I use pivot to surface under cursor. Add that to the quick favourites and just hover over the area you wanna have the gizmo, press q and select pivot to surface under cursor.
You CAN actually place your rotate or move gizmo anywhere you want in Blender in sculpt mode. All you need to do is go out of sculpt mode, then in object mode click on "transform pivot point" and set it to "pivot around 3d cursor". Now back in sculpt mode with the move or rotate tools enabled the gizmo will appear anywhere you place your 3d cursor (with shift+right click)
They made in Blender 4.0 version shift+right click as set pivot point short cut.... I was using same short cut as set 3d cursor so I can rotate like crazy on that point (if you lock to view to 3d cursor offcourse)... so after I learn this I change to shortcut as ctrl+shift+right mouse button for set pivot point... I dont know this info would help somebody.. I hope so..
Hi, I've went threw your portfolio on AS - seen few very nice realistic medieval characters in armor and one realistic sci-fi soldier. I would propose to you to make few tutorials about sculpting realistic characters like those: medieval and sci fi/military characters would be excellent addition to your tutorials.
you can actually move and rotate and set the pivot according to you just like in zbrush you just have to turn on the ..affect only.. and choose gizmo at top right corner of your window in "options".its like pressing alt and set the gizmo in zbrush...but with few more clicks.. no need for cursor and pivot to cursor stuf thats not fully controlled.
Thanks for this. What do you do when part of the upper lip is 'sewn' to the lower lip? This method cant seem to detach the mouth where it sticks together.
Very helpful video thank you, I have one question. When Re-topologizing and creating the rest of the mouth in low poly, how do you avoid baking artifacts for the inside of the mouth? or is that a non issue as its hardly visible?
hello niko its me again, sorry so the high poly of characters is done with mouth open like this to avoid having issues with the inside baking normals later? or is there a way to avoid having weird artifacs around lips when baking normals with a close mouth that has the inside? not sure if im explaining myself properly TwT
This actually goes a long way for answering some probablems. Like this could also be used for other areas like butt cheeks that area is always hard to work with. But masking might make it easier
Hi, I need your advice. I can say that I am talented in painting, sculpting or such artistic works, I think I have a natural tendency. I enjoy doing this kind of work. I would like to try to become a 3D character artist, but artificial intelligence seems to make those who do this kind of work unemployed in the future. Would it be a mistake to risk being unemployed ten years from now and try to become a 3D artist? I would be happy if you share your opinions. I think it would be very useful if there was a video on this subject. Thanks a lot.
It is easy to calculate for yourself. Just take the number of hours, the project would take you and multiply by the hourly rate you are comfortable with.
This is not the correct way to open the mouth, especially if you're about to rig. This method messed up my sculpt and now I have to spend time fixing lines on my cheeks and a deformed jaw.
I use pivot to surface under cursor. Add that to the quick favourites and just hover over the area you wanna have the gizmo, press q and select pivot to surface under cursor.
Good tip i would say :)
Thank you 😮
You CAN actually place your rotate or move gizmo anywhere you want in Blender in sculpt mode. All you need to do is go out of sculpt mode, then in object mode click on "transform pivot point" and set it to "pivot around 3d cursor". Now back in sculpt mode with the move or rotate tools enabled the gizmo will appear anywhere you place your 3d cursor (with shift+right click)
They made in Blender 4.0 version shift+right click as set pivot point short cut.... I was using same short cut as set 3d cursor so I can rotate like crazy on that point (if you lock to view to 3d cursor offcourse)...
so after I learn this I change to shortcut as ctrl+shift+right mouse button for set pivot point... I dont know this info would help somebody.. I hope so..
thank you it helped me
Hi, I've went threw your portfolio on AS - seen few very nice realistic medieval characters in armor and one realistic sci-fi soldier. I would propose to you to make few tutorials about sculpting realistic characters like those: medieval and sci fi/military characters would be excellent addition to your tutorials.
you can actually move and rotate and set the pivot according to you just like in zbrush you just have to turn on the ..affect only.. and choose gizmo at top right corner of your window in "options".its like pressing alt and set the gizmo in zbrush...but with few more clicks.. no need for cursor and pivot to cursor stuf thats not fully controlled.
Thanks, Niko, i'll try that! The character looks a lot like Ville Valo, I swear😀
Thanks, dude. i just started to do 3d modeling after sculpting irl for years, and i wanted to make a vtuber model. This really helped me a lot
Thanks, Nico! I spent some time to find how to change the location of the pivot point in sculpt mode "Pivot Unmasked"
your videos are some of the best i found on sculpting in blender!
Lifesaver. Thanks so much !
You could try rotation in edit mode, vertex selection. Really love your videos
useful video. ty, Niko!
Another amazing video! Can't wait to get my computer fixed to start learning
Thanks, know how to do it in zbrush but was wondering how to on blender! ty
Another method is to grab a spoon and say "here comes the airplane!".
that's the method ill stick with
thank you!
Thanks for this. What do you do when part of the upper lip is 'sewn' to the lower lip? This method cant seem to detach the mouth where it sticks together.
how about using dynamic topology brush (i think that's what it's called) instead of dynamesh?
how did you remesh'ed model without changing texture???
I'm wondering the same thing... color attributes/vertex paint always gets deleted when I remesh
What about the dyntopo function ?
How are you doing this picture-pin-picture thing with your reference image?
So can you do Sculpt video for beginners step by step ❤
How did you manage to keep the vertex color after remeshing the head? Remeshing wipes out the vertex painting for me.
Realized this was a bug with version 4.0. Its fixed in 4.1
SO GOOD!
Very helpful video thank you, I have one question. When Re-topologizing and creating the rest of the mouth in low poly, how do you avoid baking artifacts for the inside of the mouth? or is that a non issue as its hardly visible?
The inside of the mouth you will have to make manually as texture and with blank normal map would be fine. Just always make it very dark :)
Thank you!@@SpeedChar
thank you
Great video, btw what tablet do you use? Is it true that a display tablet will kill your neck shoulders?
Here is your answer ua-cam.com/video/Nt8K5ZQNx-0/v-deo.htmlsi=P-tW_J2jNS9-0uAD
hello niko its me again, sorry so the high poly of characters is done with mouth open like this to avoid having issues with the inside baking normals later? or is there a way to avoid having weird artifacs around lips when baking normals with a close mouth that has the inside? not sure if im explaining myself properly TwT
How do you have pureref above your blender open?
This actually goes a long way for answering some probablems. Like this could also be used for other areas like butt cheeks that area is always hard to work with. But masking might make it easier
Hi, I need your advice. I can say that I am talented in painting, sculpting or such artistic works, I think I have a natural tendency. I enjoy doing this kind of work. I would like to try to become a 3D character artist, but artificial intelligence seems to make those who do this kind of work unemployed in the future. Would it be a mistake to risk being unemployed ten years from now and try to become a 3D artist? I would be happy if you share your opinions. I think it would be very useful if there was a video on this subject. Thanks a lot.
I wouldn't say unemployed but most 3D artists could be forced to rethink their ways even 2-3 years from now. But nobody knows yet :)
Niko again dropping the knowledge bombs like he's the Americans and we're Japanese during WW2! Thank you Niko, keep being awesome! :)
very helpfull
amazing ! ! !
what is the sculpting process to do a riggable mouth/jaw?? thank you
U said standard brush. Still using Zbrush language. Lol.
Please can you give me an idea of how much freelancers charge for a character design. In average I mean.
It is easy to calculate for yourself. Just take the number of hours, the project would take you and multiply by the hourly rate you are comfortable with.
@@SpeedChar lol
This is not the correct way to open the mouth, especially if you're about to rig. This method messed up my sculpt and now I have to spend time fixing lines on my cheeks and a deformed jaw.
Uncany valley