Remesh in sculpting mode with areas of different levels of detail.
I’d like to propose a very important adjustment. Sculpting in Blender is considered quite heavy because Blender is much weaker than zBrush for this task. I want to suggest adding a remesh feature that takes into account a painted mask on the model. For example, on one area of the model, I need a more open mesh because it doesn’t have details or sharp edges, and on another part, I need to preserve the detail. It would be great to have the ability to perform remesh with a masked area that has a different level of detail from the rest of the model.
Currently, you can only save the mask when remeshing, but the remesh happens for the entire model, just like with vertex groups. I don’t know why this feature is still not available.
Here's an example. I’m preparing a model for 3D printing, and it has many sharp edges that I want to preserve. However, the model is very heavy for printing, and if I perform a full remesh, the mesh on the sharp edges gets distorted and no longer remains smooth. What I’d like to do is select the edges with a mask and then perform the remesh on the rest of the model without affecting the detail in the selected area.
6 Comments
Blender it's not "weak", ZB and Blender process data in different ways, there's a explanation about ZB being a 2.5D application instead of a 3D like Blender.
And in my tests, Blender 4.1 ~ 4.2 have the same performance if compared to ZB 2023 in regular sculpting, don't test 4.3 yet, but Blender have a long list of missing features if compared with any other application, like a layer system.
But your idea is great, it will be nice to avoid changes to areas, specially because this method can benefit base meshes, like have a head base mesh with basic eyes setup and etc, this way, eyes can masked and adjusted without a re-mesh interference.
What makes the sculpting have a better appearance.
Another thing to add to this feature, could be the opposite, something like mask a area and create a re-mesh of this area or a regular subdivision.
Some people will say things like: "Blender already do it with dynamesh" and no, it doesn't, since dynamesh create or remove triangles, so it causes a big change in edge flow.
And VDM brush it's not always a option.
Thank you so much for the addition! I completely agree with your ideas.
I agree that would be handy, My current work around is using the dyntopo.
with the areas i want to reduce i use a large brush and reduce with that, then with the areas i want to increase the detail i zoom in and shrink the brush down
its not a perfect solution but it works, how ever it still sucks at hard edges. having a remesh mask brush would be absolutely wicked.
Exactly, it's another optimization approach. Dyntopo can be used much less frequently and only when needed.
sounds like something difficult to do
Perhaps, it's hard for me to say what technical challenges might arise for such an update...