Using the Multiresolution modifier and the Dynamic topology feature

To be sculpted, a mesh needs a big enough amount of vertices to allow the adding of details; in short, we now need a way to add (a lot of!) geometry to our simple base mesh.

Besides the usual subdividing operation in Edit Mode (press Tab, then A to select all the vertices, then press W to call the Specials menu, click on Subdivide, and then set the Number of Cuts value in the last operation subpanel at the bottom of the Tool Shelf) and the Subdivision Surface modifier, in Blender, there are two other ways to increase the amount of vertices: one is by assigning a Multiresolution modifier to the mesh (a nondestructive way) and the other is by using the Dynamic topology feature. We are going to see both of them.

As usual, let's start from the last .blend file we saved: in this case, Gidiosaurus_Sculpt_base.blend.

Let's start with the Multiresolution modifier method:

Now, let's see the quick and easy preparation necessary to use the Dynamic topology feature for sculpting:

Again, here you can jump to the next recipe, Sculpting the character's base mesh; in any case, remember to save the file.

The Multiresolution modifier increasingly subdivides the mesh at each level by adding vertices; we have seen that from 2,240 starting vertices of the base mesh, we have reached 143,234 vertices at level 3, and clearly this allows for the sculpting of details and different shapes. The vertices added by the modifier are virtual, exactly as the vertices added by the Subdivision Surface modifier are; the difference is that the vertices added by the latter are not editable (unless you apply the modifier, but this would be counterproductive), while it's possible to edit (normally through the sculpting) the vertices at each level of subdivision of a Multiresolution modifier. Moreover, it's always possible to go back by lowering the levels of subdivision, and the sculpted details will be stored and shown only in the higher levels; this means that the Multiresolution method is a nondestructive one and we can, for example, rig the mesh at level 0 and render it at the highest/sculpted level.

The Dynamic topology setting is different from the Multiresolution modifier because it allows you to sculpt the mesh without the need to heavily subdivide it first, that is, the mesh gets subdivided on the fly only where needed, according to the workflow of the brushes and settings, resulting in a much lower vertex count for the final mesh in the end.

As you can see in the screenshots (and in the .blend files provided with this cookbook), starting to sculpt the character with the Multiresolution modifier or the Dynamic topology is quite different. In the end, the process of sculpting is basically the same, but in the first case, you have an already smoothed-looking mesh where you must add or carve features; in the second case, the low resolution base mesh doesn't change its raw look at all until a part gets sculpted and therefore subdivided and modified, that is, all the corners and edges must first be softened, in order to round an otherwise harsh shape.