I know this isn't a tutorial, but I really like how you managed to breakdown and explain your process in this sculpt. 3D Sculpting in general isn't my strong suit compared box-modeling but this actually helps me understand a lot more easier of sculpting characters without over thinking it much.
Agreed. I prefer this method over most tutorials anyway (timelapses with speed set to .25). Developing your own workflow is SUPER important and seeing others helps your brain understand the process a bit better allowing you to mold it into your own.
Pls upload more detailed time lapse for people like me who watch your timelapse in slow motion to create character like this. It help us to create character easily without any tutorial. It is really good
marvelous, started with blender like 4 hours ago, I´m dying trying to just remember all the hotkeys and I´m not creative enough, love seeing this kind of videos
i want to get back at modelling, but i learned 3dsmax and transitioning is super hard because of this kind of stuff. you know what you want to do, but you never know how to get there because everything is in different places. it feels like you're starting over from scratch and i'm old enough that i can't just power through it for no reason anymore
Love it when you can define your errors and explain the solution you used. Really helped me out on similar problems I had and I was able to conclude its not just me that gets those and needs to find something to fix it. It's just natural. Either way love how efficient you are in explaining your process, short and straight to the point. Keep it up ✊️
This was so relaxing to watch. And the result was really good. Your explanation made it easy to understand even though I know nothing about sculpting. The way you teach that the clothes are easy to make by just duplicating the area where the body part is and you can make the clothes. And also not duplicate and start from a separate piece then add geometry. Wow amazing.😊👍
6:03 "Doop verts from the not-leg!" Hahaha 🤣🤣 Anyway, I love this tutorial video, even if it is just a reference or a guide. It has opened my mind to this work.
I tried that too. I found that the problem was that when I was trying to change the mesh in edit mode, it was editing it's original position and then was being exaggerated by the armature's position for the fingers. I think what I could have done if I wanted to save those original fingers, would be to separate them from the rest of the body, then apply the armature modifier. That way I could move the verts freely without any other influences.
Hey man, ever since I found your video yesterday (maybe friday? I cant remember) I’ve been hooked! I found you from the video where you were talkin about learning blender in a month, and I’ve been watching your videos nonstop since!
As others have said, this is a pretty neat breakdown. Add some newbie hints for shortcuts or other videos that explain the individual technique, and I'd legit use this to finally get started with Blender, haha.
It's $60. You can try it for free for a month though to see if it's worth it to you. If your not making animation or game models, it's really handy to get the quad count down with some ok topology after a sculpt.
I hate HATE 3D modeling software. Somebody call me when there's a 3D modeling software that's as easy as working with clay. (Good stuff tho also this andrew guy is a good artist)
Can you (or someone) explain how this works 1:48. What I do is join every mesh using Ctrl + J but I never got a smooth blend result. And when I try to sculpt to blend it, get distorted really really bad. Good video tho, I enjoyed it. ❤🔥
Apply all the modifiers on all of the blockout pieces, select them and press ctrl+j to join them, then in sculpt mode select the remesh resolution by pressing shift + R and moving the mouse to the right. The grid gives you a preview of the voxel size. Click to confirm, then press ctrl + R to remesh. All of the parts will merge together and is ready to sculpt on.
One day I bent my finger and realized it could be simplifide using three boxes.Two boxes for the thumb.Maybe rig the three boxes of the finger separate and then sculp them together?
All I see are bunch of spheres. How can you sculpt it too look like it is been joined into one "clay" figuew? I tried for the first time but the creases seem visible and it is hard to cover
how did you change the first cube you made into a spherical object and then have the square outline that allows you to bend and warp the object freely?
Add a subdivision surface modifier to the cube. In edit mode, you can edit the cube's original 8 verts while seeing the changes to the potential geometry that the modifier gives.
I ran the sculpt through quad remesher to get the poly count down then added a multires and shrinkwrapped it to the original sculpt to keep the details. If it lags while trying to pose, I can hide the multires modifier, then unhide it after posing the rig.
hi can you answer the question. I want to update Blender to the latest version, I need to reinstall all the addons that I installed earlier, or is there another solution
When you launch the first time after you install the newest version, it'll ask you if you want to migrate your setting/addons from the previous version 😉
there are a couple of things I get confused on when watching your videos, how did you subdivided the cube? i didnt see you use the modifiers or Right click, What is the White box that appears when your sculpting? how are you joining all your mesh together, with Ctrl + J? how did you make the eye lashes, did you somehow connect the verts to the face or just connect them to themselves and made a separate face that way and extruded? sorry this is so long i have been really trying to learn blender and you have inspired me so I'm just trying to understand what you are doing in a lot of your videos.
-with the cube selected in object mode, you can press ctrl + 1 through 5 to get that subdivision. -the white box is a preview of the voxel resolution before remeshing. You can pull this up by pressing shift+r. Once you choose the resolution, you can remesh with ctrl+r -when you select multiple objects, ctrl+j joins them to one object, but they are still loose parts, as in, there are no verts connecting them to each other. You can make them one complete piece of geometry by remeshing. -the lashes are made my extruding a singe vert with snapping turned on, (to snap the verts to the head)
@@marauder870 Yeah I didn't notice any retopology and the only think I understand he could have done is either cut that part or the "quad remesh" that he mentions briefly. I would like to know to.
You posed it when you were only with the mesh base, then when you did the clothes in the base pose, and went back to the pose you had done, did the clothes follow automatically or did you make any adjustments?
Hi! The clothes were made by duplicating and editing parts of the body. this also duplicates the vertex groups and weight paints used by the rig. It doesn't follow the rig perfectly, but it gets the mesh pretty close to where I can nudge it into place in sculpt mode.
nioce video brandom, i still having some problem w my transiton from zbrush to blender. i cant sculpt some parts like fingers, the mesh bug , i dont know. Nice work again bro
I think I've been sculpting wrong for 2 years now. How are you able to sculpt so smoothly? It's like when you sculpt lines push/pull, etc. the mesh just adjusts it's vertices count to your own detail. I tried using dyntopo but that doesn't work reaally well for me. I aalso end up wiith a few milion vertices, destroying my pc completly. I have a shenron sculpt which imo looks pretty good but I can't work on it anymore because my pc crashes when launching the file thanks to the amount of verts
my workflow is usually: Blouckout with subdivided cubes > remesh the parts together and start sculpting, if I need to put in more verts, I'll remesh at a higher voxel resolution > retopologize either manually or with quad-remesher > add a multires, subdivide to 3, then shrinkwrap to the original sculp > apply the shrinkwrap and sculpt further details in multires. If I need more resolution, subdivide again in the multires. Hope it helps!
hey bran. does the clay doh shader have the ability to change the topology of your model? im thinking it would be quite useful for turning a sculpt into a toy/3d print! thanks for your time brotha
After you have merged the shapes, do you not use dynotopo to smooth the model. If not how are you smoothing like that. From around 1:50 min in. Thank you so much, knowing this would help alot
Hi! If you remesh in sculpt mode, all loose parts join together. You can choose your remesh resolution with shift+R and remesh to that selected resolution with ctrl+R. I'm smoothing without dynotopo by adding enough resolution to the geometry when remeshing to smooth