As the title says, when I switch to sculpt mode in Blender 2.8, the mesh I'm working on displays the faces as if they were triangulated. I'm sure I'm just missing a checkbox that's buried somewhere, but I can't seem to find it. Does anyone know what overlay or setting is causing this? enter image description here

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Update: To clarify, the mesh is not being triangulated, it is just displaying triangles when in sculpt mode. enter image description here

  • $\begingroup$ Is the Dyntopo(Dynamic Topologies) setting on, check it in the Tool panel? It will force the face triangle. $\endgroup$ – HikariTW May 22 '19 at 3:50
  • $\begingroup$ Dyntopo is off. When I used Dyntopo before in 2.79 it actually triangulated the mesh and left it that way, but that's not what is happening here. What's happening for me in 2.8 is while in sculpt mode it is DISPLAYING triangles, but when switching back to object or edit mode it displays the normal quads. $\endgroup$ – Arthur Bullock May 22 '19 at 15:15
  • $\begingroup$ I think it is a feature for accurately display. It tells you how render engine treat them by default. Or maybe just a bug.. $\endgroup$ – HikariTW May 22 '19 at 15:24
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    $\begingroup$ Whether it's a bug or a feature, it's quite annoying because the triangulation calculation constantly shifts as you sculpt. $\endgroup$ – Arthur Bullock May 22 '19 at 15:44
  • $\begingroup$ 2.8 no longer supports Subsurf for sculpting (2.79 had problems with displaying modifiers result but could work with that); probably it will be in the next versions. Use Multires modifier instead. $\endgroup$ – Mr Zak May 22 '19 at 19:52

As of June 5th, this behavior is no longer present in the latest build of Blender 2.8 beta. I guess it was a bug that has now been fixed.

  • $\begingroup$ cool! you can then mark your own answer as accepted so the question gets closed. $\endgroup$ – Luciano Nov 15 '19 at 15:12

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