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All right let's get into a new field of Blender Let's take a step away from modeling and texturing and

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all that good stuff.

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Let's take a look at sculpting and what sculpting is and what it can do.

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So we're going to be sculpting myself.

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Now I'm just kidding.

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So what is sculpting sculpting is like playing with clay so you have free flow of how you want your

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object or your thing that you're sculpting to look like whereas modeling or using meshes to model is

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actually quite technical and very mathematical because you have to make sure you have a good number

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of vertices that everything is flowing nicely and that you have a good what's called topology or flowing

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of your mesh sculpting.

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You go wild and crazy it doesn't matter.

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It's basically like I said playing with clay.

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You're able to mold it and shape it in any which way you want it is awesome and you can create some

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pretty cool results such as this for a year.

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This is a demon head.

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I made a little while back using sculpting and you know it's pretty cool you can add as much detail

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as you want without having to worry about how many faces or vertices or edges there are.

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In fact I believe in this demon had I had I'm not I don't remember exactly BY think it was like 1 billion

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vertices or some ridiculous number like that.

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So scope thing is really cool.

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And when you sculpt something you actually don't use it for animation but there's a way to get the detail

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from your sculpt and put it on animated models.

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Now let's go ahead and see how we can sculpt.

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So let's go right ahead.

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Let's delete our Cuba in case we made any modifications to it and add in a fresh cube over here.

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We're going to take a look at the multiday resolution modifier So a new modifier for your arsenal.

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Let's take a look at that with your cube so it.

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Go to add modifier.

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Let's go to multi-byte resolution.

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Now before we do anything with this let's take a look at sculped mode and how it works.

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If I go over here to object mode we're going to take a look at a new mode.

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So we already took a look at object and edit mode.

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Let's go ahead and go to sculpt mode.

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Now I'm presented with a panel with different options for sculpting and of course a brush right here

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to sculpt.

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Right now if I left click and hold and kind of drag around you can see that it's pulling out the vertices

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or the edges of my mesh.

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So it's sculpting it.

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Except the only problem is that we only have 8 vertices on here.

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So how do we add more.

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And what do we do.

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Well that's why the multi-rush solution comes in or that's where it comes in.

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Resolution is kind of like the subdivision surface where it's subdivides your mesh and smooths it out

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except it has a couple other options for sculpting.

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So this one would be used for sculpting.

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The other would be used more for modeling and animation.

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Now if we go ahead and click subdivide you can see exactly what happens.

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If I had to go into wireframe we could see even more if I had subdivided.

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Once again you will see that the levels here go up one more amount.

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Level 2 level 3.

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So each time you had subdivided subdivides it one more time you could of course bring down these values

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so that you could bring him back to one or whichever you want and the max you could go up to is three.

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Unless of course you subdivide it once more and then you'll have another level.

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So the preview number right here is if we go into object mode you can see that set to 0.

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So this would be an object mode if we want to see how our sculpt looks like then we would put the number

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or value to three back into sculped mode.

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This value is obviously for when we are in sculped mode and this is for how it's going to render.

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So these are the three different resolution amounts and where it will be displayed.

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So this is for object mode sculped mode and render mode.

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All right.

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So now that we have it subdivide it let's go ahead and subdivide it one more time.

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And now we have a lot more vertices to play with.

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So if I left click and drag now you can see that it starts to raise up our ball and starts to sculpt

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and draw on it.

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Pretty cool right.

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Right.

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But it is really awesome.

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And you could go crazy with this like I did with the demon head.

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Now let's take a look at a couple of things before we go too far with our multi-rush solution modifier.

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This is great.

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Depending on what kind of sculpting you're doing because if I hit Z to go into wireframe you can see

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that the.

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The subdivision is placed all over the mesh.

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It's pretty much everywhere.

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It's subdivided the whole mesh evenly everywhere.

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But let's say that I only want to add in detail or sculpting right here just where I added it.

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Well I would have no need for all this additional geometry right here.

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It's actually just taking up render space and making my computer slower because all I wanted to do was

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add geometry or sculpt it right here and leave it how it was here.

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I didn't need all this.

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So there is actually a way to sculpt and add geometry as you're sculpting only to the places where you

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need it.

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Meaning that you will leave all other places without additional geometry which is un necessary.

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So you can use a multi resolution for scoping.

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If it's something simple or you need to subdivide the entire mesh that you have.

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But if you want to be more specific and you know add detail only where you would like to add detail

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and not have to have any unnecessary geometry anywhere.

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Then we will take a look at something else called Diokno Topa Dyna Tropo which has dynamic topology.

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That's a word right there.

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My French is kicking in and making me blunder my words.

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So again if you want higher levels of detail with the multis resolution before we finish off this quick

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little video and head on to the dynamic topology.

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You would first brush in the bigger details and once you have the bigger details then you would then

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subdivide it.

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Let's say two more times and then go n add smaller detail and then subdivide it some more for even finer

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details and do those finer details.

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Now we're going to take a look at all the different brushes that we have.

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But let's go ahead and do that in the Dinon.

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The dynamics topology option and no longer use our model multi-rush solution.

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So let's go ahead and jump over right to that.

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Let's go ahead and delete this multi-layer resolution modifier from here and set our queue back to default

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and I'll see you in the next video we're we're going to take a look at the different brushes and dynamic

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topology.

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All right.

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See there we are right.

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I hope you guys are enjoying these little quotes over here.

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This is another passion and art of mine creating quotes and poems so I hope you're enjoying it in times

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of pressure.

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One thing is for certain you can decide to keep going or just close the curtain.

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The first will build your character and muscle.

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The second requires not an ounce of hustle.

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The choice is yours.

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I suggest to get going and bustle I laid.

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Ladies and gentlemen get going.

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By the way I don't like the word bustle but go bustle and go bustle in.

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All right see you in the next video.

