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Tagged with multiresolution zbrush
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SCULPTING: Is it possible to keep base mesh vertices in place while subdividing?
What I'm looking for: a way to stop the starting mesh from melting into an unidentifiable blob of vertices when applying a MultiResolution modifier.
Background: I'm currently following a Game Design ...
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Why can't I sculpt on a plane when using Subdivision Surface? [duplicate]
When I add Subdivision Surface I just simply can't sculpt anymore, but...it works with multiresolution...any ideas why is that?
Thanks