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