Blender Intermediate Tutorial - How to Sculpt Details
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- Опубліковано 25 чер 2024
- Blender tutorial showing you how to add fine details to your model, like bumps and scratches. Perfect for armour, vehicles or anything that needs wear and tear!
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At 5:40 for those having trouble with chaging the size of the clouds to be more subtle, make sure to go to the modifier tab (the wrench icon) to change the strength. Most likely you're in the texture tab.
thx
Thank you =)
Thank you so much!!
saved my life lol
Actually, on our anvil, there are many bashes on the underside by that big curve because of the use of that area to start a curve in Flatiron. In fact, the blacksmith says there is no part on an anvil that is not meant for some function or other. It is why it is shaped the way it is through time.
"On our anvil". The moment in life in which you realise you've become the ultimate man.
@@facethefaceandmore44 Or a comrade
*Brush clicking intensifies*
Manliest man ive seen in the comment section
you don't need to criticize Andrew all the time, after all his not a blacksmith
32:07 Blender 2.9 to change brush mapping to "random" it's now on the bar at the top, to the right of radius and strength. click the texture dropdown, then change mapping to random.
thank you!
Not sure if I'm a one-off on this, but just in case it helps someone using 3.2 or later:
The flatten brush wasn't having the same effect for me as in the video. The Scrape brush, located two spots below it, basically has the same effect (at least to my eyes). So if flatten isn't working for you, give the scrape brush a go.
Thank you, searched for this
Can't believe I didn't see this comment before searching around for 30 mins, coming to the same conclusion as you, and then coming back on to here to type your exact comment lol.
Thx
Thanks! I was getting really frustrated with not getting the same result.
Same, I was wondering if it was just me doing something wrong. I used a mix of flatten + scrape + pinch on the borders.
For people who are using 2.91, custom brush setting are in "active tool and workspace settings" or the wrench and screwdriver(Top) tab. Not in the texture properties (bottom) tap
23:22 if you have problem finding the matcap in newer versions, it can found right next to the shading options( the balls that change between wireframe, material prewiew etc) there is little downward arrow that brings out the options :)
Thank you! i've been looking for this since the last video
I was about to uninstall hahaha
Thank you that's very useful to know
god bless you
Thank you so much!
Listening to you talk about anecdotes and thoughts you've had while you are sculpting is very relaxing
For those having pixelated mesh, before going to sculpting tab, go to layout/modelling tab, right-click on your mesh and use shade smooth!
Wow, thank you. I wonder why other people don't have such problem.
Thanks!
cant thank you enough man. u absolute legend. 👍👍
@@NickNathanson you just gotta get used to shading smooth since it's quite common in modles/meshes
12:36 this is exactly why I watch your tutorials. Others only show how to achieve the end result. But the way you thouroughly go through each individual step, making sure your audience understands the process, not just the result is something i've yet to find in any other tutorial series.
One thing to note for sculpting when you're starting is to NOT use the relative detail (more zooming, more detail), but rather use the constant detail option. When I started I accidentally got over 4M tris because I was zooming quite close all the time. That's gonna start lagging the viewport. What constant detail does is it has a percentage parameter which decides how much detail is added, regardless of zoom-level.
It's also easier if you are modeling high-poly, since you can do block-out with relatively low detail, and then raise the percentage to add more detail.
Of course you don't have to use constant detail as a beginner, just something to consider if you notice lagging during sculpting or very high amount of triangles.
Annndddd that comes too late :)
1,5M Trias and now i got a slideshow but ill try my gaming pc now he can handle that...
Upvote, every beginner need to read this.
thanks
This is one comment I wished I read much earlier because my viewport became very sluggish. But Andrew used the relative detail setting and mentions about zooming in to give more detail. He is using a high-end computer and likely has no issue with it. I plan to upgrade video card and cpu but it will still will be lacking compared to his system.
@@djb0110 Nah it still will hit. It's just that he isn't doing anything crazy with it.
Where can i find this " constant detail" option in Blender 2.8? Thanks for this tip ;) Im following along and just added the clouds texture but i havent began to custom sculpt it. Im glad I ran into this before I did.
To late I got 6.5 million
If anyone else is wondering Layers in newer blender Software is replaced by "collections". Top right side of the screen.
PROBLEM WITH (self)SOLUTION!
2.83 or above: how can i set the displacement as it was at the "texture>texture mode"? (5:25)
DO NOT SEARCH THESE OPTIONS AT MATERIAL TAB!
Edit: I finally found out! When you add the displace modifier, click the "New" button to add the displacement texture and you will see 4 buttons next to it's name ("Texture" by def) and the most right one wich likes 2 swicthers referring to some kind of settings, then if you click it, you can set the type to clouds, but the strength is changeable only at the modifier's menu. (another notice is that the switcher button forwards to the TEXTURE tab, within PROPERTIES window.) TEXTURE tab and MATERIAL tab ARENT THE SAME!
Man, youre awesome. Thank you a lot! :D
You are a life saver!
Thanks, that was I looking for!
Using a newer version than this and it took me a while to figure out displacement map -> Cloud "Strength" is reached in the MODELING tab...
Thank you! Would never have found it otherwise.
The Strenght is in the modifier tab in the displacement modifier, you find it on the modeling tab just cause it opens the modifier tab by default. I didn't see it at first too xD
thank you! couldnt find it anywhere
Thank you so much :)
Thank you!
All previous parts are perfectly ok but this one needs an update, really. Great series nonetheless - Andrew is awesome teacher :)
Agreed
Obviously correct in that too much detail is unnerving. But if you were to see the anvil over at our Cow Town Museum you would think they used the Flat Tool on automatic and let it run for 24 hours. Of course, this anvil is more than 100 years old and still used.
This is the best series of tutorials I've ever encountered on the 3D modelling pipeline in youtube! Thanks for explaining everything so well!
This is turning out to be a fantastic series! I have recommended this to so many of my friends as well! being able to keep it low poly and add detail is a HUGE capability. Something I have been struggling with.
OH MY GOD ANDREW THIS IS EXACTLY WHAT I NEEDED IN MY LIFE! A SCULPTING TUTORIAL AND THE EXPLANATION OF SCULPTING PROCESS IN BLENDER. THANK YOU SO MUCH!!!!!!
Sorry for all caps I'm just glad you did a tutorial on this.
Please make a tutorial on modifiers! I've yet to find one that really goes into great detail about all of them, or tips/tricks on ways you can use them.
Awwi Hermitt shut up
Awwi Hermitt no
I know im really late, but Daniel Krafft has a great video explaining every modifier if you still need it-
@@Emily-kz3kg ju gej
@@goldenpie6 thank you for the recommendation
anyone enjoys andrew prices conversation while he works and has to repeat the video twice to listen and then to actually follow
Ooohhhhhhh!!! Congrats dude! A little Priceling on the way, that's so exciting!! :D
congrats on fatherhood! Just in case you're worried, your profession is only enhanced when kids come along! I'm so much more effective as an artist now with the added meaning to my life, and the new found appreciation I have for my time! I have a 9 month old, (my first) and I've never felt more creative and fulfilled. *That goes for hobbies and career in my opinion.
I love that how Andrew just talk and sculpt at the same time! So nice to watch!
Blessings and congratulations to you and your wife! Great news.
I've been following you for years and your tutorials keep getting better and better, (especially for those just getting started). You are an inspiration to many.
Nice work and best wishes.
Congrats on the baby!
( 2.91 ) Displacement > Go to texture properties in the last panel on the left of the properties (where you found the modifier tab along with the physics, material, etc tabs) or in the displace panel where it says in a textbox "Texture" you will find 4 buttons to the right and the last one will take you to the same place > Then you pick clouds as the texture > Go back to the modifier tab to edit the strength.
Thank you so much
Thank you!
Thanks!
So glad you're doing a Normal Map Tutorial next. This topic has been quite frustrating to pick up as a newbie. I'm really pumped to hear your advice.
Congrats on your baby girl! I've been following your tuts for a few years, you've helped me become a better artists. Keep up the great work.
the point of gift-giving is not getting something that you want but rather getting appreciation for others. for example, 'of my goodness, i never thought my friend but give me such an expensive gift. He is so thoughtful and generous". That's what I think
3:29 Tip: If you rename (F2) your Archive collection to *M*-Archive, moving an object to that collection becomes super easy. All you need to do is double-tap the M key after duplicating.
If this is not useful to you, it's OK, you're not just lazy enough.
Hey, thanks! it was very useful to me
Congratulations, new father !! I've got my third doughter three months ago ! Another treasure to my life !! You'll love the experience, trust me !! Prety nice tuto !! Waiting for the next one.
Enjoy your tutorials. They seem straightforward and clear cut.
Tip for who is using Blender 2.91/92. It works better if you use crease or scrape tool and play with brush settings until you find two or three that give you the effects you want: large hammerings, dents and chips. While concerning the brush texturing I still haven't found a workable solution apart from creating my own brush... which is added work...
EDIT: I found out how to texture the brush in blender 2.91/92: choose the brush you use, then click on the last tab in the right panel (the one that looks like a chessboard: Texture options) there you can setup all the textures that you want, even using the cloud type as Andrew did. In the meantime I also found out that I can just use the normal draw brush and zoom in very closely to the model to sculpt the tiny details... it works, though it's quite long work.
thank you so much mannnnnnnnnnnnnn
Layers are gone now and integrated into the collections functionality. So you should be making a new collection now , not a new layer. This confused me at first.
Actually in Blender 2.91+ there are layers, in top right corner, but I don't think they do the same thing as the ones in v2.7 did
@@overunity Yes, and these are called "collections" now. "Layers" as a concept is gone from the documentation. :) Google "layers blender 2.9" and it'll explain it better than me
@@josteinliesvalheim3271 I will, thanks!
You Guys are having a baby? Awesome!
Congratulations to the both of you, I wish you all the best for the future. xx
37:26 that breath was very authentic, nice tutorial, its really helping me to discover Blender features as im a total noob
4:05 Everyone who is asking yourself why his model isnt smooth as his, just press n and click smooth shading :)
ty
In Blender 2.9, you can click on your model to select it, then right click to bring up the object menu, then select 'Shade Smooth'. If you're like me, you did this to your donut but may have forgotten since :)
LoooL what a rookie mistake I even rendered it in unsmooth mode hahaha ... and postet it in twitter...lol
One advantage of gift giving is that you can end up receiving items that you turn out to like, but would not have bought for yourself. Sometimes you might be limited; you want something but just can't bring yourself to spend the money to get it. Other times it can simply be something you hadn't even considered, or didn't even know about.
k?
It was a sidetrack story/query somewhere in the middle of the video.
you get great memories by learning to convince friends to try something new. the memory is better than the gift.
I bought my parents a Netflix subscription for six months as a Christmas present last year, since they'd been talking about it and interested but weren't sure about taking a chance on it. It gave them a chance to try something they wouldn't have bought for themselves.
Still, most of the time we just ask each-other what we want or buy it ourselves, swap it and then give it back as a gift. Takes the surprise out of it but means you don't have to guess either.
Ah! finally got to 19 minutes in this video and suddenly this comment makes sense! Hurrah!
It's so pleasing to listen your voice that makes tutorials are much better to go through
Hey, Andrew! I just found your videos today and I've been watching all afternoon. Just wanted to say thanks for all the hard work, the videos are great, and congratulations on the baby girl!
Felt like an absolute savage when I put my knowlegde from the Donut series to good use when I added a second heavier cloud dispacement modiefier to a vertex group I painted on the top of the Anvill to give the surface a real hammered look! :) Great tutorial series dude!
Finally someone well known in Australia!
Thank you for your most awesome tutorials!! Learning tons and its keeping me focused and motivated.
I started checking the comment section before working through for changes in 2.8. Good thing too, there are many cool and helpful tips coming from the community, so thank you guys too! You saved my behind lots of times already.
On a side note: I used your stuffs from the donut tutorial to only bump the underside of the anvil. the face is made of hardened steel and should stay as smooth as possible (every dent there will transfer to your work piece, you want to avoid that). But yea, the edges dent or chip no matter what you try ;-)
Congratulations on the coming addition to your family!
Congratulatiosn for your baby! Great tutorial also.
Totally right about gift giving, well said.
However here is a thought, should you want to buy a present for your better half.
Ask them to make a list of things they want but can't really justify buying right now.
Then at some point in the future you can choose one of those gifts and surprise them with it.
very nice not having stupid songs in the background and hearing just his voice.. i can keep listening to my stuff while i follow him
I'm learning so much man! Thank you for these high-quality lessons!
@blenderguru, first, congrats on your daughter on the way. I have one of each and they are each a central joy in my life.
Second I wanted to take a crack at explaining the horn ribbing you demonstrated with dyntopo both accurately, and hopefully in an artist-friendly way:
So the first thing is better understanding the difference between how smooth shading and Catmull-Clark subdivision surface works: Catmull-Clark adds geometry, building an interpolated, curved surface based on your original mesh as a "control cage". Smooth shading, on the other hand, leaves the mesh alone, and interpolates the surface normals only. This is fine while the mesh is unaltered, but if you add mesh detail to a smooth shaded area, it works similar a subdivision surface modifier in SIMPLE mode. It adds geometry without any curvature. (With DynTopo, this appears to be with triangles instead of quads.) This extra geometry acts like proximity loops, sharpening the faceted geometry already there, giving you the ribbing you are seeing.
As far as how to prevent this, you can use the "MultiResolution modifier" in Catmull-Clark mode instead of DynTopo, but it's a bit more manual. (You could also suggest/beg for developers to include Catmull-Clark to dyntopo in the next release, and hope someone obliges, unless you want to code it yourself.) you could also apply the subdivision surface modifier with a higher iteration count, but that gives you a higher polycount everywhere. If you are particularly ambitious, you can isolate the horn in it's own object. Apply the subdividing surface with more iterations to that object alone, then join and sew the two pieces back together.
I hope that helps.
-Loren
26:25 It looks like Dyntopo turns off whenever you go to "Edit Mode" and back to "Object Mode"!!!!
Love your videos. This is the only channel I've ever commented on. Please keep it up man. Thanks a million.
You sir are a great educator. Many thanks for your content rich tutorials. There are many knowledgeable youtubers but being a competent to good content facilitator is a talent, and you have it. Ignore the haters & keep doing what you are doing. (I am a trained educator with 25+ years experience)
Congratulations Andrew! That's awesome that you're going to be a father!
So that issue with Dyntopo and the curved edge is because the actual shape isn't very smooth, but appears so because of smooth shading. When Dyntopo creates new topography, it follows the original shape, and assumes those areas as separate flat planes. This means the new vertex normals for the vertices aren't smoothed around, (they point straight away from the flat plane) which leads to the blocky look. It's essentially doing what you did at the start of the video to sharpen the edges of the anvil, since it doesn't quite know what you want curved.
That makes a lot of sense. Thanks.
I cant seem to smooth out my cone. Would happen to know why? I am using shift to do it but it doesn't get rid of the lines. Especially in the render
I think a way to get around this (at least it works in zBrush), would be to increase the number of subdivisions on the mesh a lot (so there are hundreds of thousands if not millions of vertices on your model), and then do the sculpting on the cylindrical shape. The massively high-poly count model doesn't matter, as it's only being used to bake your high-detail maps.
I'm not an expert in Blender Sculpting, but I'm pretty sure early on in the video (04:04 - for example), you can see it says, "Subdivisions:", with "View:" and "Render:" integer values. Increase that a lot (too much and your computer will crawl), and you should be able to avoid the ribbing.
In zBrush it's super common to constantly be subdividing, superdividing, subdividing, superdividing, over and over again.
I was actually looking for a comment like this, since I realised that that was pretty much the issue - too much vertices in on the edges, that's why, even with smooth shading applied, it defines those edges.
HEY ANDREW, CONGRATULATIONS on your wonderful news, much love from brisbane. your tutorials are amazing. :)
Congratulations on baby😀🤗
recent research suggests it's safer to put congratulations under baby ...........
@@Dazzer1234567 lol dude...
Such helpful tutorials. You've helped inspire me to create my videos 👌
your last vid was 2 months ago?
@Mr_Importante Inspiration and creation are also 2 different things
I am coming back to this great tutorial after two years and I'm still really thankfull for it
Congratulations on the baby!!
Congratulations Andrew! What a wonderful milestone in your life. I love your tutorials. Just started the beginner videos.
What version of Blender are you working with? I don't seem to have the same interface as you.
v 2.79. You can ever find it the top, right side to the render types options - in that tuto, Cycles Render. After Blender's logo.
Bruno Castro Thank you. I found it
Wow, the day after I realized I needed to learn sculpting, you go ahead and release this.
A little suspicious, actually...
Awesome tutorials as always, mate! Can't wait for the next one about baking. Congrats on being a new dad!
Best wishes to you and your family! Great tutorial as usual!
I can explain kind of why the horn has ridges, although I'm hella late. It's because the mesh isn't *too* detailed, meaning that those ridges have always been there. Blender, when set to "shade smooth" will smooth the normals out so that the lighting is nice and smooth, making the shape look genuinely round, and that works fine.
The ridges come into play when it tried to retopoligize the mesh because it's basically subdividing it; rather than a smooth subdivide like the subdivision surface modifier gives. It's basically doing what you did in the modeling videos where you would create an edge loop around an edge that should be sharp; it's preventing blender from interpolating the normals.
In other words, when it tries to smoothly shade the mesh, it will do a blend across the face of the normals from one edge to the other - that way the lighting engine believes it's a completely smooth shape. The high detail created by the sculpting brush doesn't blend smoothly because it doesn't know to; so it just creates a *ton* of flat faces. That means that while the normals are still smoothed, instead of smoothing from 0% to 100% (meaning top to bottom of the face), it's smoothing from 0% to 2% and then 98% to 100%.
Hopefully that made some semblance of sense.
Thanks a bunch
Hi everyone!
So I'm running Blender 2.82a and I'm having trouble with using that awesome cloud texture brush.
Once setting up the cloud texture I noticed that if I tested it out on the mesh, undoing that text brush stroke would also undo the whole brush set up. To get around that I made an "invisible" low strength stroke anywhere on the mesh, then tried it with full strength. Then I was able to undo those "actual" strokes without having to reapply the brush texture settings.
If you are wondering why you aren't getting any detail at all from the cloud texture brush, double check that if dyntopo is on, and the detail size is low! That puzzled me for a while. I think it's the same glitch as above, not just erasing the brush setting but also the dyntopo settings back to 12px.
Now this may have been because I had used flatten instead of sculpt like others had to overcome an issue, but when I use the cloud brush it over flattens the areas that I had flattened already. The Google hasn't turned up a solution but perhaps us youtubers can help me!!!
And thanks Andrew! I finally finished the 2.8 Donut master class and it was amazing!! Thanks for putting up great content.
Congrats on the baby. Thanks for the great tutorial
Congrats and thanks for the tutorials, i've seen a lot over youtube and yours are really amazing. Very good explanations, just the good balance of details.
Alles gute, Daddy! Genieß die Zeit!
For some reason, I can't sculpt the edges of the anvil. The rest of the mesh moves, but I can't flatten the edges. I don't understand :(
Edit: Apparently I had to right-click while the brush was enabled and change the plane offset setting to a negative number.
I had the same problem and did the same thing as you did
I did that but still cant sculpt the edge. What am I doing wrong? Please help I'm stuck
wow. thank you.
Thanks! I couldn't figure out why the smooth brush wasn't smoothing. For whatever reason it was tightening the edge (I think).
Thanks brother
i love his random tangents. they're very entertaining to listen to while sculpting. :)
First of all great tutorial as always, really enjoy your style of teaching. Dont know if anyone will read this 2 years later or if your opinion on the gifting subject matter changed, but I do agree with your statement of not spending money on gifts for others. What my family started doing as we grew older and everyone kind of had their own money, was to gift our time more or less.
As in, let's go on a trip here are some options and the budget or let's go for some fancier family activities. Results in quality family time and well spent money for not only the gifted one, but also yourself.
31:30 TEXTURE FOR BRUSH IS IN TOP MENU. PRESS X AND ADD NEW ONE.
Thank you kind stranger. couldn't figure this one out
Hi, I've seen the surface modifier you applied was on 2 and was perfectly smooth, but mine needs to be at 5 to lose all the faces. Also when I sculpt after applying the surface it becomes like "pixeled", can you please tell me why?
same here
I had the same issue. Clicking "smooth" under Shading in the tools menu in Object Mode (on the left after pressing T) fixed it for me. He must've clicked that at some point.
Many thanks to you, hope it can help others too, i'm so distract..
When i reactivate Dynotopo, it's returning at the pixeled state
oh nvm, was the "smoothshading"to check on dynotopo !
And Oh...CONGRATS!!! Andrew, you've been a real inspiration....:D
congrats on the baby!
You can change strength with shift + f same way as the brush size (f)
jeez that should helf thx a lot
I subsurfed my anvil 8 times.....
to find out I can just use dynamic topology
For anyone who is having trouble sculpting the microdetails, with the cloud texture near the end, you have to still be in dyntopo mode otherwise it will will not provide the detail necessary.
thank you for this, I just spent so long trying to figure out why the texture was coming out whispy instead of bumpy
finally found the use of my drawing tablet
OSU
Congrats to you and the wife on the baby on the way. Thanks for the tut as always.
I work with Blender for almost 5 years and always avoid doing anything with sculpting in Blender. After this tut I will finally try it !
How do you do that cloud texture thing at 31:48 in blender 2.8?
congrats Andrew
Playing the sculpting tools I realised 'multi-plane scrape' is a really fun way of re-introducing a sense of the right angle that you've smooshed away with with knocks, worth a try! :)
Is there a link to the Displace - Texture.001? I cannot seem to find it. Thank you for these tutorials!
For the latest blender version, if you have dyntopo issues
Do the following: -select the anvil and right click on it, then select ''shade smooth''
-go to subdivision mod and change both the render and viewport values to 2
Then start doing the rest, applying the division mod and so on
When you get to sculpting the dyntopo should work the same way it does in the video
I SO AGREE with your hypothesis about gift giving... even for birthday parties and stuff.
Great video!
Your tutorials are very helpful and pleasant to watch.
Its not about the money its about the fact you thought of them enough to get them something, the better you know the person the more likely you will get them something they like. Big business has made it easier to find something, but it is not to blame for people buying from them. mm not sure why I went out of my way to post this "its the thought that counts" to be honest I think the reasoning may even go all the way to the core of what makes us human, and far more than i care to type.
Skimming through the vid, I wish i had this tutorial series 2 years ago when I was starting out. There's two stages to learning to be a 3d artist, 1. learning to operate the software, 2. slowly developing your skill level with time and practice. If i had this series back then I could of graduated to the second stage so much quicker instead of wasting all that time learning from bad fragmented vids here and there on UA-cam as well as having to figure a lot of it out for my self. I hate to think about how much of that wasted time over the last 2 years could of gone into the second stage and how much more advanced I'd be right now as a result.
CruiserZone well, do you skim through every video? If so, that's probably why it took a. It longer than it should have (in your standards) :p.
No I'm way too advanced for this now, I was just skimming through out of curiosity. I think a big problem i had starting out was not knowing what I needed to search for in the first place.
CruiserZone ah I see. I always find knowing the correct terminology so useful. For years I didn't know how to find seamless textures it was always a chance. But now I know the term "seamless" is used for that case, and it makes things SO MUCH easier.
Congratulations on being a dad! I hope you manage to keep up with the tutorials! :-)
Nice video, and congratulations for your big news!!
6:42 in Blender 3 to switch on/off the mirror press 'n' instead of 't' and then go to tools (on the right side) and under symmetry you can find it.
you're a life saver
I had to watch this tutorial twice...because you are going to become a father...this is incredible news.
Ah, that remembers my of the time when my daugther was born...long nights filled with cries of a newborn child, mom and dad sleep- and clueless, wandering around like zombis...ah...actually it was fun...sometimes.
I hope the best for your little familie, but please, dont even think off naming the new earthling "Blender"!
Give him or her a decent name, like Maya or ZBrush...just kidding.
And by the way, this is one of your best tutorial-serials.
I followed every step, from the modelling to UV-Mapping to, finally, sculpting the deails.
That was fun, because you managed to give us an overview into the blender-UI.
Thanks alot and keep doing.
Congrats on baby news! Being a dad is awesome
"and if that makes no sense to you, dont worry thats just for the people that did...understand it"
Blender Guru, 13 sept 2017. Best teacher, best person.
Congrats on being a dad! *Kids who are "mixed"* (have parents of different race) tend to always come out beautiful. *You will have a very gorgeous child!* And a daughter at that. Defend her well, Daddy Andrew! :3 *Congrats* again and thanks for the tutorial!
are you a hapa?
The results of racemixing are ugly, what in the hell are you on about?
lmao when he sped up his vid i paused it and sculpted my anvil and THEN he said that some parts were perfectly clean so i was like nooooooooooo but THEN i saw that one comment saying that these parts aren't perfeclty clean so i was like yaaaaaaaaaaay
Fantastic stuff, really well explained and easy to follow. Thanks!
Congratz on the baby mate :D