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If I'm to apply to a low poly, do I need to use the multiresolution modifier?

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  • $\begingroup$ Have you considered baking a normal map so that you can keep your second object low-poly? $\endgroup$
    – moonboots
    May 2, 2020 at 6:11
  • $\begingroup$ Yeah, that's what I was thinking. But I was following some tutorials, and people used to do a low poly, then more sculpt in the low poly, using a multiresolution modifier, and then baking the normals to use on another low poly mesh. Kind of confusing $\endgroup$
    – vrdyacoub
    May 2, 2020 at 12:21
  • $\begingroup$ Yes, multires is very convenient to sculpt, and once you've finished you bake the result and you don't need the mutlires any more $\endgroup$
    – moonboots
    May 2, 2020 at 12:22
  • $\begingroup$ watch this video: youtube.com/watch?v=_0FwsMkWm0k $\endgroup$
    – moonboots
    May 2, 2020 at 12:27
  • $\begingroup$ Understood! Thanks man! $\endgroup$
    – vrdyacoub
    May 2, 2020 at 13:09

1 Answer 1

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You could duplicate your object, sculpt on the copy with Dyntopo, then bake the result on the original object.

Another method is to use the Multiresolution modifier then bake the result on the same object as explained here by PIXXO 3D. It works fine with 2.79, not with my version of 2.8 but it may have improved since.

  • Subdivide your object a bit. Shade Smooth it. Unwrap it (Smart UV Project for example).

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  • Give it a Multiresolution modifier, click Subdivide 2 or 3 times, sculpt the object.

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  • Create a blank picture, prepare your node setup, make sure that the Image Texture is set to Non-Color Data.

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  • Bake the normals.

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  • Deactivate the Multires modifier. Check the result.

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  • $\begingroup$ Thanks! I'm going with the mutiresolution method. Saw a tutorial by Grant Abbit, in which he also follow this process $\endgroup$
    – vrdyacoub
    May 4, 2020 at 23:36

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