Washed out skin pore details while sculping in some areas of the face

Hi,
when I sculpt skin pores using multires modifier, some areas like cheeks have washed details when I try to sculpt on it while the areas like nose, are perfectly fine and have crisp clear details when I sculpt those pore details. anyone know how to fix that problem?

did you check your uv map? it may be because the nose area has more texel density than the cheeks :thinking:

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Now that i think of it, it also must be on the retopology. Like the nose has more polycount than the cheeks

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Like adiidiin said, check your mesh density on the base mesh. Nose area has probably more dense mesh than a cheek. You could make additional loops on the base mesh cheek area or just give another subdivision level on Multires modifier.
UVmap is a different thing. This is a pure geometry issue.

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Here are my UVs and I think they’re not so bad as I’ve seen some youtubers having the same kinda UVs but still getting perfect results

The screenshot shows mesh topology, not UVs. Your topology looks good - its a little bit denser on the nose area but this is perfectly fine.
Just try to subdivide one more step on the Multires modifier and let us know if this helps.

Just for information - UV maping is a layout of the 3d mesh onto 2d surface, you need this for texturing your model (for example you have to make UVmap before texture painting).

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You may read about “texel density” and/or have a look at something like Blendernation: Texel Denity Checker… (ahh it’s version 3 now on GitHub: Blender-Texel-Density-Checker).

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