Funny Looking Stripes

When I remesh the robes of my character, they get a ton of stripes, like this:

Whenever I use the smooth brush in sculpt mode, the robes then just disappear on the spots that I use the brush on. What’s happening here?

When sculpting, this is normally a bug, I think. Tabbing in and out of edit mode normally fixes it.

This also happens when trying to remesh an object without any thickness/not air tight.

I may be wrong, but it looks like you have a duplicate mesh sharing the same space.

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@Magnavis Tabbing didn’t work. Also, I added a solidify modifier before attempting to remesh it. Does change anything?

@Modron I don’t have duplicate meshes, but I do have three different ones that are intersecting. That flat disc near the humanoid’s waist is separate from the robes and the robes themselves phase into the body. I also don’t think intersecting meshes has to do with this, since I did the same thing when attaching the torso to the neck and it all came out fine.

Do the holes etc…only appear when you try and smooth? It’s possible that the mesh is simply too thin to remesh adequately.

Can I ask what the purpose of the model is, and what your current workflow is? It might be that something along the line can be tweaked to stop this happening in the future.

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Holes appear the second I remesh anything. They just get bigger when I smooth out until the entire thing is gone. As for how thin it is, I can see where that can go wrong.

As for the workflow, I first sculpted the body, then used the poly build to sculpt out a basic shape while snapping it to the surface of the torso. I put the solidify and subdivision surface modifiers on and applied them after a bit of tweaking around. I was going to remesh and start sculpting wrinkles in, but the holes popped up after I remeshed. I noticed that holes only started appearing when I set the voxel size to anything below 0.1.

Alright, I found a workaround, which was to use more subdivision modifier. However, stripes still appear when I remesh, so I’ll leave this unsolved till I find out why.

Additionally, upon zooming up, vertices just sort of collapse upon each other when I remesh, which made all the funny looking stripes.

I get a feeling it’s also worth mentioning that these vertices are, in terms of space, are like 5 centimeters apart from each other. Did the remesher get confused and that’s why it’s putting vertices on opposite sides of the mesh?

Just to confirm, when you add the solidify modifier, you were doing so to a piece of flat geometry, right? With no inherent thickness?

Going back to your workflow - generally speaking - if you’re going to Poly Model>>Solidify>>Sculpt - there is no real need to re-topologise. The correct way to do this, is to model your base meshes as cleanly as you can, then add your solidify, and then you can either:

  • Sculpt right on it with a Multires - as opposed to a Subsurf Modifier
  • Apply the solidify, and then sculpt with Multires

I’ve used both, though generally, I like to apply my solidify, but make sure I set the solidify shell to a vertex group, so I can easily select the inner faces if I ever need to.

When you eventually rig and texture your character (assuming that’s your goal) you’ll get much cleaner results.

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Sounds to me that the multiresolution modifier is just a souped up subsurface division modifier. Would there be an advantage to using the subsurface division modifier over the multiresolution modifier outside this situation?

You’re right, it is. Kinda…I’m not going to pretend that I can explain the exact difference between the two, but Multires is specifically for Sculpting, and working with high resolution meshes. Whilst Subsurf can do it, it’s not optimal, and if you tried it, you’d understand the difference pretty quickly in that environment.

Outside of sculpting, subsurf is normally the better choice. There are examples where you might still want to use multires instead of subsurf, but there is a little bit of personal preference there. An example I can use is that I like to use Multires whenever I use the displacement modifier, especially if I’m working on something that needs to be particularly high res. I just find its more convenient, and better performance wise. (I think??)

Most of the time when modelling - especially when modelling characters - I’ll use subsurf just to model the thing, and then when I come to the detail/sculpting pass, I’ll switch that out for the multires.

Found the weakness: it can’t be moved from the top of the modifier list. And as someone with a CPU below operating requirements, that’s quite a big problem, since every vertex is now being calculated. I’ll figure out different methods as I explore more.