WEBVTT

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So, in this video I'll go over the fundamentals of Blender's Sculpt Mode.

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I'll try to keep this video as short as possible

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and only talk about the essential Sculpt Mode related features.

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A lot more can be found and looked up further on the Blender manual.

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If you might have any questions on how a setting in the interface works, you can

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always right-click on anything in the interface and click

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on Online Manual or hover it with the mouse and press F1.

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This will take you directly to the official

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documentation of any particular feature in the interface.

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These fundamentals I will be talking about might not seem like much, but don't mistake

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that for lacking depth for the sculpting workflow.

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Most other features, modes and editors are kind of feeding

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into the possibilities of Blender as a sculpting tool.

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There will also be features that I will be intentionally

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leaving out to not make this video too bloated or complex.

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Also before we start, I can highly recommend

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you to get a pen tablet to really get the

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most out of sculpting, drawing and painting in Blender.

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There are many settings that relate to pressure sensitivity and sculpting with

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pen is generally faster, easier, more comfortable and ergonomic for your hands.

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It doesn't need to be a very expensive pen display.

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There are many affordable options for tablets on the market.

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So if you're not familiar at all with sculpting in digital software, then look

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at it more like traditional sculpting with Clay.

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Instead of modifying the geometry of your object in edit mode, you are dynamically

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adding, removing and moving around the shapes of your object to affect your

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surfaces and volumes more freely and dynamically.

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To enter sculpt mode in Blender, you can switch the mode in the top left corner

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of the 3D viewport or use the pie menu with the shortcut control tab.

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This will change the options in the interface

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and replace your cursor with a brush circle.

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The way you interact with your object in sculpt mode is

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generally to left click onto the surface of your object.

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By default, you are using the draw brush.

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Any vertices within the brush radius are then pushed outwards.

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Holding control while doing this will result in the opposite effect.

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In this case, pushing the affected vertices inwards.

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When holding shift, it will smooth the affected vertices.

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Press F to change the scale of your brush and left click to apply the change.

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Also press shift F to change the strength of your brush.

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All these settings can be seen and changed in the tool

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settings in the top bar and the sidebar of your 3D viewport.

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If you cannot see these areas of the interface, the way to toggle them is

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using the shortcut T for the toolbar, N for the sidebar and looking into the

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tab called tool and right mouse button clicking on the

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header and enabling tool settings to get the top bar.

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It's not called top bar anymore.

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It was at some point during the development of Blender 2.8.

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So the name kind of stuck with me and it's going to stay there for a while.

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You can also toggle these areas while clicking on view and toggling them there.

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There might also be a bit of confusion with the difference between tools and brushes.

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So to explain the terminology a bit more, the tools you see

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in the toolbar each have distinct settings and behaviors.

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If you switch between them, you might notice that the options in the top bar

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and particularly in the brush settings are different.

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A brush in this case is a saved preset for these settings.

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You can change the available brush settings freely at any point

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and their settings will be saved to the brush you are currently using.

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If you want to reset the brush to the default settings at any point,

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you can do it in brush and clicking on reset brush.

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Or alternatively, you can also press F3 and search for reset brush.

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You can also create new brushes at any time in the brush settings.

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To delete a brush properly, hold shift and click on the X icon.

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After reloading your file, the brush should be gone for good.

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But let's actually go through the tools that are at your disposal,

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what they are for and what settings they provide.

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So one thing you might notice is that the tools in the toolbar are color-coded.

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So blue generally stands for simple adding and subtracting of volume.

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Red is increasing and decreasing contrast in different ways.

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Yellow is for grabbing behavior instead of drawing lines on the surface.

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And gray is for tools that affect the model in different ways,

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like hiding or masking geometry.

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But we'll get into all of these tools in a moment.

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The default and topmost is the draw tool.

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This one is the simplest one out of the blue selection

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with the main effect of adding and subtracting.

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The direction that the brush pushes the geometry

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in is based on the average normal direction

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of all the vertices within your brush radius.

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If you don't know what normals are, they are basically the direction

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that any vertex, edge or face is facing towards.

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To have them visualized, you can enable the normal overlays in edit mode.

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The shortcut for the draw tool is X.

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The next two tools in the list are Clay and Clay strips,

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which are very similar.

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Just like draw, they add and subtract,

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but have a secondary effect of flattening the affected surfaces.

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This makes these brushes great for building shapes and forms early on while sculpting,

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since they can easily replace previous strokes

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by flattening them out while you add and remove more volume.

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The difference between the two is that Clay strips uses a square, sharper profile,

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while Clay is very circular and smooth instead.

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Clay strips is generally great as a more aggressive

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and rougher version of the two to build volumes and shapes.

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The Clay tool has the shortcut C,

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while the Clay strips brush has no shortcut by default.

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The layer tool is also for adding and subtracting,

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but has the extra settings to define a maximum height.

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This way, you can more precisely add strokes that won't exceed a certain height

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and even make the heights persistent for multiple strokes after one another.

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This one's shortcut is L.

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The inflate tool is the most unique out of the blue ones.

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It adds and subtracts based on individual vertex normals

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instead of the average of everything that is in your brush radius.

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This makes the affected areas essentially inflate and or deflate,

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which can be great when sculpting thin and small objects.

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The shortcut for this tool is I.

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Blob and crease are very similar to each other as well.

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In addition to adding and subtracting,

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they have the secondary effect of pinching or magnifying,

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so essentially pulling the vertices together or apart.

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This effect can be made stronger or weaker

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in the brush settings by changing the pinch slider.

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With all these tools, it's good to keep in mind

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that the main effect, like adding and subtracting,

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can be inverted by holding Ctrl,

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but the secondary effects in the brush settings

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like pinching and flattening cannot be inverted.

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Crease has the shortcut of Shift C, while Blob has none by default.

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The first of the red tools is Smooth.

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This one is very straightforward since it has almost no brush options.

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It smooths the affected vertices by averaging their position to each other.

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Keep in mind that this also results in loss of volume, not just surface detail.

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The common way of smoothing is holding Shift,

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but the tool also has the shortcut S.

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After that comes Flatten, Fill and Scrape, which are also similar to each other.

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While the flattening is a secondary effect for the Clay brushes,

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in these particular tools, it's the main effect.

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What these tools basically do is to push vertices within the brush radius up or down

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to meet each other in the middle on an average height.

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The fill and scrape tools are similar, but only do this in one direction.

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So the scrape brush is always pushing the vertices down,

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while the fill brush is always pushing them up.

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These brushes can be a more aggressive way

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of smoothing large sections of your surfaces or flattening areas completely.

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While holding Ctrl, they will do the opposite though,

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and essentially enhance the contrast of your

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surfaces by pushing away from the average height.

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You can also change the plane offset slider in the brush settings

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to define the average height where these vertices meet.

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So instead of meeting at the middle,

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they can be pushed further up and down to meet somewhere else.

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Flattening has the shortcut of Shift T,

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while Scrape and Fill have none by default.

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Pinch is also very familiar.

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Instead of only existing as a secondary effect for the crease and blob brushes,

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it also has its own tool.

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So by default it will pull in or pinch your vertices,

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and when holding Ctrl, it will push them apart or magnify.

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This tool is using the shortcut P.

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Next in the list are the yellow tools, starting with Grab.

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With this one you can move vertices within your

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radius around by making them follow your mouse.

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Holding Ctrl while doing this will not invert the effect with these brushes,

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but change the direction to be consistent with the average normal direction,

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instead of following the mouse across the screen.

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This effect is called Normal Weight and can also

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be adjusted as a slider in the brush settings.

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The shortcut for the Grab tool is G by default.

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Snake Hook is also very familiar to Grab.

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The behavior is different in interesting ways though.

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Instead of only moving the vertices that are

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within your brush at the start of your stroke,

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it lets them go and picks up more along the way.

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This gives it an almost liquid-like feeling.

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With this brush you can also basically pull

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out snakes from your object, hence the name.

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The two most important options for this tool

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are Rake and Pinch in the brush settings.

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When increasing Rake, the geometry will follow the rotation of your brush stroke,

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while increasing Pinch will avoid the loss of volume during that stroke.

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The shortcut for this tool is Shift K by default.

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The Thumb and Nudge tools are each very similar to Grab and Snake Hook.

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They behave exactly like them, but instead of moving the vertices around

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based on the direction that you're looking at the

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mesh, it moves them based on the average normals.

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This way you can slide vertices along the surface

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of your object instead of along the screen.

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The last of the red tools is Rotate.

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This one essentially twists the affected vertices based

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on how long your stroke is and the angle that you take.

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It's a bit of an odd brush, but it could be useful at times.

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The gray tools at the bottom are pretty simple actually.

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We'll start with Mask and skip Simplify for now until we talk about later settings.

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What this brush allows you to do is to place a mask on your geometry,

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indicated by a dark color.

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This mask will not be affected by any other brush.

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A mask with the strength of 1 is shielding the affected areas from any changes,

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while a mask of half the strength makes the other

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brushes affect the surface only half as strong.

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This brush can be incredibly helpful for

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many things like sculpting overlapping areas or custom patterns.

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You can hold Ctrl to unmask areas and hold Shift to smooth the mask.

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You can adjust how dark the mask appears in the overlays with the mask slider.

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You can even toggle the mask overlay off to make the mask temporarily invisible.

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This can also be toggled with the shortcut Ctrl M.

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You can invert your mask with Ctrl I and remove it completely with Alt M.

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Very similar to the mask tool is the box mask.

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If you click and hold on the tool it will

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actually reveal the lasso mask tool as well.

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These are very similar to the regular box and lasso select in object and edit mode.

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At the moment they unfortunately have no additional options,

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but they're surely coming for the next Blender release.

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You can also access the box masking with the shortcut B

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and lasso masking with holding down Ctrl Shift and left mouse click.

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It's important to know these types of masking are infinitely deep,

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so box masking will also select through your

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surfaces and affect the other side of your model.

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The last great tool is box hiding,

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which can be a quick way of hiding geometry in scope mode.

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Hiding geometry is not just invisible but also unaffected by tools.

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Any geometry that is hidden in edit mode is also hidden in scope mode.

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The last tool in the list is annotate to draw

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annotations, just like in any other mode.

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To get a bit deeper into the tools I will

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also explain the most common brush settings.

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This will not be an extensive overview, so again I can recommend to visit the Blender.

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if you have any questions in the right mouse button menu

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or pressing F1 while hovering over any setting.

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All these tool settings can be found in the top bar and the side bar,

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as well as the tool settings tab in the properties editor to the right.

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Some of the ones that are most exposed are radius and strength,

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and they are part of basically every brush in scope mode.

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For the most part you will be changing these via

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the shortcut F and shift F like mentioned before,

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but the sliders can give you an overview on what they are currently set to.

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You can also enable the button next to them to enable pressure sensitivity.

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This will adjust the setting based on how much

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pressure you apply with your pen on the tablet.

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This setting is not relevant for mouse users though.

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The next most used settings are the ones that are tied to holding control,

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namely the direction of your brush or the plus and minus in the tool settings.

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Like I mentioned before, this is to invert the main effect of your brush.

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Holding control with grab, snake hook, nudge and thumb though.

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instead inverts the normal weight.

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You also have more advanced settings in the brush dropdown.

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Here you can adjust the behavior of your brush in more detailed ways.

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A very common brush setting for almost every brush is autosmooth,

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which adds a secondary smoothing effect for your brush stroke.

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You can enable pressure sensitivity on a lot of these settings as well.

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For example, enabling pressure sensitivity on both the strength and autosmooth

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has the effect of applying more pressure to add or subtract volume

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and applying less pressure to get more of a smoothing effect.

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More examples for brush settings are settings like pinch, rake and plane offset,

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which we mentioned before.

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Another very common one is accumulate,

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which removes the strength cap of your brush

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and lets you infinitely apply the stroke on your surface.

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You can also apply textures to your brushes.

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This allows you to use patterns for your brushes

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instead of just the usual circular fall off.

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For this, you can click on new or select an existing texture from the texture list.

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New textures are blank by default.

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So to load an image to your texture,

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you need to go to the texture tab in the properties editor

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and select create or open a new image from the file browser.

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Once an image is selected, you can rename the texture for organization's sake.

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For textures, you have a variety of options in the tool settings.

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You can, for example, change the mapping,

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which will change the way the texture is being projected through your brush.

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You can also change the angle of your texture

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or enable rake to make it follow the rotation of your stroke,

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just like with a snake hook brush.

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The offset and size of your texture is also freely adjustable below.

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For your stroke, you can also change the behavior.

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The default stroke method is often space,

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which applies the brush strength every time after a certain distance in your stroke.

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Increase the spacing and you will get dots that are further apart

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and decrease it to get a very smooth but also very strong stroke.

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Smooth stroke is also often used and has the shortcut Shift S to toggle it.

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The effect this has on the brush is like dragging a paintbrush along a rubber band.

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You can change the radius and factor to make the stroke more or less smooth.

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The falloff curve settings are relatively simple.

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Your sculpting stroke always has a profile.

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By default, it's using a smooth curve

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that you can see in these settings or by pressing F or Shift F.

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You can either manually change the curve to be sharper or rounder

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by adding and moving points or even make a completely custom profile.

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Points in the curve are added and moved by left clicking

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and you can remove them easily by dragging them to the end points of the curve.

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You can also just select a preset which will give you the most optimal results.

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With the display options, you can change the look

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of your brush but not much functionality-wise.

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And then further down in the tool settings, we finally get to symmetry.

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These options let you mirror or duplicate

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your stroke on your object while you sculpt.

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The most basic ways to use symmetry is to toggle X, Y and or Z mirror

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to mirror your stroke across a certain axis.

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These symmetry options will use the origin of the object.

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and its rotation as the center axis of where to mirror your strokes from.

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You can also lock and tile your stroke in certain axes.

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Even radial symmetry is available to repeat strokes multiple times around your object.

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Unfortunately, there's no dynamic preview of

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these points where it's going to be mirrored

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or duplicated, but this is a feature that is coming for the next version of Blender.

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Lastly, it's time to talk about adaptive sculpting methods.

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You could of course just sculpt on your subdivided cube

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but there are better ways of providing you with more resolution to sculpt on.

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One of them is dynamic topology, or dyntopo in short.

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You can find it towards the end of your tool settings usually.

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When enabled, your sculpting brushes will dynamically

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tessellate your surfaces to add or remove detail.

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This way, you don't really have to worry about running out of geometry to sculpt on

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because it will always auto-generate it for you.

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You can enable dynamic topology with the shortcut CTRL D.

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You might get a warning message when trying to enable dynamic topology,

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letting you know that it will not preserve some object data like UVs,

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vertex groups, and vertex colors.

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Since it constantly remeshes your geometry,

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this will delete any of this data that you might have.

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So keep that in mind.

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Dynamic topology will also not preview any modifiers you might have active.

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Within the dynamic topology options,

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you can then change a couple of settings and are presented with more options.

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One of them is the method of remeshing that is being used.

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You can set it to constant detail,

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which has a set constant detail level that every new triangle is using.

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This way, the resolution will remain consistent across the object.

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You can change the resolution value manually

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or pick a resolution from the 3D viewport with the picker icon.

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The higher the value, the more dense the geometry.

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If you change the method to relative detail, on the other hand,

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it will base the resolution on how far you zoomed into your model.

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The resolution gets renamed to detail size,

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and now it relates to the screen size of the triangles.

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Set the number to a lower amount of pixels for denser geometry.

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The other two methods are used less, but what they do is simple.

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Brush detail ties the resolution to the brush

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size and how far you zoomed into your model.

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And manual detail, on the other hand, doesn't

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dynamically remesh by using the brushes,

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which leads me to the extra options below.

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When using constant or manual detail,

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you can flood fill the set resolution to your entire object.

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This is the only way to remesh when using manual detail,

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but also very useful at times when you're using constant detail.

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You can also symmetrize your object by remeshing

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one half to copy the other half of your geometry.

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Just set a symmetry axis and click the button

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to make your model perfectly symmetrical.

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The optimize button optimizes the performance of

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your viewport should it become particularly slow.

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Almost all brushes are using dynamic topology,

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but the simplify tool is the one that exclusively reacts to it.

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There's also another way of adding more geometry to your object

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apart from dynamic topology, and that is multi-resolution.

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This is a modifier that can be added in the modifier tab in the properties editor.

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This adds an interface to add subdivisions to your object

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while being able to sculpt on the individual levels.

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You can set different levels of your subdivisions

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to be visible in your viewport preview in general,

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sculpt mode specifically, and doing rendering.

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I can recommend to always leave it at catmul-clk

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since simple just adds more geometry without smoothing the result.

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And those are the basics.

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The rest can be found in the online manual for Blender.
