 Thank you Can you hear me? Yeah. All right Hi, everyone things that you all join me here. I'm I'm deck Zachariah is Reinhardt, but I think this a bit complicated. So call me. Call me. Just Zeck if you like and This time I want to show you some sculpting stuff I'm a freelance artist. I also do some blender training and I just love sculpting and Over the past years. I practice sculpting a lot and I think I will just show you some Some things that I learned in the past few years So but before I start I Want to show you a short teaser. I was working on in the last couple of days it's basically about a product I am working on it's somehow related to sculpting and Let's show this first and Thanks a lot Yeah, this is a product. I'm working on for almost a year now So I hope everything will work right so that I can publish this in December and I have to Say a huge. Thank you to render street. I know Mario's Thanks a lot because they made it possible that I can render this whole thing in just one day. I have left So a lot a huge. Thank you Okay Well, this is a advanced sculpting workshop But still I want to show you how I learned sculpting because I think it's important for all of the people that Do not know how to sculpt So I have this little Sheets here. So this is basically my My my my way on how I learned sculpting so Certainly important is to just learn the fundamentals to to get to know the the tools what you are using there no matter what tools you are using in my case certainly blender and I find it pretty useful if you start sculpting start with very simple Fantasy feed creatures or characters because there you don't need to take much care about Anatomy or something like this and then Certainly practice is a very important part of sculpting. I will talk about that in a second After you practice for a while, certainly you should improve your workflows Over the years every year. I learn new stuff and it's pretty helpful after you have some experience to just watch Professionals sculpting and time lapses So if you're a beginner watching time lapses and have no idea what they are doing there I guess it's more important if you have more experience then the time lapses are very helpful Then improve your efficiency and there I want to draw some attention on sculpt January Which is a project I started with a friend manual over there and This is basically the the thing that gets me going. So let me show you some stuff here 2014 manual came to me and asked me Hey, should we do a challenge in January? Just do one sculpting every day and I saw it Well, it's a cool idea. It sounds challenging and I just wanted to learn sculpting really bad and Then we just started Skype January I saw it well not just not do it alone Just make a Facebook group and invite other people to join and so Skype January was born and yeah I did it twice completely and in 2017 I did like 12 because I just wanted to improve the quality a bit So to see how I improved over the years. I just show you What I did this is 2015 where we started the whole thing so down there we for every for every day in the whole month we pick a topic and Don't know you can see the topic and how much time I needed for the sculpting's and Yeah, it's basically where I really started sculpting. It's not the best stuff But I learned a lot really a lot so and there I also try to make it pretty fast so most of the things are really rough and not pretty polished and It was a very hard challenge to do it every day Besides your job and family life and all this stuff. So sometimes I just worked until late at night to get this done but Pushing you through there and really finishing everything helps a lot So I just Skip through here a bit So this just should give you an idea how I started then in 2016 I also finished the whole months After one month of sculpting you are super tired of sculpting and doesn't touch it for the next few months But I think you can see that in the next year. I improved quite a bit and Also the sculpting time got shorter By the way, the videos you also can watch online just Google for a sculpt January so and 2017 as mentioned I did not all the 31 sculpting but a few of them and Also, I challenged myself to shade the sculptings in a very specific way Here you can see some of them some are my own creations some are Used concept art for from art station or this one here's by a David Roir, I had a baby at this. I still have a baby, but that's the reason why I did something like this Yeah, and this one was the last sculpting I did for sculpt January and this one was the first I did in 2015 and I guess you can see there's a little bit improvement in there So I really recommend you if you want to learn sculpting then Go ahead and practice in sculpt January. So certainly next January 2018 We will have another sculpt January. You can find it on my website Just basically just Google for sculpt January and you will find it Well, the internet is slow. I guess and also on Facebook. This is a sculpt January group where the most action takes place But you still can participate if you are not on Facebook. So you don't have to be on Facebook All right Let's go over to the actual sculpting process Certainly before we start we should prepare ourselves one important thing some of the things you just do once it's Set up the graphics tablet So I just will switch between the slide and what I'm doing here So just search for the way cam settings. It's in German here. Sorry for that But I just explain what I set up here because if you were think on blender You always navigate with a mouse wheel by clicking the mouse wheel To change the viewport angle and so on and if you just have the standard settings of the pen It doesn't work. So you have to switch mouse and pen and this is not really useful So what I like to do is to set the lower button of this pen to the middle mouse click So it's basically clicking this button here and the upper to the right click. So sometimes you have to do a right click and The other thing I do is to switch from this hover click to this click and tap I think it's your personal preference I really like this click and tap that means I have to click the button and just when I hit the Graphics tablet then this button will affect So and in this way I can easily navigate and blender by just So just have to check if everything is right here Because I just want to have one screen or two So, okay So this you can also change So now I just click the middle mouse button and when I'm drawing on the tablet basically I can rotate the view While holding down shift I can move this around and with control I can zoom in and out and this is pretty easy and now I just can control my whole viewport with only the pen and the keyboard So then the other thing let's close this one The other thing I have here is enable what would take around selection I mean, this is in general a cool thing. I have this always on but especially for sculpting This is also pretty helpful because if I switch to sculpt mode and enable dynamic topology I will tell about this a little bit later And if I now sculpt somewhere here and make changes The the view will lock this place where sculpted and then I can rotate around this specific spot So when I sculpt here, it will around this area when I sculpt here This will rotate around this area and this is extremely helpful because if you have this off It can be pretty annoying to Control where you are if you sculpt here and then the camera is rotating in a completely different direction You always have to move your fewer wound So I really recommend enabling this one so then install the sculpt tools add-on this Contains basically tools which you have in blender already, but just in one place so you can access them a bit quicker This is an external add-on you have to download them just Google sculpt tools add-on for blender If you don't want to do this you also can enable the bull tools and the modifier tools Which allows you to do the main things I do with the sculpt tools add-on as well So you can find it over here. It's an actual fact nothing really you do in sculpt mode It's more like using boolean operations for merging objects or Remaching the objects quickly or apply all the modifiers from all the selected objects But as mentioned you also can do this with the bull tools. I have this enabled already You can find it over here. I guess It also has this boolean operations to quickly add boolean modifiers and so on It's much faster than go in here at boolean modifier and so on and then we have this modifier tools You can find it here, which basically allows you if you have modifiers on here To apply all modifiers from all the selected objects and so on so why we need this I will show you in a second Then enable mad caps or quick preferences Mad caps we can find here in the property in a properties panel under shading. We can enable the mad caps it's quickly collapses and This are basically Some kind of shading which will lie above the whole scene and you can choose between different shading modes And this just helps you to to understand the shape of the thing you are sculpting even better But I read somewhere online that this also takes a bit of performance. I don't know how much this really Effects but there's also this quick preferences add-on which you can download for free there you can basically change the Solid shading lighting and there are some presets and I also always use this dark gray Adjust this a bit because here you really good can see The edges of the object and they can read the the shape of your objects pretty well so this makes this even easier to sculpt on and Yeah, one other thing is entering auto graphic view I find it really hard if you are with numpad 5 let me enable the shortcuts here So if you are in a perspective view, it's pretty hard To sculpt in this area and then back here So you don't know the relation between the the proportions you're sculpting here. So and if you're entering Autographic view is numpad 5. It's it's much better to see it. It's just something I experienced So I it's hard to describe this in a proper way But yeah, just try it out for yourself Certainly is some areas if you're sculpting a character and want to sculpt under the arm For example, you have to switch to perspective view from time to time But in most cases, this is pretty helpful and the last thing I do is also on the list here enable only render that means if you under display click on only render all the grid the helping objects and so on will be disabled and you just have The object itself and for sculpting itself You just basically need the 3d viewport and the tool shelf Sometimes and then you can scout and there's also a little trick if you for example press alt f 11 You have this window less full-screen mode and if you press alt and f 10 in addition you have this full Full-screen mode from the 3d view and now you can easily sculpt without any distractions So to to get back to the original view you press alt f 10 again or up in this corner. You can click this button here So this are the basic things I do to prepare for sculpting So let's go on here sculpting workflow. Okay So over the years I Developed my sculpting workflow, or maybe I just steal from other artists. I don't remember anymore But I mean some of the things are certain for any 3d projects like using references or concepts depending on what you want to sculpt. It's always super important Then building up a solid base mesh. This is what I used to do that means some people are just starting with a sphere and Dragging all the forms out of it, but I like to prepare The base mesh I will show you this and What I also see a lot of beginners doing Wong I would say is started with a very high resolution So if you start with a very high resolution and sculpt over it, it's just a pain and I can clearly understand why people stop sculpting then So in actual fact you can create pretty awesome Shapes already was a very low resolution. So this is Interesting, so let's get the first things first. I Want to show you on this example here. This was from Skype January 2017 How I basically did that this is 100% dynamic topology So I did not retopo this or texture paint this. This is 100% Dintopo and 100% procedural shaders on this So I used this nice concept art from Sergei Vasniev if I pronounce his name right I found this on art station And I really liked this the topic was turtle. So I don't want to scar this topic turtle and That's where I started So I hope planner will open up fast. Yeah, okay. This is the base mesh I created and For creating base measures I use very simple shapes you can see this one here is an actual fact just a cube with some extrusions and sub-serve modifier on this So basically you just add a cube Put a sub-serve modifier on this and then in edit mode depending or according to your Concept art you start building the shape just by extruding and scaling and moving the stuff around so and I used to Do all the parts like the limbs and in this case the head and the neck here as separate objects as you can see This is all separate also all the fingers here Because we will join them afterwards. So if I for example want to add a head here. I Would add for example another cube Put a sub-serve modifier on this then shape this a bit for example, whatever we wanted to create and In this way I create the basic shapes here and you can Use everything for creating your base measures For example, you can use curves if you like because also curves you can convert to mesh objects at the end You need mesh objects here the basic curve and in the curve settings for example, we can set the full method to full and then increase the depth here and the resolution and With alt s I can scale these dots here and this way you can add tentacles Tails or whatever and when you're done with all this you can convert this with alt C and Convert this to a mesh and now this is a mesh object and you can use this for sculpting the same way I Can use the skin modifier for example I did this here. You can see I'm only editing an edge here. Let me turn off the modifiers So this is what I have in the edit mode in actual fact Then I add a mirror to mirror this to the other side the skin modifier Which is creating the mesh around one edge and the sub-serve modifier to make it bit rounder Same thing I used for the fingers as you can see so it's pretty easy to just quickly build up some measures So you might ask yourself. Why don't you use a skin modifier for everything? Because the skin modifier was built to create base measures for sculpting but if you are Extruding a lot of things it might happen that you get these glitches here And if you then start sculpting and have this weird glitches Then you will have some bad errors in there and need to solve them later And this is not really fun. So I used to separate everything from each other So certainly if you want to do the fingers you just copy the arms go and edit mode quickly adjust this stuff So it also works pretty fast. So and how can I start sculpting now on this? we now I Usually do not join everything now because for example if I start with a very low resolution on sculpting and Sculpt over the fingers, then I totally destroy the fingers. So I usually just combine all the bigger parts from What I'm sculpting here like the arms and the body But right now we can't do this because we have all this modifiers on and there we use this sculpt tools add-on and Here I just can select everything and click on apply mods But first I want to increase the resolution so that every object has about the same resolution So Like this select everything apply mods and now from all the objects the modifiers are applied as you can see so now We need to join these things, but not with control J. This typical adjoining operation. It needs to be United with the boolean operation. So I click on this union You can also use a boolean modifier or the bool tools as mentioned and now if I fly inside this object You can see that we will have a hole in there. So both things are an actual fact connected with each other So now we can switch over to sculpt mode It's quickly Enable quick pref with a dark. Okay. I think it's fine Okay in sculpt mode when I start sculpting I Certainly enable dynamic topology. You also can do it with control D if you like and I recommend to switch The detail type method to constant detail Because otherwise You will have a different level of details according how close you are zooming into your object And now we have this fixed resolution slider. This is a divider for one blender unit so The bigger the number here the bigger the resolution is with this eyedropper you can click on your object and get the Resolution from this specific Edge you're clicking on so usually I go a bit higher than this This is the basic settings I have here in sculpt mode and also I always start to sculpt Symmetrically if possible because you will save a lot of time if in the first few detail rounds you just have a symmetric object So as you can see I just have the standard brushes in 99% of the cases I just use the standard brushes and In actual fact just a few of them The my main tool is a clay stripes brush. I think a lot of other artists will agree on that and And Yeah, we have some basic settings here like the radios the strings and so on I don't want to cover all this because this is more like a beginner topic We can change the resolution in viewport with by pressing F Or with control F. I can also Sorry shift F. I can control the strings. So in actual fact, I did not really need this thing here Also, all the brushes I can access through shortcuts. For example, if I press one two three four And so on as you can see up there. I can change The brushes and on my website. I also have this sculpting sheet sheet So if you want to have sheet sheet with all the sculpting brushes, you can find it there So and now Basically, if I just use the smooth brush I now want to smooth the transition between these two objects and go over here. This in actual fact works quite well but what I wanted to show you is Sometimes you just need to add some details there because the smooth brush is not adding details so I have to go over here if I Swim in here, you can see that I'm adding details by sculpting over here depending on the resolution you set here and In this way, I can quickly smooth this area and In just a second it looks like these two objects are in actual fact belonging to each other So smooth over it and in this way I can quickly Add some details I'm not an anatomy expert, so I use references I have this anatomy figure from 3d total comm which is pretty helpful because you can touch it and Turn it around and see how all this is interacting with each other So I really would recommend this and then we just use the basic brushes I also use a crease brush a lot to define The major shapes and you can see the resolution is pretty low at the moment and I just would start to define The basic shapes with holding down control I can take geometry away basically with normal left click I can add geometry and in this way I just start to define the basic shapes after a certain point when I'm fine with this I just take the next one and add it to my mesh using the scalp tools union and Then I can go on sometimes you can see that Dintopo is disabled so you have to enable this again and now as you can see I quickly smooth this area and Now the legs are also belonging through the body So now I want to skip this a bit All these iterations here are the original iterations So you can see what I did here Here you can see I added the arms to the body and sculpted some shapes And also you have to keep in mind that if you're looking at the concept art that most of the body is covered with This armor thing so certainly we don't need to sculpt everything in detail from the body Then let's go on with third one Here you can see here I also added the head and the neck to the body and sculpted even more details I think a detail level like this would totally be fine for the body itself If some claws are over it then you can see I added the legs and Sculpted even more you can see the detail level is a bit higher So I would recommend not just going higher and lower with a detail level just at a certain point where you realize that you can't go higher with a certain detail level you have then you Increase the details a bit and then go in the next detail level and if you're fine with this go a bit higher and at the next detail level so and as mentioned try to keep as low with the details as long as possible because unfortunately blender can't handle that much polygons that good so since I know from the beginning that I wanted to sculpt this specific concept art and also in the same angle at a certain point I added the camera for this perspective and Certainly the creature has not a symmetrical pose. So I started to pose this creature So I had the main details also for the arms on both sides So I don't need to sculpt them on both sides separately and then I just added an armature system So very basic stuff here and now I can Rotate the arm Like I needed Same thing I did for the other arm and as you can see at this stage I did not add the fingers here because the fingers are a bit different on both hands So I did not sculpt in in this stage And one important thing certainly if you have posed your creature Every time you add an armature system, there will be also a amateur modifier added So you have to apply this to go on with dynamic topology sculpting. Otherwise you get some weird glitches there so So here I added this armor thing. Let's quickly take a look in the modifiers here This is the base mesh basically so we will modify on this subsurf modifier solidify modifier to make it thick and Another subsurf to smooth this a bit So as you can see I did not Take much time to create the the base meshes and all these details on there You can put a lot of objects there, but I just sculpted them using the the crease brush and the clay stripes brush mainly Also, you can see here. I increased the resolution a bit so basically what I did is adding some shapes here then go in with a Crease brush you can see here and at this lines and In this way you can quickly Add this kind of shapes so it's super basic stuff I used here and also all these things I guess it doesn't even make sense But it looks like this on the concept art and it was fine to me in this case So this is also I'm not sure was the symmetry sculpting I guess you're not let's go a little bit on here Yeah, you can see here suppose much more clear also. I added more details to the legs I guess then the wooden stick I also added in the previous version and here you can see I adjusted my base mesh fingers So it's always possible to add base meshes or objects to your object or remove something For example, if you realize that the neck is completely not what you want You can for example quickly add an object here Select both and then also in the sculpt tools add-on or bull tools you can use a difference option to cut this off and Then you can add other objects there if you like or just sculpt over is check the in topo here Sculpt over this and clear this area if you like so just smoothing add a little bit of details and Now he has no head anymore So what I will try to tell you is Sculpting is a very creative process. So not the first way you sculpt this will be perfect So it's always nice to change things and I also recommend not using undo just try to cut something off put something else there and Start to sculpt over it like you would do it in real life. So I think here was not much change Let's see some progress here so yeah now as a fun part here, I sculpted the back thing here and let's turn this around and Certainly also down here. I know that this thing will also just be viewed from one specific angle And certainly I don't want to put much more time in it than needed So I just sculpted the stuff that we can actually see from one side on the final model. You will see this even more So basically now it's just adding more and more details going higher with a detail level here You can see I think this is nearly the final thing You can see I also added some very simple eyes I also would recommend never put the eyes into the mesh itself joining this because it will be very hard to sculpt around the eyelets and so on because then they are merging with the eyes and you get some weird eye shapes and Yeah, also here if I turn it around you can see it's too face Yeah So what's still missing here is the details for this wooden stick But you also can see the hands were sculpted and I also added other stuff like here and at some point if we take a look under his Armour it's looking like this So I wanted to add some more details to the arm and if you have this big creature and Sculpt super high details. It can be quite slow at some point So in this case it was lucky because the whole body is covered with the armor And I just cut everything off and then if you sculpt on one object alone and add more details This is much quicker or smoother than if you have the whole body and sculpt on this thing so I just cut everything off and And then this way it was much easier to scout the whole thing So I guess let's jump a little bit further here So this was a final model. You can see I added some details here. These are just basically just a few strokes with a crease brush over here and a few strokes with a clay stripes brush so 99% of the cases I just use this two brushes and And for adding holes for example, I use The block brush so we can Use a different curve here just Substract by holding down control and I should increase the resolution But you can see that I can easily create holes and I use this for the eye holes To add the eyes there and if I need to create other holes So And let's finally check the final model here So and this is what we have here I added some basic light setup the camera certainly and the ground and as you can see even in the final shot I did not scout the rest on the other side and Let's see how much time we will have left but everything all the shading as mentioned is procedural generated. I Hope I can show you Some little things of this. So let's take a look here As you can see I used a reference. I created a solid base mesh I used a very low resolution from start on Then I used to keep everything separated especially the smaller things like the fingers and so on Then I increased the resolution in steps after I have a certain resolution done then I increase it not every time up and down and Here's a little trick I found out Not that long ago if you want to add this very high level like using textures Texture brushes to add for example skin Details that you can flood fill the whole mesh that means the whole mesh will have one resolution Then you turn off dynamic topology and then you can in actual fact sculpt quite smoothly so Let me show you this then it's even possible to have millions of polygons so That means in the standard sculpting settings so you don't need an add-on for this with dynamic topology You have this detail flat fill if you click on this this detail size you have here will be Filled the whole mesh so everything has the same resolution then But I have to increase this a bit Let me check this. This is 50 okay, let's double this and Let hit the button Certainly this can take a short while So let's check this you can see also from the outside it does not really show up but it has a quite high resolution now and I think I should increase this even more so that it starts lagging here. This can take some time so Anyway, if this takes too long, I will Stop this but It's pretty cool because after this you can turn off dynamic topology You have a even the subdivision everywhere and then you can pretty easy and smooth sculpt all the details on this stuff so Okay, you can see it now start lagging so let's disable dintopo and I hope I Don't tell shit here so and now Can see it's pretty smooth So compared to the other before it's pretty nice Certainly you will have much more polygons than before But you also have much more details Okay Let's go on to another topic Which I want to cover solving problems Everyone has sculpting problems So here are some Some things I used to do if I have some problems Yeah, if you know blender then you probably know apply scale. I also gave some sculpting workshops in Germany and There was this one guy who did this very special thing I have no idea how he did this But you can scale your objects in object mode like something like this Now you can see the z scale factor is at 30 and then somehow in edit mode He scaled it down probably So that it has a normal shape again But you can see the scaling factor in for the z direction is still 30. So if I now switch to We even get a warning up here that we have a non uniform scale And if I now start sculpting here that's enable this this Increases a bit like 20 and let's use a standard sculptor brush if I now sculpt on this You can see this weird thing is happening like it's scaling in this certain direction So and if something like this happens Undo this and then press ctrl a and apply the scale So you can see now this is back at one We have a uniform scale again, and if I now scale sculpt on here everything looks fine again So next thing is make normals consistent. This is especially if you want to join certain things with with the bull tools or the sculpting tools and one object has a negative scale for example Like sometimes you more objects by scaling this by a negative one so you have Negative scale and sometimes if you then apply the scaling you can see the normals are switching this we can see by the strange color this thing has and if we do not do this so the scale is still negative and we Will tool this Sorry not speed sculpt speed sculpt is by the way another cool sculpting add-on which is paid at cost ten euros You can find it online, which is also pretty helpful I can really recommend so and in this case Nothing happens. So Blender improved. That's nice But before it was like this and the two objects are not joining. It's like the difference option at taking stuff away So an actual fact I tried this yesterday, and I had no errors. So Good for us less problems So but anyway if you have ever problems with the normals It's pretty easy to solve this Basically you always can see it that your object has this very strange Color It's at something like this here in this case and normals are flipped that means the One face the one side of the face is showing up just switched to edit mode select everything and press control n Then this will be solved in most of the cases So we move doubles. This is also nice if you're for example It also happened to me once if you have an object and accidentally Duplicate this in edit mode. So you have basically two objects on the same spot While sculpting you did not really notice this so it still works, but I should apply the modifier So if I know sculpt here looks pretty nice But if you then again join objects with a boolean operation, then it can cause some bad troubles So an actual fact you did then if we take a look in here two vertices aligned on each other Select everything and down here you have this removed doubles So all the vertices which are on the same spot will be joined you can see quite a lot Were removed and then you can sculpt and join objects again pretty easily sometimes for example, if you already sculpted a lot on here and now want to add some other parts and Didn't realize this and then it's not sometimes not possible to do this remove Doubles because the vertices are shifting away from each other Then it's nice to make a quick remesh For this you can either use the scalp tools add-on With this remesh option or you do a quick remesh with the remesh modifier Which is basically the same thing just here you can access this a bit quicker Just increase the resolution to high quick on remesh Then the whole thing will be rebuilt with a new shape or a new new geometry But this strange overlapping things will be removed as well So if you ever have problems joining objects together, this is really one little trick Which can help you just remeshing the object and if you don't like the remesh algorithm from the remesh modifier I can recommend you this tool instant meshes, which is also for free. It's super easy to use Which allows you to quickly remesh your objects with a beautiful Yeah, topology basically so There you have even better Okay, time is running fast here. You can see it as well Yeah, and one thing I also want to show you is transferring details to the multi resolution modifier Imagine you have a very high resolution of your model and want to work with this somehow And your viewport is just lagging around and it's not taking much fun anymore So you can use this trick either for if you want to create a quality high quality production ready characters Or if you want to just quickly have basically levels you can turn on and off for your For your object. So here we have a example This year is a dynamic topology sculpting as you can see I did don't ask me what this thing is this thing here is Is a complete retop of this I did this manually because I wanted to animate this character But certainly you can just use a remesh modifier or this instant meshes tool to just quickly build Very simple retopology object. So this thing here has 5000 faces not much and I don't want to click but you can see it's it's a lot. I don't want to enter edit mode now because Then I probably crash What we now can do is To add The multiverse modifier. Let's do this from scratch. Let's add the multiverse modifier Which is similar to the subs of modifier. We can now subdivide the mesh a Few times and you will see that this looks Similar if we add a subs of modifier Then I will add the shrink web modifier and Here we can choose a target object. So in this case, it's a high-poly object. So let's Choose this and Now you can see that all the faces from our low resolution object will be projected on the high resolution object You can see we have some glitches in here because my retopo object Also has a mouse hole in there Let's discover the area from inside. So and Certainly, this will also be projected on our mesh But I in edit mode. I just created a vertex group for the mouse Area for the inner mouse area and in the shrink web modifier. We can exclude this area if we like so The shrink web will not apply on the inner part of this area So now comes the cool part you can do a few adjustments here, but you can see it already works quite well If it's doing something Please okay Just open this again. So, okay here. I've set up everything as you can see and If I now apply The shrink web modifier. Let's do this quickly. You can see it's still there. So All this information from the shrink web modifier now are stored inside the multi-web modifier That means if you have a other Order in the modifier stack this will not work So the shrink web modifier has to be below the multi-web modifier and now the cool thing I can basically change the levels of subdivisions here and Still have everything. So for example, if we now want to wick this Texture this animate this we just disable the multi-web modifier We can do all this stuff and then we enable this again Also, if you just want to create the static sculpting you can use the same trick You can add some quick armatures just pose your lowest object here For example, if I just go into edit mode, which is not really possible in In this high-resolution sculpting I now can pose is pretty simple And you will see that all the details from this multi-web modifier are still there So nothing will be lost here The only thing that you can't do is to add new geometry to the mesh inside So if I now add some lookouts here or just extrude something This will certainly break the whole thing then you have to do it again But the other cool thing if you find out that on some areas this maybe not looks that nice. You still can edit at Enter sorry you can still can enter The sculpt mode and multi-web modifier was created for sculpting. You certainly can still sculpt on the Multi-web modifier information. So if you like you can also add more information here Change this also subdivide this even higher to add even more details to the sculpting if you like and This is working pretty well Yeah four minutes left So I will probably not go to the live session Okay, just a few words about shading So sometimes you just want to create this Sculpting and want to present it in a nice way. You don't want to animate this So it's nice to quickly shade this without creating UV maps and so on and in this way We can use procedural textures or seamless textures and the box mapping also, we can use vertex painting that means we are painting on the geometry itself not on a texture in actual fact and We can mix a lot stuff. Let's quickly take a look in this one here The cat So quickly all this stuff here. This one here is 100 percent procedural no external textures used Here I only used a papers texture for the diapers here and a skin texture for the skin This is 100 percent procedural This is also nearly 100 percent only the skin they added a seamless texture But the rest is procedural and this one here is 100 percent procedural So I think you can get quite nice details. Yeah, so let's quickly jump into this This Okay, just quickly so As you can see the note setup is not that complicated. It's quickly Take a look here So and here you can see what I mean with mix mix mix I have a lot of these mix RGB nodes and I'm basically mixing different Procedural textures together here up here we have this geometry node with a pointiness feature which you can plug into a color ramp and then Highlight some features of this creature This I use as a mixing mask for this mix RGB nodes So I mix two colors that means one color will show up on the white areas and one color on the black areas So let's take a look in this. I can change the colors if I like Green for example, so I easily can add a little bit of details then This attribute node you can add and type in the vertex color information here. So I went over to the Vertex paint mode and just painted something on the on the model in this case the nose because the nose should have a different color in this case and This is basically also a black and white mask. I used to mix with this color here. Now it's green Something like this and a new color for the nose basically I can also change this if I like Then I added with this object coordinate nodes this object output I used for the standard noise texture with this base which is basically just this colorful noise. I Created two of them one with small details one with big details Then I put this into a color ramp then it will be black and white and I can control the contrast basically as you can see here And this again is also black and white. I used again as mix mask for another node here to add just a little bit of color variation in the skin Also this stuff here same thing if you retweak this color ramp We can see we just have a few dots left. I also mixed them into the whole thing if I zoom in you can see it and The other stuff you can ignore just put the principal shader in there or something like this I have not much a plan of Pbr shading so I put just something quickly together. So it looks somehow nice. I mixed the subsurf scattering shader in there And as you can see now, we have this quick shading and it looks kind of interesting Also the golden stuff here. It's even simpler. I guess This is the golden material Let me show you this again quickly Yeah Also, this one is just a class shader and diffuse shader for the eyes pretty simple I think what makes this look so cool is by having a Wim light so just a area light in the back and one light in the side So you have this nice lighting. So lighting is one of the most important thing to present your Objects. Well, but I guess they can ask people like lap. They will show you some nice tricks Yeah Certainly what one other thing I want to mention I can show you this on this example here Here I added a Waffnes map, which is also basically a very simple Noise texture and with this value you can control the Waffnes on some spots It looks waffer in this case like water is dropping on him. So you get this Subtle realism effect pretty quickly. So and in this case, I just show you the model not much more because Time is over. So, yeah Here it's pretty slow, but you can see here also has color in some areas and this was painted in vertex paint mode and Julian Kasper a nice sculptor by the way Just mentioned that in the latest Blender 2.79 build the vertex paint mode was highly improved And I just tested it because Before it was unusable basically, but now it's pretty cool. You don't have this glitches if you paint over an edge For example, so definitely check out the latest build and test the vertex paint mode Yeah, I think I could talk on and on and on So I just if I had time I just want to sculpt this little one of this little characters from La Landa Hushuka It's the artist you find on Artstation, but yeah, we don't have any time anymore, but I Saw this way. So if you want to learn sculpting join sculpt January Also, we have this weekly CG challenge, which is basically not just sculpting only You can join every two weeks. We have a new challenge with great prices and sponsors, so definitely check this out and Yeah, that's it basically