I'm locking down a production workflow for sculpting photorealistic human faces for animation but having a conceptual problem about whether or not to involve the multiresolution modifier
the sculpt workflow is: character sculpted in actual real-world clay > form captured via photoscan to an ultra-dense triangulated mesh > clean-up, sharpening, additional details and skin textures done in blender > mesh retopologized to lightweight animation-friendly all-quads > wrinkles and details recovered via normal maps and displacement maps plus a subdivision modifier
there seems to be no reason to use the multiresolution modifier in this process - is there a strong reason to use it that I'm missing? - it's a very powerful modifier, it obviously must have some important uses
a related issue: I have sometimes had difficulties with data loss when relying on the multirez modifier to preserve high rez sculpt work, especially when trying to save/restore multirez data using the .btx format - I suspect I'm not understanding the place the multiresolution modifier occupies in a professional sculpt > animation pipeline - can someone clarify?