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I modeled a simple wall with a window using a cube and loop cuts. I also set the crease of each edge to 1.0. I intend to sculpt it now to get a rougher look. The problem is that when I add a subdivision level with the multiresolution modifier, I get a mesh with a highly varying vertex density.

before after

Is there any way I can subdivide it to get a base mesh with an even vertex density?

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Why don'y you first subdivide the cube to whatever density you want and then cut out a window? – G.Rassovsky Aug 9 '14 at 16:59
up vote 2 down vote accepted

Add loop cuts to the larger parts of the wall ctrl R, so that the size in between the loops is about the same as the thickness of your wall. Then subdivide, if the base mesh has about the same size topology, then subdividing will yield same size topology.

loop cuts

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You either need to have square faces before subdivision or use something such as the re-mesh modifier. I should note that the re mesh modifier will only work well on simple meshes such as the one you're working with. I would experiment with the Blocks mode as well as sharp, being aware the the Blocks mode will mess with the shape of your mesh.

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Do you not like large images? You shrunk both the question's and my answer's images, why? – David Aug 9 '14 at 17:42
They can make stuff painful to read, as well as making the page very long. Also, for some people(with bad internet), they can make the page slow to load. – GiantCowFilms Aug 9 '14 at 18:47
@David You can remove the M from the end of the file name, and they will go back to normal size if you want. eg. imgur/examplem to imgur/example. – GiantCowFilms Aug 9 '14 at 18:48

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