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Now is the time to create these wisps here, so I will press ctrl-tab to exit the pose mode,
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go to the layout view and we can go back for a little while and inspect those from a reference.
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So you can see it's a really very easy model here with just some light effects.
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So I will not be using the mesh modeling techniques that you already saw,
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but we'll do a little bit of a sculpting for this, very simple one.
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So this is not a chapter to really introduce you to sculpting,
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but maybe if you haven't touched it yet, it will give you a glimpse of what the sculpting actually is
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and how you can use it sometimes to easily create something small to enhance your designs.
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So first of all, I will press shift-a and add an object that we will sculpt from.
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And for that I will use a round cube that can be found within the extra objects add-on,
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so make sure you have that one active.
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And now let's create a round cube.
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And now depending on your Blender version, this might already create a quad sphere for you
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if you use earlier 2.8 versions of Blender.
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Since I think 2.82 or 2.83, this creates really a round cube, beveled round cube like this.
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But there are some presets here that you can use to create a quad sphere, so let's choose that one.
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And now I really want dense mesh for the sculpting,
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because the only thing that the sculpting does is that it uses some kind of brushes
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that manipulate your mesh in a certain way.
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And to really be able to organically manipulate the mesh,
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you will need a much higher density of vertices and faces.
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So let's set this to 20.
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Let's confirm.
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And we'll make this a little bit smaller, so something like this, like you saw in the reference.
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And I will right-click and choose smooth shading for this object here.
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And now let's go to the sculpting workspace here.
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And we can press slash on the numpad to isolate this in the local view.
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Let me zoom out a little bit.
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And you can see the viewport for sculpting looks a little bit different.
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There are no grid lines, so you can focus on your model.
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But this is the same viewport you know.
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It's just set up in a little bit different way.
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And right here on the left, you can see all those sculpting brushes that you can use.
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And I tend to expand this a little bit, so I have those brushes in rows.
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This is a little bit easier for me to navigate.
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And you can try to play around with some of these brushes here.
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I really like the scrape brush, for example, where you can flatten some of the surfaces
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and basically scrape some material away.
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Let me go back.
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And if we enable wireframe view, you can still see this is a mesh.
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And with these brushes, you are just modifying it directly.
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So sculpting is really destructive operation when it comes to mesh.
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It's not like using a modifier or something.
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And it's good to have like a really dense mesh.
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You can make a density higher.
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There are some options here to remesh or use dynamic topology.
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But again, the sculpting is really not the scope here.
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So I want to just show you how you can use one simple brush on already dense mesh
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to extrude some of these tentacles or whatever they are called on those wisps.
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And there's a great brush for that, the snake hook right here.
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So let me enable that.
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And I will disable the wireframe overlay right here.
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And I will also disable the symmetry option here so the sculpting is not mirrored.
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And now we can try the snake hook right here.
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You can see how the cursor snaps on the surface.
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And we can try to drag out some of these tentacles like this.
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So this is how the sculpting works basically.
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And right now, you saw right here when I went back in history with Ctrl-Z,
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the mirroring got turned on.
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Sometimes going back with Ctrl-Z can be a little bit annoying.
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So remember to turn this off once again.
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And same as before, you can use the F to make the brush larger.
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So let's try to extrude some of these tentacles.
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Something like this.
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And maybe one other here.
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I will make this larger or zoom out.
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So this is all I will do right here.
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Just trying to come up with some organic shapes.
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I went too far a little bit here, so I will go back and try to fix this.
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Okay, I think this can work.
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So this is the sculpt for the wisp.
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And if we enable wireframe overlay, you can see how some of these faces got stretched a little bit.
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So right now, I want to make this a little bit more even.
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And there is a remesh tool right here.
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So let's just set the voxel size to something really small like 0.05.
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And let's click Remesh.
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And you can see immediately how this model got remeshed.
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And it has much more consistent face size.
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At the same time, if we now turn off the wireframe overlay, you can see how some of the parts got distorted.
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And the object is not shaded smooth anymore, so I will hold CTRL, tap, switch to the object mode,
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shade is smooth, and go back to the sculpt mode.
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And now we can use the smooth brush.
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It's this one right here.
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And you can use it to smooth some of these parts a little bit.
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And we can reduce the strength on the brush so it's not destroying our sculpt.
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And it depends on your sculpt.
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You can use this here and there mostly to eliminate some really strong mesh issues like we had up here.
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And I think this will be fine.
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And now we can go back to the layout view.
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So our sculpt is finished.
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And now I will press G, then Y to move this in the front and to the top.
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And we could use this like this, but I feel like the mesh is unnecessarily dense right now.
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So we can go to the modifiers tab and add a modifier called decimate.
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I'll do if we enable the wireframe overlay once again.
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If you move this towards the zero, you will see how your mesh gets simplified.
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It creates triangles, but I don't worry about that right now.
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And we can reduce this all the way to something like 0.08.
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And you can see how these faces are a little bit larger and some of these things are more evenly spaced out.
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So let me disable the wireframe overlay.
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And now we can apply the decimate modifier.
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Go into the edit mode, select all with A, press U and smart UV project.
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Now I've done this because I want to paint those eyes on those wisps.
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So if we check the texture paint, we have still the image there and you can see they have these dots for eyes.
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And if we go to the UV editing tab, you will see the generated UV.
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These are quite a mess.
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I wouldn't use this for anything serious.
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But here, when we just need to place two little dots on something, it's good enough for me.
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So I will leave it like this.
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So we can go back to the texture paint and let's create a new material for the wisp.
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And back to the drawing option and create a texture for that, for a base color.
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This one should be enough as a 1K texture, but let's do 2K texture just to be safe.
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Let's confirm.
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Now I will load up the texture here as well and let's save this.
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And let's save it on disk.
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So I will save this quickly.
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Okay, so it's saved and you can see it here in the shader editor that we have the texture connected.
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And now let's change the color to white.
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And you should still have the paint bucket active.
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If not, switch to that and change color to white and just click somewhere.
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So we paint the wisp white.
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Now rotate so you can see it from the front.
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Maybe we can use the front view by pressing 1 on the numpad.
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And now I will switch to the brush.
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Pick a black color.
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Reduce the size of the brush with F to something like this.
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And paint two black dots here to represent the eyes.
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Okay, maybe they are too large.
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Let me go back.
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Reduce it and make them a little bit more apart.
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Okay, I feel like this is better.
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Good enough for me, so I will hover here over the image editor, press Alt S to save this.
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And go back to the layout view.
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And now I just want them to layout around the scene.
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Let's just bring up a new window down in the bottom here.
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And let's switch this to image editor.
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Let's load up that render reference so we can see the position of these wisps.
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So one of them is kind of going towards our character, towards that extended arm.
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So we can press R, Z, 180 degrees.
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And place it there and make it smaller, I feel like.
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So something like this, like it's going towards him.
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Maybe not so much, so a little bit of that eye is visible there.
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And now I will go to the top view by pressing 7 and Alt D, the wisp.
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And place it here in the front, rotate.
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So this one will be rotated more towards the camera.
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We don't have the camera set up yet, but I just want to set up the scene a little bit.
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So something like this.
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And one here behind the character going towards him, so...
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Something like that.
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Okay, that will be fine.
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And we'll need, of course, to place the camera later and rotate the character.
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So to save the position of this wisp in relation to the character,
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we can parent them to the armature as well, but not with automatic weights,
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just as a child object so they move when we actually move or rotate the armature itself.
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So let's select them all one by one by holding Shift,
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then the armature as the last object, press Ctrl P and just set parent to object.
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So right now if we decide we need to rotate this, we have the whole set up
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and the wisp position towards the character are the same.
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So again, don't forget to save, don't forget to save your texture.
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And we can move on, finish some materials and start working on lighting.
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