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All right guys.

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Now let's take a look at Dynamic typology and how that works and all the different settings that we

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have here and our sculpting toolbar.

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So going back into sculped mode making sure we are in sculled mode.

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Let's go ahead and go down here and select dynamic topology and click on enable Deiner Toppo Duyne.

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Tropo it stands for dynamic topology except it's a tongue twister for sure.

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All right.

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Now if we go up here we can see that if I left click and drag my mouse you can see that's sculpting

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and adding geometry.

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And if I had Z to go into wireframe you can see it only added geometry where I sculpted.

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And nowhere else on our cube.

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So that is pretty awesome because what that allows for us to do is basically sculpt and add detail only

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where we need to add it and not add any unnecessary geometry throughout our mesh making it more making

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it slower and making it longer to render so that's dynamic topology really really cool.

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And let's take a look now at the other features that we have here for our sculpting.

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The first being right here is the different brushes that we have.

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We're going to take a look at this more in depth in the next tutorial.

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Now the next option down here is the size of our brush.

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You could see if we scale it up our brush becomes bigger.

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And if we scale it down it becomes smaller than the shortcut key for this is the key.

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Now the second option that we have here is the strength of our brush.

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If I bump this all the way up to 1 you can see that now if I draw or sculpt on here you could see that

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it is very strong.

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If I hit shift F which is a shortcut key for the strength you can see that all the way down is one.

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And if I bring it up it's zero.

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So I'm going to put it 2.5 or so and we get this nice drying brush right here.

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Now these right here are basically pressure points or pressure sensitivity if you're using a tablet

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or a drying pad this last option right here is Ardo smooth and this one basically smooth it out as you

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sculpt and as you draw.

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So it looks even smoother and nicer.

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Again one means it smooths it down a lot.

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Zero meaning smooth sit down.

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Not at all.

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And the other two options we have down here is add which means when we draw.

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It's going to add geometry and subtract.

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Meaning that when we draw it's going to subtract or bring down the geometry we can inverse this.

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If for example let's say we're on ADD we left click it will add geometry if we hold down control on

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our keyboard and left click it will bring it down.

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Now something to keep in mind as well.

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Let me go on to top you by hitting 7 on numpad.

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The further away you are from your mash the bigger the geometry or the vertices that will be added and

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the closer you are to your mesh the more detail and the more geometry will be added to compensate for

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the brush.

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It's obviously not going to be adding this big of geometry when you're zoomed in this far and your brush

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is only this big.

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So again the further you're out the bigger the detail is what are the yeah the bigger the geometry and

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the less amount of vertices you have when you sculpt.

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And the further in the more geometry and the more detail.

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Now also keep in mind that if the strength is all the way down to let's say point zero 5 three if you

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if we see here we don't have a lot of geometry but if we draw it looks like nothing really is happening.

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But then if we look at it it has added the geometry.

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So if you need to add geometry somewhere but not really move it or sculpt it you could put the strength

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way down and draw on it to add geometry.

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All right let's take a look at some other options that we have down here.

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Texture.

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We're going to be looking at this in a future tutorial.

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This is how you could actually sculpt with an image texture or any kind of texture which is pretty cool.

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We have the strokes which we're going to take a look at actually.

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Let's take a look at it right now right here.

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We have space stroke.

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Let's take a look at it in just a second because I want to show you a different.

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Another option that we have down here first the curve.

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Now this is pretty cool.

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This is how your brush will act on your sculpting method.

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So right now it's set to this first one right here which is the smooth curve.

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If we switch it to this one over here you will see the difference and you can see that more rounded

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out.

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It goes more like a bridge is kind of rounded out.

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If we go to this one right here you will see that it's flat and at the top and for example this one

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right here it will be pointed or spiky at the top.

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And if we zoom in even more you can see it even clearer So pretty cool.

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And let me move out from where it's actually mirroring it.

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But you could obviously move these curves around by left clicking and dragging it and actually making

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your own kind of curve like so.

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And you can see the fact that this gives us which is rather interesting.

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And of course you can move the other points of the curve around as well.

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And edit it in that way to make any kind of curve that you would like.

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Now let's put it back to the first curve right here and again the curve basically dictates how your

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brush will be drying or sculpting on your surface.

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So whether it's a smooth fall off or whether it's a flat fall off or a sharp one.

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All right closing down the curve.

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Let's take a look at the option we have under dynamic topology.

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So the most important one or one of the most important ones is the detail size right here.

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This will dictate how much detail or how much geometry is added when you sculpt.

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If I get 3 to go into a side view actually let's go to the back and control one can see that right here

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on the back.

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We don't have a lot of geometry Now if I had control one to go back here and actually let me just hit

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Control Z to undo all that and I'm just going to go on this side now if I just left click here.

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You can see that adds this amount of detail and this amount of geometry to our Mash when we draw on

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it.

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If I put the detail size down the lower the number the more detail and the more geometry is added and

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the higher the number the the less geometry and the less detail that will be added.

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If I put this down to one you can see that now if I draw on here we have a ton more detail except it's

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adding a ton more vertices.

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You can see how many vertices have been added right there.

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A crazy amount.

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So once again this is the detail size and also keep in mind that with this as well it's the same as

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before if you're zoomed out it will give you a certain amount of detail.

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And if you zoom in it will actually have more condensed detail and more detail in that little center

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spot right there.

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All right so that is the detail size as dictated by the pixels.

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Now let's take a look at the SIM SIM a tri's option right here.

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Now let's say that right now you could see under Sematary that we are mirroring along the x axis so

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when I draw here I'm not going to put this back to 12 but when I draw here you can see that mirrors

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along the x axis.

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So that's a mirror option down here.

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But we have a really cool option right here under the dynamic topology which is semitrailers X to negative

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x to positive x or any of the other ones as well.

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So if for example we take a look at let's go to the front view right here and let's draw this in and

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like so now let's say we forgot to copy this to the back side of our cube.

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But we want it to be.

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We wanted to have symmetrical sculpting on this side and the side but we just didn't do that or we forgot.

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Well this way you're actually able to click this and it will copy and make it symmetrical depending

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on which access you put it on.

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So right now it's set to negative x to positive x and for this right here it's on the y axis.

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So this is the positive y axis right here.

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We're actually the positive y axis is this way and this is the negative y axis.

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So if I hit negative y to positive y it's going to copy this one to the other side.

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When a hit same it tries.

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So let's go ahead and hit that.

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And you could see it's copied everything to this opposite side and basically mirrored it there.

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Pretty awesome.

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So that's the symmetries option.

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And you can do that for any of the axes.

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Now down here we have a symmetry lock which basically like I showed before if for draw here it's mirroring

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it on the x axis.

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And if I take this off you can see that's no longer mirroring it.

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And we can mirror it on the other axes as well.

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Over here we have a couple of other options which you could play around with.

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I'm not going to get into these Too much as they are not that use especially when you're first starting

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out.

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So now we're going to take a look at a couple of more options before we head on to the next part.

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That's Tauriel also down here we have the history and where we could undo or we could just hit control-C

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or redo.

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So that's pretty cool.

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And we have repeat last as well.

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Now let's take a look at the stroke method.

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So going to top view let's take a look at the different stroke methods.

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Right now we're on space and the space drug is the one we've been using so far and it's basically an

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airbrush as it is and we have an option right here to increase the spacing.

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Meaning when you draw it will basically have spacing between every thing that you draw.

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So that's a little bit much let me put it down so you could see more.

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There is a spacing between every stroke of your brush.

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All right.

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Pretty cool.

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Now we also have smooth stroke right here which as it says the brush lags behind mouse and follows a

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smoother path.

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So if I sit like this put this back down to 10 you will see that right here I have a line as I drag

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my mouse and you could see that as it says the brush lags behind.

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And it's basically makes it a little bit smoother than if you were to just dry directly on there without

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the smooth brush or the smooth stroke.

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And of course you could change the options here such as the radius and the factor down here.

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And you could just hover your mouse over here it tells you what it does as well.

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Minimum minimum distance from last point before stroke continues.

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And right here it gives a higher value to see smooth smoother stroke.

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Now let's go over here and let's check out the next one.

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Let's actually go to the first one and the curve one we're not going to be going too much into it as

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it's a little more complex and we don't use it that often.

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So for now we're going to skip the curve one but just know that is there and you could use it if you'd

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like but for now we're going to stick to the ones that we use more often.

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The next one is the line stroke and this one is pretty cool.

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This one basically if I go over here to the side you can see that when I draw it gives me a line and

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when I let go of this line it will fill in a brush stroke or a scoped stroke all the way from when I

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started the line all the way to the end.

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So that's pretty awesome.

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It could allow for you to create some very straight and symmetrical lines whereas if you're just drawing

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it it might be a little bit hard to get that level of precision and straightness from it.

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Again we have the jitter right here which will basically jitter it out.

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So if I turn this up it won't be as straight.

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It's going to be kind of all over the place.

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Let's turn that back down.

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Now going to the next one which is the anchored.

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This one is pretty cool because what this does if I left click and hold and kind of bring it out.

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You can see that as I bring it out it increases the scale of it and increases the scale of my brush

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or of my sculped.

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Now let's turn the detail size to let's put it at six.

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So that looks a lot smoother.

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And now if I do that anchored Once again you can see that it looks pretty cool.

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I mean it's it's it's a great way to have good

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precision and good control over your brush.

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And how big it will be added.

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Now over here you have edge to edge meaning you can actually click and drag and move it around as you're

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moving.

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You can move it around your mash from edge to edge which is pretty cool as you can see by what's happening

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here.

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Now that's anchored stroke method and it is pretty useful.

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Next one is the airbrush which is kind of like the space but it's more of an airbrush feel so it kind

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of has more strength to it.

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I find.

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And it's actually a pretty good brush to use.

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You could have the rate right here which is the interval between paints for airbrush So this if I increase

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it you can see that once again we have spacing in-between our brush strokes.

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And of course we could increase the jitter as well so that when we draw on it it kind of draws all over

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the place which is pretty cool you can use this for smallpox or chicken pox or something like that.

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Look at that.

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That's pretty interesting.

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All right let's hit control-C to undo that.

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And just like the other we could have a smooth stroke on here as well.

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Now let's take a look at space.

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We already did space that's the one we were using originally.

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Let's take a look at drag dot.

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Now this one's pretty cool.

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I like it.

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It's why I like all of them.

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So this one you left click and you could actually drag this dot across your surface and position it

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anywhere that you want.

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Pretty cool line put the detail size to one just so we could have more play with.

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And you could see actually let me go over here where we already have some detail.

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You can see that you could click and drag your dot across the surface.

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And if we increase the strength with shift f let's increase the strength and now you can see that it's

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going a little bit crazy I guess the strength is way too much on that.

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But you could see that you could click and drag it in and let go to confirm.

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And this is pretty cool because it allows for you to position it exactly where you want.

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All right so that's dragged up the drag dot.

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Let's take a look at the last one called dots.

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Let's go back to our side over here.

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And if I left click and drag this it's basically dots like the other one with the spacing.

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Now right now the jitter is up.

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So it's kind of placing them randomly around.

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If I turn this all the way down you can see that will follow along.

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The path of my mouse Let me turn the jitter up a little bit 2.1 and now you could see better what it's

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doing.

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So pretty cool.

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Those are the different stroke methods for dynamic topology.

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Let's put it back to space which is the one we were using originally which is just this one right here.

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And let's put down the jitter amount.

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Back down a little bit.

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Of course for these is what we have the pressure sensitivity.

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But if you're using a tablet or a drawing tablet so that that is really awesome and it helps a lot if

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you have a drawing tablet or a stencil tablet for sculpting.

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So again those are all different options for the sculpting or most of them at least.

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We'll take a look at the texture one a little bit later.

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And for now that's pretty much it.

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We took a look at the curve.

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The dynamic topology options over here.

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And keep in mind that when you go back into object mode and then you go back into scoped mode you're

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going to have to enable dynamic topology once again.

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So don't forget to do that because it gets disabled when you go out of sculped mode.

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All right.

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So those that's dynamic topology and the different options we have here.

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Now let's take a look in our next tutorial on the different brushes that we have.

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All right.

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See you there.

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Look at this.

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It kind of looks like the shire from the Hobbit and Lord Of The Rings.

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All right.

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Let's get on with our quote.

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Keep a smile on your face a spring in your step and pace.

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Life is meant to be fun.

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So go out like a kid in the sun shout out be wild and free.

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It's always who you were meant to be.

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I ladies and gentlemen.

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Don't forget your inner child.

254
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Let it out and be wild.

255
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That was a bonus right there for you.

256
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All right take care.

257
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Appreciate you all.

