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