• David Frazier(pointoflife14)

    Thanks Jonathan, yes, that's the better workflow I've found as well. I believe I saw it first from you

  • v
    John Crawford(vaculik)

    Yeah, that clears a ton up. Thanks.

  • Jonathan Lampel(jlampel)

    That way the final bake still comes from the multires

  • Jonathan Lampel(jlampel)

    That's true John, so usually I'd use Dynotopo for the initial sculpt, do my retopology, and then add a multires modifier and sculpt the super high res details last. Does that make sense?

  • s
    szabi404

    It's cool that the screw modifier has an iteration value. You need no array modifier.

  • v
    John Crawford(vaculik)

    yah I learned that all in the Sculpting Courses. My earlier question kinda related to bakes, and how dyntopos triangles apparently don't make for the best normal bakes.

  • v
    John Crawford(vaculik)

    Oh right.

  • s
    szabi404

    Multires keeps topology consistent too.

  • v
    John Crawford(vaculik)

    Question asker here. I was kind of wondering when it becomes appropriate to use a multires.
    It comes down solely to performance?

  • m
    mjans

    agreed matt, I was just curios

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In honor of the spookiest month, each week in October I'm going to be hopping on a stream to sculpt a goblin character with Blender. The little guy was designed by our very own Mr. Tim Von Rueden!

At this point, we've rounding second base on this sculpture. We need to finish roughing-in any spots we've missed, like the leather pouch backpack thing and the ropey bits. And I'd like to start pass 3 where we ramp up the details.

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