The big Blender Sculpt Mode thread (Part 1)

Agreed with you, the problem that can be solved quickly IMHO is the amount of useless edge loops, like in your model above, the horizontal edges amount can be reduced and the model will not suffer much, and the palm of the hand as well, if somehow we have control over those edges loops QuadriFlow will be really a good tool for retopo.

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I intentionally remeshed it at 4k faces to see how it would look like. Not the ideal amount for a hand, but it worked out for the most part.

Anyway, I tried posing the hand with the Pose brush and subdivided the remeshed hand. It was honestly quite easy and fun to work like this. The only problem I had was that the Pose brush doesn’t work on higher subdivs than 0. My hopes for the tool in the future is that it automatically goes down to the lowest subdiv to ensure that the posing creates the least amount of artefacts while moving the sculpt around.

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Well, this is another reason that a proper multi-level workflow needs to be established. I will certainly be using this pose tool, though, with GoB. It looks a lot better than transpose posing in Zbrush. It will be very handy to make edits in Blender and then back to ZB. I’m dubious of repurposing the Mutires modifier for these new workflows. An entirely new Sculpt Mode specific multi-res workflow would be a better solution, imo.

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Yep. Even with a new subdiv system I think the Pose tool should behave like this, since when using it on high poly sculpts without subdivs it creates very odd looking results. Using it on the lowest subdiv allows you to pose in real time while giving the best looking results in the higher subdivs.

I personally don’t care if they just fix MultiRes or create something from scratch. As long as it works I am all for it. Primarily I want the subdivs to reflect on the actual base model, since making any significant changes in the MultiRes doesn’t transfer over to the original. As long as that is fixed I will be quite happy with any system. :slight_smile:

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Commits and fixes for the day by Pablo (some progress being made regarding Voxel and QuadriFlow interaction based on my bug report too):

https://developer.blender.org/D6008
https://developer.blender.org/D6010
https://developer.blender.org/rB525a8bdf1ddd0eff4f1c0b6b6df56f61c712f586
https://developer.blender.org/rBafb9bdc320ae8be7880586645243655386ab70c7
https://developer.blender.org/rB29707e3437671c5e962646c95b1f36e12e93eb75

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I just got a question I wanted to ask you people who are Blender veterans. When was Sculpt Mode added to Blender for the first time? I am just kind of curious. :slight_smile:

The first mention of Sculpt mode in Blender’s release notes was way back in Blender 2.43. Incidentally, this is also when the Multiresolution modifier was also introduced.

If memory serves, though, Blender’s sculpting features first started to really turn heads when Dyntopo was introduced around 2.66.

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it wasn’t a “modifier” back then :slight_smile:

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That is the reason of “Apply Base” button of multires modifier.

It became a modifier in 2.5x.
Customization of brushes was also added during 2.5x.

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Apply Base shouldn’t even be a thing and be all done automatic. Just because it is a modifier doesn’t mean that it should behave like it is non-destructive.

If you go into Sculpt Mode to sculpt a mesh, then that means that any brush you use is destructive behaviour and should reflect on the base model as if you weren’t using MultiRes. This one single non-destructive “feature” breaks the entire workflow and purpose of using subdivs.

ZBrush doesn’t need this and Blender most definitely does not need this either.

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They made it a modifier to be able to use an armature modifier before it.
Original idea was to make a non destructive modifier to avoid to mess up skinning.

Zbrush is not an animation software.

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You are correct. Totally forgot about that. I miss being able to vertex paint directly on multires verts.

For sculptors this is a massive no-no. A subdiv system that doesn’t work on the lowest subdiv is just bad design.

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Well, no. That’s exactly what it means to be a modifier.

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Well, yes, but actually no. SubSurf doesn’t behave like this and allows you to move around your base model freely in Sculpt Mode. What makes it even worse is that Apply Base doesn’t actually work. It breaks the sculpting on the other subdivs constantly.

If you want a system that allows for animation, then create something different that works for the animators and give the sculptors the necessary tools to work. Because the compromise that Blender currently has just doesn’t work.

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At that time, their concern was more the ability to render a character with many polygons than multires sculpting workflow.
10 years ago, there was no adaptive subdivision, no Cycles at all. Sculptris was not invented, yet.
They were experimenting but with render in mind more than intuitiveness of sculpting.

They were developing code of Bmesh system to enable creation of Ngons. So, at that time, any idea about modifying basemesh would have to wait, anyways.

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I think the best solution for the animators would be to have displacement maps deal with the issue while using the SubSurf modifier instead. MultiRes should be primarily a sculpting tool if it can’t handle both the animation and sculpting workflows in a satisfying way.

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Good news: QuadRemesher has been released for Blender! Auto-retopology in Blender has just been lifted to ZBrush ZRemesher level!

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Already tried it. Haven’t experimented a lot with it yet, but just based off my initial reaction it is very, very good. Seriously, if you are planning on doing any serious sculpting in Blender, QuadRemesher is practically a must for the foreseeable future. At least until QuadriFlow has had time to catch up. :stuck_out_tongue:

Still haven’t bought it yet, but will plan on doing so as soon as possible. ^^

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I’ve been beta-testing it the past months, but couldn’t mention that. :slightly_smiling_face: I totally agree with you: QuadRemesher is the best auto-retopo solution that’s available for Blender, or any other 3D tool for that matter.