I know i can select multiple thing to sculpt but that still leaves me with disconnected edges. : - )


  • $\begingroup$ Hello. I think it's better you sculpt a big grid and subdivide it later into four objects. $\endgroup$ – LeoNas Oct 24 '19 at 16:52
  • $\begingroup$ BUMP read rules of the site please. blender.stackexchange.com/help/no-one-answers $\endgroup$ – Mr Zak Oct 24 '19 at 20:33
  • $\begingroup$ @LeoNas Thanks, but if it is subdivided say 16 times, thats a lot of quads and i don't want to count like 50 from each side 16 times... $\endgroup$ – user82827 Oct 28 '19 at 20:18
  • $\begingroup$ What i am doing is a big terrain for game, but i want it separated into "chunks" for occlusion and optimization overall you get the drift... so there is 1 plane scaled 128x subdivided 16x and this huge plane is in 4x4 Big Chunk, which is also 4x4. so 256 terrain chunks how would i first sculpt them and then separate...? looking for optimal solution : - ) THANKS :- ) $\endgroup$ – user82827 Oct 28 '19 at 20:19
  • $\begingroup$ You can create the plane, subdivide once, select that new edges and use mark seam to know exactly the loop you want. Now you can subdivide it 15x. $\endgroup$ – LeoNas Oct 30 '19 at 14:30

OK. Bringing the comments to an answer.

Create the plane, enter Edit Mode and subdivide it once.

Select that new edges and use Mark Seam.

Select all and subdivide it at your taste.

After sculpting the terrain, enter Edit Mode again. Change selection mode to Face.

Hit L over some part so select what you want to separate and separate it.

Image with the process here:

enter image description here

| improve this answer | |
  • $\begingroup$ Thank You ,Very Elegant. $\endgroup$ – user82827 Oct 31 '19 at 11:44

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