Access Vertices of different Subdivision Levels!
Is There A way to access Vertices of different Subdivision Levels? I mean prettymuch what can be achieved with Multiresolution Modifier, but with the difference that I want to select/model the “subLevel” Vertices, not just sculpt them? Never heared of a 3d Tool that was able to do that(only in sculpting- mode) And I wonder why- or am I just missing out something?
I think it would be a very powerfull addition- as you would be able to jump between higher and lower Subdivision Levels, so if you have already modeled some Detail, in a Higher Subd Level, you then could jump back into a lower Level to make changes to the overall proportion- and your higher Level Detail would just follow! Pretty much what you can do in sculpting, but in sculpting you sadly dont have direct influence on the generated vertices…
4 Comments
3DS max can do that thanks to its Edit poly modifier that basically allows editing whatever's the current result of any previous modifier before the edit poly without the need of destructively baking the mesh.
I've asked for this in Blender many times, usually people don't get it or expect it will be useless once everything-nodes will be done.
* @-L0Lock- * Never heard of it- but sounds VERY interesting- but from what I was able to find out via google - it sounds very complicated in Max... A simpler implementation just Like the Multiresolution Modfier would be quite straight foward!
* @jjcg.23 * There's nothing complicated. You just add a modifier and it basically allows you to see the mesh there is at that level of the modifier stack when in edit mode or whatever.
ZBrush also allows this. Its modeling tools ( docs.pixologic.com/user-guide/3d-modeling/modeling-basics/creating-meshes/zmodeler/ ) can be used on any subdivision level. ZBrush subdivisions work similar to Blender Multires in that you always have some subdivision level (0 or more) active, and you perform all operations in it. The modeling tools are a special sculpting "brush", albeit extremely complex one. In Blender it would make no sense to have a modeling sculpt brush, instead subdivisions would have to become an integral part of the context where you use Blender's modeling features. This would obviously be a huge change, but also a huge improvement.