Starting to use the dynamic sculpting in Blender and really like it for modeling. Does anyone know if displacement and normal maps can be limited to just a part of a base mesh? For example, sculpt a high poly head only, and then apply a normal or displacement map to a base mesh head that has the whole body. This way you could sculpt just a piece and keep the poly count lower in the base mesh while you sculpt the parts. Or, alternative, should I just keep the base mesh as separate parts?
Displacement modifier has a vertex group option to allow limiting the effect to specific vertices
Normal maps are applied per material, you don’t need to apply the same material to the whole object
Thanks, I"ll give it a try.