I’ve got a retopologized model made from a blender base mesh. if i’m making the light/dark blue sections and their seams, should I use a multirez and sculpt all that detail or should I poly model or alter the base mesh topology to fit the sections?
UVing it would be the most straightforward way to do it in my opinion, but if you want to stick entirely to the sculpting workflow, I’d suggest multires to sculpt in the seams, then use vertex paint to work in the colors.
When you say UVing do you mean texture painting? or actually changing the mesh topology to fit the sections and making them seams? thanks
Both ways could work in theory if you know what you are doing. But I wouldn’t recommend texture painting in Blender, its painting tools aren’t very good.
I would retopologize the body so there are edge loops matching the fabric seams and extrude them in.
It really depends on what he wants to do. If his intentions are to retopo and bake it down, there’s no reason not to go whole hog on the subdivs, and sculpt them in. Doing a retopo just to get those seams in seems like an unnecessary step to me.
Actually, this would be a good place to consider dyntopo. He could run a gentle smooth brush over the areas where the seams will be to concentrate the polycount in those areas without having to up the count across the whole model.
thanks. The base mesh is already retopologized, but not aligned to the color sections.
I’ve never had much luck sculpting highrez curves or seams before but I guess i could try it
It’s not too difficult. Just turn on the stroke stabilizer, pop it to a fairly high value, and nervously sculpt your seams in while you press down way too hard on your tablet.
Also, I vaguely recall being able to use splines as a method to control strokes. That might be something worth looking into.
…and if you find it, post a link here. I want to know if it’s real or not.
I think blender secrets did a video about that.
Also, no tablet. using a mouse
It doesn’t have a focal length, it’s AI generated
I know, but even ai images simulate focal lengths
Gonna try UVing the suit. How do i make sure the trim is the same width all along?
AIs work more like painting than like 3D art, so it’s not guaranteed different parts of the character would all match the same focal length. It’s a bit like trying to guess the focal length of a painting.
Maybe it would be possible to get a rough guess by bringing a pre-made face sculpt next to the reference and adjusting the focal length until you have a rough match. But your guess would be as good as anyone else’s.
no, perhaps i didn;t understand what you meant by UVing it.
I mean to poly model the seams and make the different colors different UV islands
You mean like using a color atlas?
If you want the colors to be different UV islands, you will need to have edges matching the borders between the 2 colors in the model’s topology, there is no other way. You would then use the “mark seam” tool on all those edges and it would automatically unwrap as separate islands.



