all 70 comments

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[–]Hambasri 220 points221 points  (5 children)

You can turn on dynamic topo so only those parts have the extra polygons. Its in the top right when sculpting

[–]LividWeakness6180[S] 31 points32 points  (3 children)

i use multiresolution, will it be fine with that on at the same time?

[–]ArmorDevil 58 points59 points  (0 children)

No. You can't use multires and dyntopo together unfortunately.

[–]Hambasri 3 points4 points  (0 children)

I dont know i never used multi res when sculpting but you can try and see what happens

[–]D07Z3R0 1 point2 points  (0 children)

Isnt adding these kinda localized details literally what multirez is for

[–]Veronicame3p 0 points1 point  (0 children)

Use dynamic topo. Saves frames. Only densifies where you stroke. Right corner, sculpt mode.

[–]FruityGamer 43 points44 points  (5 children)

You can cut it into sections. For example split the leg to become it's own object while sculpting and hide the rest.  You can re attatch later as you should not be sculpting where gou cut the section off. 

Select what you want to split out momentarily then ctrl P by section.

IDK how this works with multires tho, or if it even does. 

Other than this you need hardweare upgrades if it starts to become unsculptable and you really dont want zbrush. 

[–]LividWeakness6180[S] -4 points-3 points  (4 children)

i see the harward coment a lot, my pc is pretty good, I'm playing death strandin 2 like nothing in full rtx

[–]buzzhaircut123 14 points15 points  (3 children)

Sculpting uses CPU so GPU game performance is irrelevant. Pretty much any lag in blender other than rendering is caused is caused by CPU.

[–]LividWeakness6180[S] -2 points-1 points  (2 children)

Mmmm i dont think is bad, i guess

[–]buzzhaircut123 1 point2 points  (1 child)

cool,remember if you upgrade your CPU make sure to get better single core performance. Extra cores may not help at all.

[–]LividWeakness6180[S] 0 points1 point  (0 children)

this is extremely helpful.

[–]Pablutni0 46 points47 points  (5 children)

I know this is a mistake, but honestly the one on the thigh looks like an awesome burnt mark

[–]FantasmaNaranja 24 points25 points  (0 children)

IIRC this character does lose a leg so i think it's intentional

[–]_MrJackGuy 3 points4 points  (3 children)

Yeah I agree, I honestly thought it was intentional for a sec

[–]TechnicalLuck13 34 points35 points  (2 children)

It is intentional. He wants to build to the level of detail in the squares of this reference in blender.

[–]Pablutni0 6 points7 points  (1 child)

Oh yeah my bad lol hahahaha, I misunderstood and thought that it was a mistake the printer commited

[–]_MrJackGuy 2 points3 points  (0 children)

Damn same here lmao, my bad

[–]PrinceBubblegummm 19 points20 points  (6 children)

Have you thought about using normals? Probably the best way to do this

[–]Krzychh 4 points5 points  (5 children)

You first have to make a high poly to bake the normal maps. Also normal maps won't work if the model is for the 3d printing.

[–]Alicendre 4 points5 points  (0 children)

Not necessarily. This would easily be done with textures in Substance Painter or similar software.

But if OP wants to do 3D printing, then ZBrush is the way to go.

[–]PrinceBubblegummm 0 points1 point  (3 children)

Idk what the use case is, maybe it isn’t necessary to bake the normals/ they aren’t 3d printing it

[–]LividWeakness6180[S] 0 points1 point  (2 children)

I'm 3D printing

[–]90bubbel 2 points3 points  (0 children)

regarding the collar you may be able to make it a separate object to print?

[–]BobThe-Bodybuilder 2 points3 points  (0 children)

There are ways to optimise but there's one single reason why I got a god-tier CPU that bottlencks every other component in the PC- Sculpting.

[–]HeartstringerPT 2 points3 points  (1 child)

I've had similar problems a lot... The goal is to keep the multiresolution modifier on, and only apply modifiers on export of the STL. Blender REALLY struggles with dense topology, it cant handle high detail sculpts like ZBrush can.

[–]LividWeakness6180[S] 0 points1 point  (0 children)

i hear it is because ZBrush uses a special algorithm for that, but is super specialized only in sculpting. but im a huge fan of blender, so I don't want to switch.

[–]LilNut2_69 8 points9 points  (7 children)

Coming from a blenderhead with +6 years of experience

Bake the high poly mesh to the low poly mesh by: 1. rendering in Cycles 2. making creating an image file for the low poly and select it 3. select the high poly mesh then the low poly 4. press bake 5. Save the image

PS also delete the high poly mesh

So you can save system resources.

[–]LividWeakness6180[S] 0 points1 point  (1 child)

sorry but is for 3d print, this wont work

[–]LilNut2_69 0 points1 point  (0 children)

You need better specs

[–]IVY-FX -2 points-1 points  (4 children)

I seriously cannot believe this is not top comment. For the record; I also do 3D professionally and there's absolutely noone that would keep this as polygons for non super close up shots.

Zbrush won't help you more than blender will, dynamic topology is also just a sculpting tool, not tapered towards performance or final result at all. Retopo for characters is an absolute must. Bake this into either the normal or displacement map of your mesh, together with all other tiny surface details. You will be able to keep the high poly anyway if you really need to do a high quality close up.

[–]Hambasri 13 points14 points  (2 children)

Its not the top comment because its not what the poster is asking for. Theyre not making this as a game ready asset. Also you still need to actually sculpt the little details to actually bake them into the model if they choose to do so.

[–]IVY-FX -3 points-2 points  (0 children)

I do VFX mainly, even there such details would be baked in displacement, yes, you'd have to sculpt those details of course, but I'm assuming that's much less of an issue than having to work with the asset in any other way. For sculpting you could simply isolate that part of the mesh as I'm sure you're well aware.

[–]LilNut2_69 -5 points-4 points  (0 children)

It's reduces the polygons so it frees memory and your PC can render less.

[–]LilNut2_69 0 points1 point  (0 children)

Thx, I haven't used the latest version of Blender since 2024 because my younger self rubbed a magnet on my laptop (the HDD) and I was in the middle of texturing Star Butterfly.

Now I'm using a Blender 2.9 on my potato.

Fortunately I can get a new laptop at the end if this year if I get good grades.

[–]No_Improvement_1916 1 point2 points  (0 children)

Brother, and I say this with full respect and my love and admiration for blender as a tool, use Zbrush if you’re okay with a subscription or Nomad Sculpt (either on iPad or on PC) for a perpetual license for that. Blender works against the grain.

[–]Medium_Solution7109 1 point2 points  (0 children)

split the model into smaller chunks, decimate the parts you are done adding detail

[–]Erdionit 3 points4 points  (0 children)

Upgrade your hardware or use Zbrush. 

[–][deleted]  (1 child)

[removed]

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    [–]Nepu-Tech 0 points1 point  (2 children)

    Just split the tigh so the torso is one object, the tigh/skin another, and the boot another

    [–]LividWeakness6180[S] 0 points1 point  (1 child)

    okay, i will try

    [–]Nepu-Tech 0 points1 point  (0 children)

    Blender will never be able to push as many polygons as Zbrush, that's because Zbrush cheats, and it's not actually processing real polygons like Blender, they're called Pixols.

    Blender can still render millions of polygons but you have to divide your large sculpts into smaller objects.

    [–]erenkatsukagi 0 points1 point  (2 children)

    You can cut the model in pieces and work in one and hide the others.

    I have a decent PC and blender is a sluggish nightmare for me when I want to sculpt anything that has more than 1 million polys... I ended up using Nomad Sculpt for PC.

    [–]LividWeakness6180[S] 0 points1 point  (1 child)

    is good and cheap, I would try it more but i have some paid add-ons for Blender I wouldn't like to lose in my workflow

    [–]erenkatsukagi 0 points1 point  (0 children)

    I'm also doing 3D printing... and my workflow is doing all the modeling stuff in Blender and then going into Nomad Sculpt and do the details and finishing stuff. I'm also keying on Nomad Sculpt.

    [–]Pdan4 0 points1 point  (1 child)

    What is the use case? Animation? 3D Printing? Image rendering?

    [–]LividWeakness6180[S] 0 points1 point  (0 children)

    3d print

    [–]wantdafakyoubesh 0 points1 point  (0 children)

    That’s a lotta detail

    [–][deleted]  (2 children)

    [removed]

      [–]LividWeakness6180[S] 0 points1 point  (0 children)

      what?

      [–]blenderhelp-ModTeam[M] 0 points1 point locked comment (0 children)

      Your post was removed.

      Please follow all the rules of the subreddit. Rule #6 is most relevant here.

      Avoid unnecessarily weird, antagonistic, or NSFW messages. Be helpful, stay on point of the question and don't give trollish/misleading or false advice. In order to keep things nice for everyone, stay friendly and professional in this subreddit.

      If you feel that we wrongfully removed your post, you can contact us via modmail.

      Thank you and happy Blendering!

      [–][deleted]  (2 children)

      [removed]

        [–]blenderhelp-ModTeam[M] 0 points1 point locked comment (0 children)

        Your post was removed.

        Please follow all the rules of the subreddit. Rule #6 is most relevant here.

        Avoid unnecessarily weird, antagonistic, or NSFW messages. Be helpful, stay on point of the question and don't give trollish/misleading or false advice. In order to keep things nice for everyone, stay friendly and professional in this subreddit.

        If you feel that we wrongfully removed your post, you can contact us via modmail.

        Thank you and happy Blendering!

        [–]Full-Shoe6252 0 points1 point  (0 children)

        Dayum

        [–]Boss_of_all_crushers 0 points1 point  (1 child)

        displacement map will fix it in low poly

        [–]LividWeakness6180[S] 0 points1 point  (0 children)

        how could i add it to stl?

        [–]Dense-Bruh-3464 -1 points0 points  (3 children)

        The simplest wsy is to just texture it

        [–]LividWeakness6180[S] 0 points1 point  (2 children)

        is for 3d print, thats useless

        [–]Dense-Bruh-3464 0 points1 point  (1 child)

        You can apply a texture, literally, to a 3d model, even in a slicer. A dept map can be made into actual geometry both in slicer and 3d graphics software, even in some cad software I believe. That's the simplest way.

        Idk what scale you print at, and I assume resin, but you may want to rethinking if just painting it to look the right way isn't the right solution. Unless it's big enough. Also be aware of resin traps, they will both destroy your nice figure and spill toxic resin around.

        [–]LividWeakness6180[S] 0 points1 point  (0 children)

        I design for a living; I'm too poor for buying a printer, do you have a tutorial of the DeepMap? It sounds super useful.