Hello all, I am still kind of new to this so forgive me if I’m missing something dumb. I am creating this hoodie here, and I am trying to add folds to the sleeve using the default brush in sculpt mode. I know this works by manipulating pre-existing vertices, so I subdivided the sleeve in order to make smoother folds.
My question is: is there an automatic way to subdivide the jacket, so that I may edit it better in sculpt mode, and still have the subdivision surface modifier smooth the whole thing off? Or should I just start this jacket over using a different method? I really appreciate any and all input!
Yes you could add a smooth-modifier after the subdiv to smooth the whole thing of even further. Then you simply create a vertex group for your arm and apply it to the smooth modifier so it only smooth the arm. Voila!
But now it’s not just about smoothing the arm: since you’ve already subdivided it in edit mode it already have a much higher density than the rest of the mesh. Any further subdiv would be overkill.
So the easiest way is to not adding those verts to the arm, just switch the subdivision modifier to
multires and sculpt in the details (a multires modifier works just like subdivision but also keep the added topology in sculpt mode).
The easiest way to do cloth/leather folds (on a low res mesh) is with the knife tool (hotkey F). It lets you create the “folds” of clothing anywhere on the mesh, then you can go into the sculpt tool to smooth it out.