![]() ![]() Example would when you’re satisfied with the models topology and you have no intention of reversing or increasing resolution, you can rid unwanted resolutions. Finally, delete higher/lower is just to terminate a resolution in the multires hierarchy dependant if its an increment up or down. Flat Subdivisions - bit harder to explain without visuals, basically this hold the objects current shape after its been subdivided - example, if you reduce a sphere to only several faces, it will be pointy - regular subdivision will then add more and smooth it out, whereas flat subdivisions will keep the pointy shape and build polygons to maintain this particular shape. Keep triangles, is for polygons - 2 triangles = 1 quad (face/polygon) - keeping triangles means it’ll keep triangular poly’s in the mesh instead of just quads - this is for several reasons usually for memory and lower resolution purposes. In Sculpt mode, you can edit the mesh geometry with simple brush strokes. Reverse is there for mesh objects already with a set topology and you want to enable multiresolution from a lower starting point (otherwise subdivision will just enhance it further). Sculptris operates in two distinct modes: Sculpt and Paint. With Multires, Subdivisions are what enhance the model’s resolution (the wireframe) in incremental steps, hitting subdivide increases resolution - and begins building up the multiresolution hierarchy, the more you subdivide, the more detail. Blender has an excellent Sculpting Mode that works very similar to Sculptris and ZBrush In this weekly series. Thank you again to those who post to this forum. I’m very interested in eventually getting something printed. My goal is to keep at it until I get used to the interface and technical aspects. But all in all I’m happy as a first attempt and plan to start over from scratch and build it again because I’m pleased with the character. I messed up proportions pretty badly…arms and legs dimensions don’t match their counterparts. But reading posts here has been helpful, so thank you all for that. This Bigfoot fellow wound up with over 2 million polygons. It was definitely a learning experience-I totally did not understand polygons and bounced from voxel remesh to dyntopo so often i had to keep redoing the details every time. When I came across this on my Ipad I couldn’t resist. Years ago I played with sculptris but was distracted by other art projects. ![]()
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