Sculpting and multires , help?

Hi,
im playing around with the sculpting in blender 2.8, i would like to know how am i supposed to jump back and front in poly resolution, while sculpting. (the page up down, does not change anything visually)
Is this doable? i can see that in object mode if i click the “preview” and go from 0 to 3 , the resolution of my object is changing as expected, but when i do the same in sculpting mode, nothing changes…it allows me to sculpt only on the highest of layer resolution.

Is this an expected behaviour? is there a shortcut to see different resolutions of the mesh inside the sculpting environment?

also, please do not suggest Dynatopo, i know that that works, although is not the workflow i require.
I want to retain and change lower res version shapes based of a specific base mesh and add details over a set of layers on top.

kindly

They’ve disabled that possibility intentionally because multires is buggy. Eventually they would either fix or reimplement multires, but AFAIK there’s currently no time table for that.

thank you for the update, this makes the whole module “a bit”…not usable.

You either use Dyntopo or not at all. Me personally I prefer multires also, particularly when I sometimes (most of the time) prefer to model and sculpt from a topology up rather than down from a base mesh already UV unwrapped.
So even with out Dyntopo I am noticed some really bad artifacting with multires
Dyntopo/Remesh: Virtual clay modelling (zbrush) - Both destroy UV data.

Multires: Base mesh topology

The Dyntopo/Remesh workflow comes alot from the zbrush workflow. It’s the only workflow alot of sculpters know and retopology is worried about later. I hope blender doesn’t deviate too far from what it is fundamentally, I guess they are trying to support both. The problem I have is I think the sculpt tools are very useful and some can even replace the Proportional tool in the editor.
Anyhow, yeh. Multires seems kind of broken currently. :slight_smile:

@Stan_Pancakes, I think they really need to get on it. The fundamental benefits of multires is being able to sculpt in decals, extra detail and bake it as a normal map (thus the UV and base topology remains intact) There is the “Bake from Multires” option after all.
None of this is even part of the Dyntopo/Remesh workflow. I guess Selected to Active is that option but I can give a dozen examples of where the normal looks offset because nothing beats multires and it’s original topology mapped to a UV!
:grinning:

Go back to 2.80, it works in that version.

Hurray! thank you @kkar !

2.8 works as i would expect, cheers!:slight_smile:

Good to hear that. Also the 2.79 version is still a legit version too.

Bear in mind that you can copy and paste between 2.80 and 2.81. Just use Ctrl-C and Ctrl-V to copy and paste between open Blender versions.

Sounds good, thank you , so far 2.8 is good for what i need, ill probably stick to it until a newer improved (and multires working) one is going to be out.