An excellent description of the two different approaches. Another benefit is the boss can come in and say "Make the dragon's nose bigger" and you don't have to re-do all the scales. So if you wind up revisiting a sculpt, it can be easier to make shape changes without losing the detail.
When making a quad sphere. After applying the SubD, you can select all faces and hit "Shift + Alt + S" to transform into a sphere, then drag all the way right until its perfect. No need to use the cast modifier
Tiny little note: Shift+Atl+S doesn't do a perfect job, when it comes to matcap reflections. If you need a perfectly smooth sphere, watch Ian McGlasham's video about spheres
another thing you can also do is bake the multires as a normal map if you set the "Level Viewport" to 0 which can be useful to add details on low-poly meshes
I think the biggest thing is it allows you to modify different levels entirely without affecting the others. For example, maybe you sculpted in a unit emblem, and then applied it to different shoulder pauldron shapes. Or make an scar sculpted in, but then go back and change and tweak the head and face around as needed. But, I had the same question myself about this. I knew there was a difference, but never really dug into it. Thanks for this!
The Multilayer "layer" trick is kinda interesting. I wonder if that is the basis behind the extra "Sculpt Layers" works. Just brings out/alters the multires layers on the side panel instead of clicking the "level" in the modifier stack. If you get into more of the sculpting side, I recommend it. Takes a bit to get the hang of, but... if you work with PS you can understand the potential.
Very nice tutorial on the difference. I admit I'm a bit biased against the multi-resolution. I tried using it a while ago, and due to my carelessness, I lost a lot of work that I Had done. Kind of Soured me on it. I really should go back and give it a try.
@ArtisansofVaul Another awesome tut man, straight to the point amd very informative 👏 well done keep teaching us the difference between the 2. Definitely can think of some uses for this. I will keep the likes and comments coming 100%, going to join your pateron now too! Thanks
@NotSoMuchFrankly Woops, good spot. I'll add it now. But for ease of finding it here is the link: Creating Alpha Textures: ua-cam.com/video/xASRPmXre38/v-deo.html
i have a friend who thinks Multi resolution modifier is a memory waster for rendering but i cant seem to explain to them that its different to subdivision
@Ponlets Now honestly I haven't explored that. I design for 3D printing not for rendering so that could be something to explore. But you could always just apply it before rendering if that was an issue
@@ArtisansofVaul the thing is that then in the future the model would be slow in viewport so its just free detail mostly though for my current main character it nearly doubles memory usage my friend cannot understand that it uses the same (or nearly the same) amount of memory as subdivision with the freedom to sculpt new details
An excellent description of the two different approaches. Another benefit is the boss can come in and say "Make the dragon's nose bigger" and you don't have to re-do all the scales. So if you wind up revisiting a sculpt, it can be easier to make shape changes without losing the detail.
@@darrennew8211 Yeah, very handy for those sorts of changes
When making a quad sphere. After applying the SubD, you can select all faces and hit "Shift + Alt + S" to transform into a sphere, then drag all the way right until its perfect. No need to use the cast modifier
@@LeoD.J Nice tip 👍🏻
Tiny little note: Shift+Atl+S doesn't do a perfect job, when it comes to matcap reflections. If you need a perfectly smooth sphere, watch Ian McGlasham's video about spheres
@@eitantal726 oh nice! Thanks so much!
another thing you can also do is bake the multires as a normal map if you set the "Level Viewport" to 0 which can be useful to add details on low-poly meshes
@@aolukuro oh! Nice tip!
I think the biggest thing is it allows you to modify different levels entirely without affecting the others. For example, maybe you sculpted in a unit emblem, and then applied it to different shoulder pauldron shapes. Or make an scar sculpted in, but then go back and change and tweak the head and face around as needed.
But, I had the same question myself about this. I knew there was a difference, but never really dug into it. Thanks for this!
@@stormycatmink My pleasure. I think things like the emblem and scar are perfect examples of why this works so well 👍🏻
The Multilayer "layer" trick is kinda interesting. I wonder if that is the basis behind the extra "Sculpt Layers" works. Just brings out/alters the multires layers on the side panel instead of clicking the "level" in the modifier stack.
If you get into more of the sculpting side, I recommend it. Takes a bit to get the hang of, but... if you work with PS you can understand the potential.
@@RoseKindred Good tip. Thanks so much 👍🏻👌🏼
This is great! I coulda used this so much a month ago 😀But so happy to have it going forward.
@iaindavies7785 Haha. Isn't that always the way though 😉 Glad you've got this for the future
This cleared up a few things for me, thanks
@@IrocZIV 😁 Awesome to hear.
Thank you for the helpful videos!
@@Byt3me21 my pleasure. Great to know they are helping out.
Very nice tutorial on the difference. I admit I'm a bit biased against the multi-resolution. I tried using it a while ago, and due to my carelessness, I lost a lot of work that I Had done. Kind of Soured me on it. I really should go back and give it a try.
@thatblastedsamophlange Yeah that would be a very frustrating and I can see why it would put you off.
Shocking and inciteful thanks.
@@RyanHarris-ix1lm Thanks so much Ryan!
Wow!!! Very Useful Tips and Tricks!!! Thanks!!! 👍😁
@@markonar140 My pleasure
@ArtisansofVaul Another awesome tut man, straight to the point amd very informative 👏 well done keep teaching us the difference between the 2. Definitely can think of some uses for this.
I will keep the likes and comments coming 100%, going to join your pateron now too!
Thanks
@@RenderRevolution Legendary, thanks so much!
Super Useful vid! so this is like a better version of Dyntopo without a messy mesh after adding details..
@@qind7453 That's a good way of looking at it. Though dyntopo has a lot of uses too.
Nice video, really useful info. Have you done a video on the sculpt layers addon? From what i've seen it seems to work similar to the MR modifier.
@@TheGuardianofAzarath I haven't. I'll have to look into that. Thanks for the tip 😁
9:25 Creating Alpha Texture link in the description?
@NotSoMuchFrankly Woops, good spot. I'll add it now. But for ease of finding it here is the link: Creating Alpha Textures: ua-cam.com/video/xASRPmXre38/v-deo.html
Very useful tutorial. Thanks.
My pleasure man 😁
Great info.
@@J0shuaGam3r Cheers 😁😁😁
Is there a way to assign a resolution up and down hotkey like Zbrush?
Oh that's a good question! I haven't seen something that links directly to the modifier to do that but that would be awesome.
super cool cheers
@@k_DEDb07 Thanks 😁
Multiresolution is amazing I love it.
Its SO good. 👍
i have a friend who thinks Multi resolution modifier is a memory waster for rendering but i cant seem to explain to them that its different to subdivision
@Ponlets Now honestly I haven't explored that. I design for 3D printing not for rendering so that could be something to explore. But you could always just apply it before rendering if that was an issue
@@ArtisansofVaul the thing is that then in the future the model would be slow in viewport
so its just free detail mostly though for my current main character it nearly doubles memory usage
my friend cannot understand that it uses the same (or nearly the same) amount of memory as subdivision with the freedom to sculpt new details
Welp, I'm never using Remesh again!
@@EvilEye501 Hehe. I mean that still had uses but I really like this.
Yes, multires sculpting is an excellent workflow, often far superior to dyntopo + remesh.