An excellent description of the two different approaches. Another benefit is the boss can come in and say "Make the dragon's nose bigger" and you don't have to re-do all the scales. So if you wind up revisiting a sculpt, it can be easier to make shape changes without losing the detail.
@ArtisansofVaulАй бұрын
@@darrennew8211 Yeah, very handy for those sorts of changes
@LeoD.JАй бұрын
When making a quad sphere. After applying the SubD, you can select all faces and hit "Shift + Alt + S" to transform into a sphere, then drag all the way right until its perfect. No need to use the cast modifier
@ArtisansofVaulАй бұрын
@@LeoD.J Nice tip 👍🏻
@eitantal726Ай бұрын
Tiny little note: Shift+Atl+S doesn't do a perfect job, when it comes to matcap reflections. If you need a perfectly smooth sphere, watch Ian McGlasham's video about spheres
@ArtisansofVaulАй бұрын
@@eitantal726 oh nice! Thanks so much!
@aolukuroАй бұрын
another thing you can also do is bake the multires as a normal map if you set the "Level Viewport" to 0 which can be useful to add details on low-poly meshes
@ArtisansofVaulАй бұрын
@@aolukuro oh! Nice tip!
@stormycatminkАй бұрын
I think the biggest thing is it allows you to modify different levels entirely without affecting the others. For example, maybe you sculpted in a unit emblem, and then applied it to different shoulder pauldron shapes. Or make an scar sculpted in, but then go back and change and tweak the head and face around as needed. But, I had the same question myself about this. I knew there was a difference, but never really dug into it. Thanks for this!
@ArtisansofVaulАй бұрын
@@stormycatmink My pleasure. I think things like the emblem and scar are perfect examples of why this works so well 👍🏻
@iaindavies7785Ай бұрын
This is great! I coulda used this so much a month ago 😀But so happy to have it going forward.
@ArtisansofVaulАй бұрын
@iaindavies7785 Haha. Isn't that always the way though 😉 Glad you've got this for the future
@IrocZIVАй бұрын
This cleared up a few things for me, thanks
@ArtisansofVaulАй бұрын
@@IrocZIV 😁 Awesome to hear.
@RoseKindredАй бұрын
The Multilayer "layer" trick is kinda interesting. I wonder if that is the basis behind the extra "Sculpt Layers" works. Just brings out/alters the multires layers on the side panel instead of clicking the "level" in the modifier stack. If you get into more of the sculpting side, I recommend it. Takes a bit to get the hang of, but... if you work with PS you can understand the potential.
@ArtisansofVaulАй бұрын
@@RoseKindred Good tip. Thanks so much 👍🏻👌🏼
@RyanHarris-ix1lmАй бұрын
Shocking and inciteful thanks.
@ArtisansofVaulАй бұрын
@@RyanHarris-ix1lm Thanks so much Ryan!
@thatblastedsamophlangeАй бұрын
Very nice tutorial on the difference. I admit I'm a bit biased against the multi-resolution. I tried using it a while ago, and due to my carelessness, I lost a lot of work that I Had done. Kind of Soured me on it. I really should go back and give it a try.
@ArtisansofVaulАй бұрын
@thatblastedsamophlange Yeah that would be a very frustrating and I can see why it would put you off.
@qind7453Ай бұрын
Super Useful vid! so this is like a better version of Dyntopo without a messy mesh after adding details..
@ArtisansofVaulАй бұрын
@@qind7453 That's a good way of looking at it. Though dyntopo has a lot of uses too.
@markonar140Ай бұрын
Wow!!! Very Useful Tips and Tricks!!! Thanks!!! 👍😁
@ArtisansofVaulАй бұрын
@@markonar140 My pleasure
@Byt3me21Ай бұрын
Thank you for the helpful videos!
@ArtisansofVaulАй бұрын
@@Byt3me21 my pleasure. Great to know they are helping out.
@k_DEDb07Ай бұрын
super cool cheers
@ArtisansofVaulАй бұрын
@@k_DEDb07 Thanks 😁
@TheGuardianofAzarathАй бұрын
Nice video, really useful info. Have you done a video on the sculpt layers addon? From what i've seen it seems to work similar to the MR modifier.
@ArtisansofVaulАй бұрын
@@TheGuardianofAzarath I haven't. I'll have to look into that. Thanks for the tip 😁
@RenderRevolutionАй бұрын
@ArtisansofVaul Another awesome tut man, straight to the point amd very informative 👏 well done keep teaching us the difference between the 2. Definitely can think of some uses for this. I will keep the likes and comments coming 100%, going to join your pateron now too! Thanks
@ArtisansofVaulАй бұрын
@@RenderRevolution Legendary, thanks so much!
@macrobionicАй бұрын
Very useful tutorial. Thanks.
@ArtisansofVaulАй бұрын
My pleasure man 😁
@J0shuaGam3rАй бұрын
Great info.
@ArtisansofVaulАй бұрын
@@J0shuaGam3r Cheers 😁😁😁
@NotSoMuchFranklyАй бұрын
9:25 Creating Alpha Texture link in the description?
@ArtisansofVaulАй бұрын
@NotSoMuchFrankly Woops, good spot. I'll add it now. But for ease of finding it here is the link: Creating Alpha Textures: kzbin.info/www/bejne/rnK2g4OjjdeYaZo
@everbita1723Ай бұрын
Is there a way to assign a resolution up and down hotkey like Zbrush?
@ArtisansofVaulАй бұрын
Oh that's a good question! I haven't seen something that links directly to the modifier to do that but that would be awesome.
@AgustinCaniglia1992Ай бұрын
Multiresolution is amazing I love it.
@ArtisansofVaulАй бұрын
Its SO good. 👍
@PonletsАй бұрын
i have a friend who thinks Multi resolution modifier is a memory waster for rendering but i cant seem to explain to them that its different to subdivision
@ArtisansofVaulАй бұрын
@Ponlets Now honestly I haven't explored that. I design for 3D printing not for rendering so that could be something to explore. But you could always just apply it before rendering if that was an issue
@PonletsАй бұрын
@@ArtisansofVaul the thing is that then in the future the model would be slow in viewport so its just free detail mostly though for my current main character it nearly doubles memory usage my friend cannot understand that it uses the same (or nearly the same) amount of memory as subdivision with the freedom to sculpt new details
@EvilEye501Ай бұрын
Welp, I'm never using Remesh again!
@ArtisansofVaulАй бұрын
@@EvilEye501 Hehe. I mean that still had uses but I really like this.
@SchemingGoldbergАй бұрын
Yes, multires sculpting is an excellent workflow, often far superior to dyntopo + remesh.