Now, we're going to use just sculpting to do the rest. So let's go to sculpt mode. And there's all these different tools. But what we want to do is maybe use like an inflate or blob. These are just different fun tools you can use. And if you hit F on your keyboard, you can bring, you can kind of scale up the size of your brush here.
So I'll do something maybe in there. Let's zoom in on the front. And let's just put some eyes so then when you start to click, notice when I was clicking, it was actually pushing in instead of default instead of popping out. So that means that I may have my normals clipped the wrong way. So let's go into edit mode and go to mesh normals flip normals. Now, let's go back to sculpt mode.
And I'm going to change my view here from this to this just so I can see a little clear now and we Push. Notice now it's doing the correct transformation with bulging these eyes out. So that is what we want. And I'm actually gonna do blob, and we'll go to front view. And let's just make some eyeball blobs, I might shrink this in, and let's just come to the face. And notice from the side view, those are a little, little too much going on there.
So we're gonna just Ctrl Z until we just get a little eyeball action there. And then now we can crease the edge. So I just switched my tool to crease. And you can zoom in here, let's get rid of this info. And now we can. Sometimes I like to turn on my wireframe when I'm modeling.
And we can kind of just see this deformation happening. You can also increase the strength of your brush. So say if I wanted this, this crease to be more intense, I could do that. Hey, now we're talking, maybe zoom out a little bit, just kind of crease it in. And all I'm doing is just kind of pinching the bottom there. That's what the brush does.
Just tries to make the best guesstimate. And I really enjoy sculpting because it's really freeing, almost like digital clay. So there's some cool eyes, got some eyes made out of coal. And now let's make a nose. So that looks like kind of like a carrot kind of sticking out there. So let that's actually our snake hook.
And this one's really sensitive, but you want to kind of look from the side, grab a little pinch of his nose and just pull it out. But the thing is, it's kind of losing geometry. So as we stretch, it's kind of getting less and less detailed. That's bad. So let's turn on our dynamic topology. and change it from relative detail to constant detail.
And instead of three, let's do like 15, something like that. And we just keep that on. And we also have symmetry just auto turned on on the x. And we can toggle that on and off as we need it. But let's keep it for this. So notice, we've got kind of, I want one carrot, but we're getting two because of the mirror, and it's right down the center.
So we'll turn that off for just a moment. And then let's pull out a little carrot nose. So kind of look from the side angle there. We'll just grab here and pull out. But notice it kind of went crooked. And that was because the way we were looking at it, so let's go from maybe the top view, or maybe even kind of looking the way we want it to go.
Let's do like a 45 degree angle. So maybe the side view and let's grab from here and then just get your mouse, right on the tip, I'm going to in large that just get right on the edge. And then just scale and drag up 45 degrees. Hey, now we're talking. Now we've got kind of like a carrot, we can hold SHIFT and click, and that will soften it. So that'll kind of sharpen that edge there.
And that's pretty cool. 45 degree angle. Let's turn our mirror back on. So there's our nose. Let's go ahead and do the same thing with the symmetry turned on, for the arms. So let's go to front view.
And we're just gonna do 45 degree, kind of up here. Just a little happy arms. Happy trees. So again, just grabbed the very slight edge. Just click and drag and notice it's really skinny. So I'm gonna increase my brush just a little bit, because this is gonna be pretty small.
It's actually make it pretty large. We're going to have some like tree trunk arms. So just grab, you just click your mouse right on On the edge of his shoulder there, and click and drag 45 degrees, perfection. And so now let's scale in just a little bit, grab the very tip of that, how we can start going another direction. And maybe take that go in another direction, just make it look kind of like a tree branch. And maybe we want to grab this one.
Keep going another 45 we can zoom in on that. Maybe a little piece popping off of there. There we go. So now we've got these crazy stick arms. We can work with. turn our wireframe off for just a moment.
Looky there, we've got a crazy snowman. So let's use the blob again and make some buttons on the front here. So we'll just kind of keep it large there and then just click click, click Maybe like three times 123123. And then for these we can do keep it pretty. Keep like a large brush here and we'll do one, two. And notice this one is going in the opposite direction.
So that means those normals must be reversed. So again, we can go into edit mode. Make sure we have all of it selected. And let's do mesh normals and let's do recalculate the outside. Let's just say blender, figured out and go back to sculpting mode. And now let's shift click.
So still, now it's done the opposite. So everything's going, you know, they're all going the same way, but they're going the wrong way. So let's go back to edit mode. Make sure you have everything selected, and we'll do normals, flip normals, and now we should be good. Yeah, so Blender just didn't know which way was up. So we had to kind of remind it or help it.
And that just probably happened when we did the Booleans. Let's go back to our front of zoom out, so our brush is just naturally bigger. There might be too much in front of me kind of match the size up here, but go down just a little bit. Do 123123123 so we've got these little buttons on our snow. We've got eyes, and a nose. And so this could all be 3d printed.
You know, I would suggest maybe flattening out the bottom and there's even a brush for that. It's not going to be perfect, but we could go to the bottom. So hit control seven and just make our brush pretty big. And then just click on the button. And notice I went a little too far so we can undo that. undo that.
Even go to side view and notice I still do Do it very straight. So that's not the best way. But there is a flatten brush if you just need to flatten some pieces out. And then there's also the smooth tool so you could smooth things out. So if you didn't want that crease right there, you just want to add some character, maybe blend them in a little bit so they don't look so computery. You know, sculpting is really fun.
And I'm gonna go ahead and save this. Let's call this snowman, we can smooth out some of that. So my challenge to you is to just play around with the brushes, you know, you're not gonna hurt anything. And the good thing about these types of models, as long as you don't push the geometry too far, you know, intersect it too much. Then it is going to be a 3d printable solid mesh, right from the go. So I would just say flatten the bottom with a box Boolean, and you'll be good to go.
So I'm going to just finish putting on a mouth here. Maybe we'll do that in a different way, maybe we'll use the inflate. And what you can do with these tools like say, if I hit if I hit inflate right here, it's just going to kind of bolt out kind of hard to see there. But it's actually bulging out. You can see it in this view. As I paint, the input is just inflating that area.
But if I hold control, it does the complete opposite of whatever brush you have. So now I'm pushing in on it. Let me just increase the strength a little bit. And we're, we can actually push in to make a mount. And notice these already like yeah, you can even do you know any one of these brushes, whatever it does, it's going to do that but in the opposite way, most of them and then another cool thing is every brush that you have, that you're using, if you hold Shift, it just turns it into a smooth, so that will let you smooth anything that you are creating and I love that to smooth so in sculpting, what I used to do is just mess it up. It was push it, push it, and then I smooth it out.
Then I mess it up some more, then I smooth it out. That's kind of my, my, my general style, and it's a lot of fun, you can get kind of lost in sculpting. And here is our snowman. Look at that. Hopefully you've got a way cooler snowman. And just you know, you could add a hat, you could add all kinds of things.
But this is a really quick and easy 3d print. You could go in and add texture on the arms, you know, add some texture brushes, we're not going to get into all that today. I just wanted to give you a quick sculpting lesson in Blender 2.8 for 3d printing. So I'm going to go ahead and save this. And let's just cut the bottom off. So we'll go back to object mode.
I'm gonna just do it manually here. So in object mode, I want to see my 3d cursor so it's right there on the face. That's fine. We'll do it Shift a and bring in a cube, scale it up and hit G and Z to bring it on down, go to the side view. So that looks like we'll just click Make sure we have the cube and then shift click on the snowman. And we can use our bool tools to do an auto Boolean difference.
There we go. We've got a nice clean flat bottom, that'll be easy to 3d print, some 45 degree arms, and a 45 degree carrot nose, kind of crazy looking snowman. So hopefully you learned a little bit about sculpting and how to make stuff. I'm gonna kind of smooth that out. It looks like a little little too steep right there. So go back to so let's go back to sculpting mode.
I'm just going to fix this mouth just so it has a less steep kind of overhang here. So I'm just holding the shift Just use any brush. I might even just smooth that all out just kind of has a nice and then we can do the opposite and smooth that out. Cool. This snowman cracks me up. So usually I would spend way more time you know doing all this and making sure that it's, you know all these details but just for general purpose.
I just want to show that you have all these different fun tools and just think of this as clay. You know digital clay, you can't really mess it up too much.