Sculpting tool not reliable (dont use subdiv.surface)

hello,

i have a problem with the sculpting tool.
i find that it reactes very unreliable. Somtimes it works. sometimes it edits nothing to the mesh???
is there any secret how to use it properly?
mesh is 2 times subdivided…

here a screenshot

Attachments


i will try that. having 100,000 polys and brsuah radius 100 i think i hit quiet a few, but i know what you mean…

could it be that there is a limit to which the vertices can get pushed back? it seems like that.
on areas i brush things get pushed back on areas that were edited nothing absolutely nothing happens.

How is it subdivided exactly? Multires modifier?

Make sure you have the object’s scales and rotations applied (ctrl-A in object mode). Unapplied scales in particular can cause unpredictable sculpting behavior sometimes.

subdivision surface 3 times…110,000. aha applying scale and rotation… never heard of it. i try that.

All i can say without testing on the blend myself is :

In Object Mode make sure that rotation and scaling are really applied, in the properties panel obtained by pressing N, you should see all the X/Y/Z rotation being on 0/0/0 and the scales being on 1/1/1, if they’re not having those exact value it means they’re no applied, so select the object and press CTRL+A -> Rotation&Scale (or in the menu click Object -> Apply -> Rotation&Scale)

Then in Edit Mode check if you don’t have overlapped and internal faces , and then recalculate the normals in Edit Mode (CTRL+N to recalculate)

Finally, make sure you are NOT using a Subsurface Modifier, it’s a very bad modifier to use for sculpting, only use the Multires modifier for that sculpting mode

edit : was typing too slowly.
But after checking your rotation&scale, get rid of the subsurface modifer and use a multires one instead, it should fix the problem

ah, you are good… works like a charm now… thanks… always applied subdivision surface… never managed to sculpt because of that… thank you… opens a whole new world to me now

Another hint : do not apply a modifier unless you really need to do it.
Subsurface and Multiresolution modifiers at higher level lead into a very high polycount, if you apply those modifiers, and need to go into edit mode to edit something on your sculpt, the vertice count is then so high that performance will lead edit mode to simply be completely unworkable.

So keep your modifier not applied as long as you can, it makes editing the mesh easier.

thanks for the hint