Sculpt in Blender

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Sculpt in Blender – create your own monster

Start Blender and select Sculpt mode from the list of various modes that are available in Blender. You will notice
that the cursor changes to a circle.

You will notice in buttons window a tab for Multires (short for multi resolutions) to add more faces to the default
cube that we have in our scene. Now click on Add levels several times, every time you click on it you are adding
more faces to the cube. If you check at the top of your screen you could find out how many faces you are working
with.

you need to be careful about not over


doing it with adding levels as it is taxing your processor.

Now press N key to bring properties window.

You are in Draw mode and, under Shape, change the size to 10 so that the circle you are going to use is much
smaller. Also change the Strength to 37 or anything more if you want.
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Now because what we will be doing next requires symmetry in X axes make sure you click on X, i.e. X is darker blue
colour.

Now with left mouse button pressed, go a head and make eye brows for the head. Keep hovering the mouse over
the area that you want to see the eye brows you will notice that part of the shape raised up. At this point you might
need to add another level to get better details.

Next, while still in Draw mode and under Shape, click on Sub. This time you can hollow out where the eye is
supposed to be. You can change the strength if you want.

Now go back to Add so that you can create the nose. Remember to use CTRL Z if you make any mistakes.

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Still using Add see if you can add a mouth to your monster.

This time and under Brush and instead of Draw select Grab and change the size to 200.

Try to pull the chin out.

Next under Brush, this time click on Layer. By layering you will have to keep clicking because it only raises the model
a little bit at a time so keep clicking. Also change the size take it down a bit and increase the strength and this time
we are going to make the ears for our monster. Notice that by each time you drag over it it raised the surface and
creates the shape for the ears.

Still using the Layers, this time click on Sub so that we can make the shape of the ear more realistic.

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Use the Grab tab and size it down and pull the ears up.

add another level to the Multiers. This time and under Brush click on the Smooth tab and use it to smooth out any
areas you feel are jagged and helps you to refine your model.

Now use the Inflate brush and change the size down and the strength a bit up to inflate the nose a bit. So, so far we
have been using different tabs from the menu blow which we pressed N key while in Sculpt mode to get to produce
the monster below.

As the back of the monster is showing, click on F6 to add textures. This should bring the Textures window

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Click on Brush.

Now click on Add new and then from Texture Types choose Musgrave, or any image of your own.

Now press F9 to get to editing button and under Apply Multiers change the levels to 8 and see if you could give your
monster ugly scarring like below.

Giving your monster some hair


Your monster is ready to have some hair. Make sure Multires is clicked and your screen looks like below.

Move to Top view and go to Object mode then press Shift D to duplicate the model.

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We are going to use one of these models as a mirror to the other and to
enable us to see the effect of particles on our model. Click on this first then on this next, the Particles button.

Now click on Add new, under Physics change the value for Normal to 0.5. Under the Particle system where it says
Emitter click to see the list and choose Hair.

The only problem is that the hair is everywhere. Now rather than being in Object mode, look at the list and choose
Weight Paint, the head will change to blue colour. Go over some of the area with the mouse, see below.

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What this did is that under the Editing button if you click on it you will see it has created a Vertex groups.

Click on the button and have a look at towards the bottom of buttons window under Vertex group and click on

The word Group will come up click on it. You will see the hair now is on that vertex group only.

Now to comb your monster’s hair, select Particle mode from the list of modes see below.

then press N to bring the properties window.

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To make it editable click on.

You should get now something similar to below which has lots of options for you to choose from.

Click on Comb and go ahead and comb your monster’s hair.

Click on cut and get rid of what you want.

Now go to Object mode and give your monster’s hair some colour. Press on Shading button, F5, then click on Add
new to add a new material. Choose a colour and how about clicking on Halo as well and also click on the Shaders tab
and select lines. Now go back to your Halo and below it you will see Line tab how about changing the colour for line
to pink. The Preview will look like something like below and your monster like below.

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So we have the particles mirror on the right and the mesh on the left we need to put them together. Select the
model on the left, press Shift S then choose Cursor -> Selection. This will put the cursor in the centre of the model.
Now select the model on the right and press Shift S but this time choose Selection -> cursor. See what you get.

Now the model and it’s hair are snapped together. Press F12 to render and see what you get.

Now one last thing and that is if you want to move it, go to particles mode just to check by clicking on

You will see that there are no particles. Now Shift and right click to select the mesh that is underneath. The last
model selected will be the parent so hit CTRL P and choose Make Parent. Test it with G the grab key you can move
the model around.

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