --> 00:08:32.540
This one is very straightforward since it has almost no brush options.

110
00:08:32.540 --> 00:08:39.020
It smooths the affected vertices by averaging their position to each other.

111
00:08:39.020 --> 00:08:44.800
Keep in mind that this also results in loss of volume not just surface detail.

112
00:08:44.800 --> 00:08:52.820
The common way of smoothing is holding shift but the tool also has the shortcut S.

113
00:08:52.820 --> 00:08:58.080
After that comes flatten, fill and scrape which are also similar to each other.

114
00:08:58.080 --> 00:09:03.620
While the flattening is a secondary effect for the clay brushes in these particular tools

115
00:09:03.620 --> 00:09:06.220
it's the main effect.

116
00:09:06.220 --> 00:09:13.020
What these tools basically do is to push vertices within the brush radius up or down to meet

117
00:09:13.020 --> 00:09:16.680
each other in the middle on an average height.

118
00:09:16.680 --> 00:09:21.860
The fill and scrape tools are similar but only do this in one direction.

119
00:09:21.880 --> 00:09:26.920
So the scrape brush is always pushing the vertices down while the fill brush is always

120
00:09:26.920 --> 00:09:28.940
pushing them up.

121
00:09:28.940 --> 00:09:34.220
These brushes can be a more aggressive way of smoothing large sections of your surfaces

122
00:09:34.220 --> 00:09:37.320
or flattening areas completely.

123
00:09:37.320 --> 00:09:42.720
While holding control they will do the opposite though and essentially enhance the contrast

124
00:09:42.720 --> 00:09:47.240
of your surfaces by pushing away from the average height.

125
00:09:47.240 --> 00:09:53.680
You can also change the plane offset slider in the brush settings to define the average

126
00:09:53.680 --> 00:09:56.540
height where these vertices meet.

127
00:09:56.540 --> 00:10:02.840
So instead of meeting at the middle they can be pushed further up and down to meet somewhere else.

128
00:10:04.840 --> 00:10:12.180
Flattening has the shortcut of shift T while scrape and fill have none by default.

129
00:10:12.180 --> 00:10:15.140
Pinch is also very familiar.

130
00:10:15.140 --> 00:10:21.140
Instead of only existing as a secondary effect for the crease and blob brushes it also has

131
00:10:21.140 --> 00:10:22.440
its own tool.

132
00:10:22.440 --> 00:10:28.820
So by default it will pull in or pinch your vertices and when holding control it will

133
00:10:28.820 --> 00:10:32.020
push them apart or magnify.

134
00:10:32.020 --> 00:10:35.500
This tool is using the shortcut P.

135
00:10:35.500 --> 00:10:39.740
Next in the list are the yellow tools starting with grab.

136
00:10:39.740 --> 00:10:44.800
With this one you can move vertices within your radius around by making them follow your

137
00:10:44.800 --> 00:10:46.780
mouse.

138
00:10:46.780 --> 00:10:52.620
Holding control while doing this will not invert the effect with these brushes but change

139
00:10:52.620 --> 00:10:57.500
the direction to be consistent with the average normal direction instead of following the

140
00:10:57.500 --> 00:10:59.860
mouse across the screen.

141
00:10:59.860 --> 00:11:04.200
This effect is called normal weight and can also be adjusted as a slider in the brush

142
00:11:04.200 --> 00:11:05.580
settings.

143
00:11:05.580 --> 00:11:09.980
The shortcut for the grab tool is G by default.

144
00:11:09.980 --> 00:11:13.600
Snake hook is also very familiar to grab.

145
00:11:13.600 --> 00:11:17.540
The behavior is different in interesting ways though.

146
00:11:17.540 --> 00:11:22.860
Instead of only moving the vertices that are within your brush at the start of your stroke

147
00:11:22.860 --> 00:11:26.660
it lets them go and picks up more along the way.

148
00:11:26.660 --> 00:11:30.000
This gives it an almost liquid like feeling.

149
00:11:30.000 --> 00:11:34.300
With this brush you can also basically pull out snakes from your object.

150
00:11:34.300 --> 00:11:40.040
Hence the name.

151
00:11:40.040 --> 00:11:47.720
The two most important options for this tool are rake and pinch in the brush settings.

152
00:11:47.720 --> 00:11:54.360
When increasing rake the geometry will follow the rotation of your brush stroke while increasing

153
00:11:54.360 --> 00:12:00.260
pinch will avoid the loss of volume during that stroke.

154
00:12:00.280 --> 00:12:05.440
The shortcut for this tool is shift K by default.

155
00:12:05.440 --> 00:12:11.640
The thumb and nudge tools are each very similar to grab and snake hook.

156
00:12:11.640 --> 00:12:16.560
They behave exactly like them but instead of moving the vertices around based on the

157
00:12:16.560 --> 00:12:22.240
direction that you are looking at the mesh it moves them based on the average normals.

158
00:12:22.240 --> 00:12:27.280
This way you can slide vertices along the surface of your object instead of along the

159
00:12:27.280 --> 00:12:29.740
screen.

160
00:12:29.760 --> 00:12:32.680
The last of the red tools is rotate.

161
00:12:32.680 --> 00:12:38.280
This one essentially twists the affected vertices based on how long your stroke is and the

162
00:12:38.280 --> 00:12:40.080
angle that you take.

163
00:12:40.080 --> 00:12:45.260
It's a bit of an odd brush but it could be useful at times.

164
00:12:45.260 --> 00:12:49.160
The gray tools at the bottom are pretty simple actually.

165
00:12:49.160 --> 00:12:55.600
We'll start with mask and skip simplify for now until we talk about later settings.

166
00:12:55.620 --> 00:13:02.240
What this brush allows you to do is to place a mask on your geometry indicated by a dark

167
00:13:02.240 --> 00:13:03.900
color.

168
00:13:03.900 --> 00:13:09.340
This mask will not be affected by any other brush.

169
00:13:09.340 --> 00:13:16.300
A mask with the strength of 1 is shielding the affected areas from any changes while

170
00:13:16.300 --> 00:13:23.740
a mask of half the strength makes the other brushes affect the surface only half as strong.

171
00:13:23.760 --> 00:13:29.920
This brush can be incredibly helpful for many things like sculpting, overlapping areas or

172
00:13:29.920 --> 00:13:33.040
custom patterns.

173
00:13:33.040 --> 00:13:39.960
You can hold control to unmask areas and hold shift to smooth the mask.

174
00:13:39.960 --> 00:13:46.600
You can adjust how dark the mask appears in the overlays with the mask slider.

175
00:13:46.600 --> 00:13:52.600
You can even toggle the mask overlay off to make the mask temporarily invisible.

176
00:13:52.620 --> 00:13:56.620
This can also be toggled with the shortcut control M.

177
00:13:56.620 --> 00:14:04.200
You can invert your mask with control I and remove it completely with alt M.

178
00:14:04.200 --> 00:14:08.020
Very similar to the mask tool is the box mask.

179
00:14:08.020 --> 00:14:13.780
If you click and hold on the tool it will actually reveal the lasso mask tool as well.

180
00:14:13.780 --> 00:14:18.620
These are very similar to the regular box and lasso select in object and edit mode.

181
00:14:18.640 --> 00:14:23.080
At the moment they unfortunately have no additional options but they are surely coming for the

182
00:14:23.080 --> 00:14:24.860
next blender release.

183
00:14:24.860 --> 00:14:30.340
You can also access the box masking with the shortcut B and lasso masking with holding

184
00:14:30.340 --> 00:14:34.440
down control shift and left mouse click.

185
00:14:34.440 --> 00:14:41.160
It's important to know these types of masking are infinitely deep so box masking will also

186
00:14:41.160 --> 00:14:46.960
select through your surfaces and affect the other side of your model.

187
00:14:46.980 --> 00:14:54.380
The last great tool is box hiding which can be a quick way of hiding geometry in scope mode.

188
00:14:54.380 --> 00:14:59.340
Hiding geometry is not just invisible but also unaffected by tools.

189
00:14:59.340 --> 00:15:04.340
Any geometry that is hidden in edit mode is also hidden in scope mode.

190
00:15:09.980 --> 00:15:15.900
The last tool in the list is annotate to draw annotations just like in any other mode.

191
00:15:15.900 --> 00:15:21.440
To get a bit deeper into the tools I will also explain the most common brush settings.

192
00:15:21.440 --> 00:15:25.480
This will not be an extensive overview so again I can recommend to visit the blender

193
00:15:25.480 --> 00:15:32.200
manual if you have any questions in the right mouse button menu or pressing F1 while hovering

194
00:15:32.200 --> 00:15:33.960
over any setting.

195
00:15:33.960 --> 00:15:38.480
All these tool settings can be found in the top bar and the side bar as well as the tool

196
00:15:38.480 --> 00:15:43.360
settings tab in the properties editor to the right.

197
00:15:43.360 --> 00:15:48.220
Some of the ones that are the most exposed are radius and strength and they are part

198
00:15:48.220 --> 00:15:52.060
of basically every brush in scope mode.

199
00:15:52.060 --> 00:15:56.940
For the most part you will be changing these via the shortcut F and shift F like mentioned

200
00:15:56.940 --> 00:16:02.240
before but the sliders can give you an overview on what they are currently set to.

201
00:16:02.240 --> 00:16:06.940
You can also enable the button next to them to enable pressure sensitivity.

202
00:16:06.940 --> 00:16:12.220
This will adjust the setting based on how much pressure you apply with your pen on the

203
00:16:12.220 --> 00:16:13.660
tablet.

204
00:16:13.660 --> 00:16:17.100
This setting is not relevant for mouse users though.

205
00:16:17.100 --> 00:16:22.280
The next most used settings are the ones that are tied to holding control namely the direction

206
00:16:22.280 --> 00:16:27.180
of your brush or the plus and minus in the tool settings.

207
00:16:27.180 --> 00:16:31.920
Like I mentioned before this is to invert the main effect of your brush.

208
00:16:31.920 --> 00:16:37.600
Holding control with grab, snake hook, nudge and thumb though instead inverts the normal

209
00:16:37.600 --> 00:16:38.760
weight.

210
00:16:38.760 --> 00:16:41.980
You also have more advanced settings in the brush drop down.

211
00:16:41.980 --> 00:16:47.120
Here you can adjust the behavior of your brush in more detailed ways.

212
00:16:47.120 --> 00:16:53.380
A very common brush setting for almost every brush is auto smooth which adds a secondary

213
00:16:53.380 --> 00:16:56.360
smoothing effect for your brush stroke.

214
00:16:56.360 --> 00:17:00.740
You can enable pressure sensitivity on a lot of these settings as well.

215
00:17:00.740 --> 00:17:06.360
For example enabling pressure sensitivity on both the strength and auto smooth has the

216
00:17:06.360 --> 00:17:16.040
effect of applying more pressure to add or subtract volume and applying less pressure

217
00:17:16.040 --> 00:17:19.760
to get more of a smoothing effect.

218
00:17:19.760 --> 00:17:24.600
More examples for brush settings are settings like pinch, rake and plane offset which we

219
00:17:24.600 --> 00:17:26.980
mentioned before.

220
00:17:26.980 --> 00:17:33.080
Another very common one is accumulate which removes the strength cap of your brush and

221
00:17:33.080 --> 00:17:38.540
lets you infinitely apply the stroke on your surface.

222
00:17:38.540 --> 00:17:41.720
You can also apply textures to your brushes.

223
00:17:41.720 --> 00:17:49.660
This allows you to use patterns for your brushes instead of just the usual circular fall off.

224
00:17:49.660 --> 00:17:56.260
For this you can click on new or select an existing texture from the texture list.

225
00:17:56.260 --> 00:18:01.280
New textures are blank by default so to load an image to your texture you need to go to

226
00:18:01.280 --> 00:18:07.740
the texture tab in the properties editor and select create or open a new image from

227
00:18:07.740 --> 00:18:09.780
the file browser.

228
00:18:09.780 --> 00:18:15.180
Once an image is selected you can rename the texture for organizations sake.

229
00:18:15.180 --> 00:18:19.620
For textures you have a variety of options in the tool settings.

230
00:18:19.620 --> 00:18:24.740
You can for example change the mapping which will change the way the texture is being projected

231
00:18:24.740 --> 00:18:26.400
through your brush.

232
00:18:26.420 --> 00:18:32.380
You can also change the angle of your texture or enable rake to make it follow the rotation

233
00:18:32.380 --> 00:18:37.500
of your stroke just like with a snake hook brush.

234
00:18:37.500 --> 00:18:42.260
The offset and size of your texture is also freely adjustable below.

235
00:18:42.260 --> 00:18:45.220
For your stroke you can also change the behavior.

236
00:18:45.220 --> 00:18:50.900
The default stroke method is often space which applies the brush strength every time after

237
00:18:50.900 --> 00:18:54.140
a certain distance in your stroke.

238
00:18:54.160 --> 00:18:59.700
Increase the spacing and you will get dots that are further apart and decrease it to

239
00:18:59.700 --> 00:19:04.160
get a very smooth but also very strong stroke.

240
00:19:04.160 --> 00:19:10.240
Smooth stroke is also often used and has the shortcut shift s to toggle it.

241
00:19:10.240 --> 00:19:15.280
The effect this has on the brush is like dragging a paintbrush along a rubber band.

242
00:19:15.280 --> 00:19:23.000
You can change the radius and factor to make the stroke more or less smooth.

243
00:19:23.000 --> 00:19:26.380
The falloff curve settings are relatively simple.

244
00:19:26.380 --> 00:19:29.760
Your sculpting stroke always has a profile.

245
00:19:29.760 --> 00:19:36.380
By default it's using a smooth curve that you can see in these settings or by pressing

246
00:19:36.380 --> 00:19:40.060
F or shift F.

247
00:19:40.060 --> 00:19:45.500
You can either manually change the curve to be sharper or rounder by adding and moving

248
00:19:45.500 --> 00:19:50.420
points or even make a completely custom profile.

249
00:19:50.420 --> 00:19:56.540
Points in the curve are added and moved by left clicking and you can remove them easily

250
00:19:56.540 --> 00:20:00.920
by dragging them to the endpoints of the curve.

251
00:20:00.920 --> 00:20:07.860
You can also just select a preset which will give you the most optimal results.

252
00:20:07.860 --> 00:20:13.680
With the display options you can change the look of your brush but not much functionality-wise.

253
00:20:13.680 --> 00:20:18.120
And then further down in the tool settings we finally get to symmetry.

254
00:20:18.120 --> 00:20:23.660
These options let you mirror or duplicate your stroke on your object while you sculpt.

255
00:20:23.660 --> 00:20:30.920
The most basic ways to use symmetry is to toggle X, Y and or Z mirror to mirror your

256
00:20:30.920 --> 00:20:35.260
stroke across a certain axis.

257
00:20:35.260 --> 00:20:41.460
These symmetry options will use the origin of the object and its rotation as the center

258
00:20:41.460 --> 00:20:44.660
axis of where to mirror your strokes from.

259
00:20:48.840 --> 00:20:56.040
You can also lock and tile your stroke in certain axes.

260
00:20:56.040 --> 00:21:02.080
Even radial symmetry is available to repeat strokes multiple times around your object.

261
00:21:02.080 --> 00:21:08.080
Unfortunately there is no dynamic preview of these points where it's going to be mirrored

262
00:21:08.080 --> 00:21:14.320
or duplicated but this is a feature that is coming for the next version of Blender.

263
00:21:14.320 --> 00:21:19.180
Lastly it's time to talk about adaptive sculpting methods.

264
00:21:19.180 --> 00:21:24.120
You could of course just sculpt on your subdivided cube but there are better ways of providing

265
00:21:24.120 --> 00:21:27.600
you with more resolution to sculpt on.

266
00:21:27.600 --> 00:21:32.680
One of them is dynamic topology or dientopo in short.

267
00:21:32.680 --> 00:21:36.400
You can find it towards the end of your tool settings usually.

268
00:21:36.400 --> 00:21:42.320
When enabled your sculpting brushes will dynamically tessellate your surfaces to add or remove

269
00:21:42.320 --> 00:21:43.620
detail.

270
00:21:43.620 --> 00:21:48.140
This way you don't really have to worry about running out of geometry to sculpt on because

271
00:21:48.140 --> 00:21:51.140
it will always auto generate it for you.

272
00:21:51.140 --> 00:21:56.700
You can enable dynamic topology with a shortcut Ctrl D. You might get a warning message when

273
00:21:56.700 --> 00:22:01.620
trying to enable dynamic topology letting you know that it will not preserve some object

274
00:22:01.620 --> 00:22:05.820
data like UVs, vertex groups and vertex colors.

275
00:22:05.820 --> 00:22:11.660
Since it constantly remeshes your geometry this will delete any of this data that you

276
00:22:11.660 --> 00:22:15.540
might have so keep that in mind.

277
00:22:15.540 --> 00:22:21.380
Dynamic topology will also not preview any modifiers you might have active.

278
00:22:21.380 --> 00:22:25.540
Within the dynamic topology options you can then change a couple of settings and are presented

279
00:22:25.540 --> 00:22:27.420
with more options.

280
00:22:27.420 --> 00:22:31.660
One of them is the method of remeshing that is being used.

281
00:22:31.660 --> 00:22:37.540
You can set it to constant detail which has a set constant detail level that every new

282
00:22:37.540 --> 00:22:39.780
triangle is using.

283
00:22:39.780 --> 00:22:43.740
This way the resolution will remain consistent across the object.

284
00:22:43.740 --> 00:22:48.900
You can change the resolution value manually or pick a resolution from the 3D viewport

285
00:22:48.900 --> 00:22:51.400
with the picker icon.

286
00:22:51.400 --> 00:22:55.420
The higher the value the more dense the geometry.

287
00:22:55.420 --> 00:23:00.620
If you change the method to relative detail on the other hand it will base the resolution

288
00:23:00.620 --> 00:23:04.100
on how far you zoomed into your model.

289
00:23:04.100 --> 00:23:09.620
The resolution gets renamed to detail size and now it relates to the screen size of

290
00:23:09.620 --> 00:23:11.340
the triangles.

291
00:23:11.340 --> 00:23:16.620
Set the number to a lower amount of pixels for denser geometry.

292
00:23:16.620 --> 00:23:21.360
The other two methods are used less but what they do is simple.

293
00:23:21.360 --> 00:23:27.340
Brush detail ties the resolution to the brush size and how far you zoomed into your model

294
00:23:27.340 --> 00:23:33.700
and manual detail on the other hand doesn't dynamically remesh by using the brushes which

295
00:23:33.700 --> 00:23:36.540
leads me to the extra options below.

296
00:23:36.540 --> 00:23:42.900
When using constant or manual detail you can flood fill the set resolution to your entire

297
00:23:42.900 --> 00:23:44.200
object.

298
00:23:44.200 --> 00:23:49.260
This is the only way to remesh when using manual detail but also very useful at times

299
00:23:49.260 --> 00:23:55.660
when you're using constant detail.

300
00:23:55.660 --> 00:24:03.660
You can also symmetrize your object by remeshing one half to copy the other half of your geometry.

301
00:24:04.060 --> 00:24:10.700
Just set a symmetry axis and click the button to make your model perfectly symmetrical.

302
00:24:10.700 --> 00:24:16.020
The optimize button optimizes the performance of your viewport should it become particularly

303
00:24:16.020 --> 00:24:17.300
slow.

304
00:24:17.300 --> 00:24:24.180
Almost all brushes are using dynamic topology but the simplified tool is the one that exclusively

305
00:24:24.180 --> 00:24:26.460
reacts to it.

306
00:24:26.460 --> 00:24:31.820
There's also another way of adding more geometry to your object apart from dynamic topology

307
00:24:32.060 --> 00:24:34.440
and that is multi-resolution.

308
00:24:34.440 --> 00:24:39.940
This is a modifier that can be added in the modifier tab in the properties editor.

309
00:24:39.940 --> 00:24:45.300
This adds an interface to add subdivisions to your object while being able to sculpt

310
00:24:45.300 --> 00:24:47.780
on the individual levels.

311
00:24:47.780 --> 00:24:53.380
You can set different levels of your subdivisions to be visible in your viewport preview in

312
00:24:53.380 --> 00:24:57.620
general, sculpt mode specifically and during rendering.

313
00:24:57.660 --> 00:25:03.860
I can recommend to always leave it at cut more clock since simple just adds more geometry

314
00:25:03.860 --> 00:25:06.620
without smoothing the result.

315
00:25:06.620 --> 00:25:10.820
And those are the basics, the rest can be found in the online manual for Blender.

