Dyntopo with quads
When sculpting object, is it possible to implement for Grab and Snake hook nondestructive mesh generation ?
For example when grabing the face, Blender could generate additional faces along normal with falloff and rotational options. Something similar like retopologizing but in sculpt mode.
Additional example if you snake hook (not in Dynamesh) on some face, mesh will receive face loop between old position of face and new position.
Also if you would draw some curve on the mesh, mesh would receive face loop following the curve.
I hope I explained it well to understand my suggestion.
In next image first black arrow represents the direction of your grab brush and second black arrow represents the direction of your snake hook brush what you have choosen to do. Red polygons represent the faces which are generated on the mesh.
There could be falloff option so that you could manipulate how will generated polygons be placed and rotated along normal or along curved path you have made with brush (like in proportional editing).
So, the concept would be someting like retopologizing but instead you're creating faces on the high poly mesh, with grab and snake hook, faces and face loops are added on the mesh while respecting the topology.
2 Comments
albertdearias's new proposal seems doable : rightclickselect.com/p/sculpting/wsbbbc/dyntopo-indicate-the-flow-of-the-mesh-with-a-flowstrokes
Apparently Zbrush uses quads, so maybe it's not as CPU stressful as I thought.