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multiresolution sculpted mesh

That's my sculpted head, the base mesh is very simple. I have done this with normal sculpting and multiresolution modifier.
Now when I enable Dynamic Topology it throws my sculpting in the trash and I get the base mesh.
Toggling the dynamic Topology off, I get such a sculpt: after dynamic topology

How can I rescue my sculpting work and still use dynamic topology?
Should I retopology the mesh?
The mesh will be 3d printed, is it enough to apply the multiresolution modifier in the end, to get the sculpting into the print?

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  • $\begingroup$ your aware that the supports on that guys neck will be huge? $\endgroup$
    – ruckus
    Apr 9, 2015 at 18:52
  • $\begingroup$ What do you mean with the support on the neck O.o? $\endgroup$ Apr 9, 2015 at 19:03
  • $\begingroup$ when you print with an additive printer it needs to make supports that the plastic falls onto far any overhang of 45 degrees or more. $\endgroup$
    – ruckus
    Apr 9, 2015 at 19:04
  • $\begingroup$ Ahh, thanks! I didn't know... Do I have to model the support too or does this the printer on itself? $\endgroup$ Apr 9, 2015 at 19:08
  • $\begingroup$ most printers do it by themselves, but I'm just letting you know because they can be a pain to remove. $\endgroup$
    – ruckus
    Apr 9, 2015 at 19:11

1 Answer 1

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The Multiresulition modifier simply does not work with dynamic topology.

When you try to enable dynamic topology with a Multiresulition modifier on the mesh you will get a warning message like this:

Warning!
Generative Modifiers Detected!
Keeping the modifiers will increase polycount when returning to edit mode.

warning message

Also if you hover over the modifier you will see this error message.

Not supported in dyntopo

error message

You have to apply the modifier before using dynamic topology.


The only way to "rescue" your sculpt now is to go back to a previous save, before you enabled dynamic topology.

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