Maybe you would like to learn sculpting in more detail: 1. "Beginners Detailed Guide | Every Brush" ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-L3XtAFUWNuk.html 2. "Beginners Detailed Guide | Brush settings" ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-xTcQjNmdSsE.html 🙂
@@artkiko4460 He's turning a cube into a circle via sculpting wheras he could have just pressed Ctrl+2 and subdivided the cube into a circle, on top of that he is using the incorrect Dynamic Topology settings and then showcased Relative detail even though majority of users should use constant detail for ease. He could have gone over a few other things such as Remesh and Multiresolution which but instead he showed his own workflow which was pretty poor.
@@bobross9370 wrong. Constant detail is generally a bad thing for beginners. Poles do not matter anymore in sculpt mode so having a cube or sphere doesn't matter. Remesh was not around when he made this video.
@@bobross9370 You should do your own video on this topic cause if you can give better or extended advice I'd be willing to learn from it. New to blender and want to make sure I'm not cutting corners on important things more missing out in good info.
@@themaster9601 How is constant detail bad for beginners? It allows you to slowly increase the detail as you see fit not being thrown into sculpting high detail meshes that are hard to work with as a beginner, sculpts turn out bumpy and its a struggle to grab high amounts of geometry and shape it to what they want. Its not really optimal to be using a cube to create your bust and considering subdividing cuts out having to go around a cube and shape it to a circle by just pressing 2 keys, its just an obvious thing to do. He literally had to speed up the video to get it to shape when all you really need to do when subdividng a cube into a sphere is just drag the bottom area downwards. Its just a faster cleaner way for more consistent results, and consistency is definitely a struggle for beginners. And no, 2.81 released in November of 2019 (The version that released with remeshing) and even then, experimental branches were out long before.
nice intro - thanks for uploading just to add, [1] most beginners are probably going to do best with dyntopo by switching from 'relative detail' to 'constant detail' [2] click on the matcap icon to get a choice of other matcaps (most of them are horrible imo but the 'flesh' colored one is pretty cool); [3] there's also the 'remesh' tool which resets resolution throughout the model, allows you to pull out more geometry but solve the stretching which that introduces; a number of vids here on YT which describe that much better than i can
@Csigusz Foxoup [4] not sure if it was mentioned in the video but I meant to also say that in sculpt mode, right click brings up a mini-menu under the cursor, for adjusting brush size and strength and how much auto-smoothing you want. I find that a lot more convenient than having to go all the way to the other menus.
Been attempting 3D modeling for over 3 years now and still haven't learned or progressed at all and it's driving me insane. It's so damn usefull in todays workplace, and i CANT DO IT. It's sooo damn frustrating. Hours upon HOURS of tutorials. Why are 3D modeling programs so difficult?? Why are their so many damn ui elements and settings? Why can't it be a simple 3D computer version of sculpting like with actual clay in real life?? How has nobody made a program that can do that yet? The closest thing to it are a few VR programs, but nobody wants to use VR 24/7. Drawing applications like Photoshop or Procreate are practically identical to actual drawing on paper, why the hell are programs like Blender and ZBrush friggin' NASA Testing Facilities? I just don't understand. I'm never going to learn 3D modeling and it makes me so upset. Sorry for the mini rant
McKaos I just started gotten a good hang of it . Just really focus when watching the tutorial and make sure the tutorials start of basic till you know the UI
part of the 'problem' is that there are so many different aspects to 3d modeling - polygonal modeling, sculpting, retopology, uv unwrapping, shading, vertex painting, lighting, camera settings, render settings, compositing, rigging, posing, weight painting, animation (which itself has at least half a dozen key topics) etc etc etc. Very easy to get lost trying to work out what the freak order we're supposed to tackle things in. A number of really good youtube channels, like CGBoost who has a good intro series, or Grant Abbit who has a ton of good stuff for beginners. Or maybe pick up a book like Blender For Dummies which takes you through things in a sensible order. Walk before run etc. Good Luck.
If your a real life clay sculpter you could just make what you need out of clay and use photogrammetry to bring it into 3D, it could even be faster. Theres a workflow for everyone
Ah, that's one fine looking sculpture. WHY DOESN'T MINE LOOK LIKE THAT?! WHY?! Why must life be so hard!? Why must I fail at every attempt at sculpting!?
Whys this say Sculpting in SCULPT of this is actually done in BLENDER ?! It crazy that you cant find a Video about the actual app your looking for GEEZ ?! THANKS ?!
I'm having trouble in switch between sculpt mode and edit mode. The vertices of the object in sculpt mode are not in continuity with the ones in edit mode, in this one there is only a cube in the viewport.
No. It's just similar to if you try to draw a shape on a piece of paper vs drawing the same shape in Microsoft Paint with your mouse. It's totally possible with a mouse, it's just easier to be more precise with a pen
This is horrible, with a ton of bad information. First of all, dyntypo ADDS new geometry, the normal mode just rearranges existing topology in a new manner. Meaning as you draw in normal mode, you will notice your vertices count stays the same. When you draw in dyno topology - depending on the size of your brush, you will see the number of vertices either increase or decrease. You don't need to "trace" later and retopology. Simply unclick dyntop and go up to the remesh option in the top right. The remesh tool with redistribute the same number of vertices in an even manner. You can further refine your mesh or even simplify it by adjusting the voxel size under remesh. Perfect tool for managing your vertices count and your detail level. Super useful for when creating game assets that have hard caps on geometry complexity. Honestly, I was shocked when I watched this. Even worse, I feel bad for the people trying to learn Blender sculpting and came to this video for advice. You couldn't make a worse tutorial dude.
i must of seen the wrong tutorials i had the idea 1 supose to start with 10px of detail and then chenge it up to 20px and 30px to get more detail? but it seems you have to go the other way omg ok so "start at 12px of detail then for the smal parts to lower closer to 0 gets me more smal detail right?" depending on how far the camera is im confused how about constand detail beter to leave that on right? and then chance the detail manually...
I agree, it is backwards. i set my dynamic topology to 72, and constant detail. just the way i prefer to see the detail lay down as i sculpt. but as with everything blender, there are many ways to do it, and preference is a big part of it.
Y ur every video is in time laps no one can understand what are u doing try to make them slow for beginners even in ur explosive tutorials too how any one can understand if u r in hurry pls make video normal n explain everything n show everything in video what are u doing like other tutors do in their video if u can’t then stop making these video no body need these fast video pls try to understand pls
As someone who is coming over from C4D I really appreciate the quick simple overview. I can get in and start sculpting right away. I just needed a little intro to the system, or enough to just start exploring for myself. Thanks :)
Dude please I need your help. I'm trying to do your rocks and plants tutorial and my fuckin 3D cursor is completely gone.... I can't create the second plant without it or do anything else in the scene for that matter
I’m learning how to use Blender, but I think (but I’m not too sure) your problem is explained at 1:00 of this video ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-lKY2FIy60nc.html
Im not super familiar with blender, but in every 3d suite its simply called "Poly reduction" Or, create a bespoke low resolution head based off the shape of the sculpt. You'll get far better topology that way but it is definitely more effort. Though, less effort than going from reference images
Have you read the comments? it seems that nobody understands his videos. Maybe having a dumb audience that doesn't understand and claims that he's doing something wrong makes him sound forced.
Maybe you would like to learn sculpting in more detail: 1. "Beginners Detailed Guide | Every Brush" ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-L3XtAFUWNuk.html 2. "Beginners Detailed Guide | Brush settings" ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-xTcQjNmdSsE.html 🙂
I have an xp pen tablet when i sculpt the pen does the oppisite of the brush if it says add the pen will subtract, I cant even tell if it works properly. Any idea what I should do?
In Blender: Press CTRL for the opposite operation, or change the Setting in the top header beside "Strength" from + to - or vice versa. Or change your pen settings in your pen drivers
You cannot switch between objects in Sculpt mode. You must switch to object mode, select the object you want to sculpt on and switch back to sculpt mode. ;)
You do not have to switch back to object mode to switch between objects, it's just safer that way so you won't accidentally start sculpting on something you didn't mean to. Go to Edit in the top menu, uncheck "Lock object modes", then alt + left click the object you want to switch to and change it to sculpt mode in the drop down on the top left of the viewport. Once you've done this, you can switch back and forth at will with alt + left click or select the object you want in the outliner.