Hi,
I try to find the best mesh resolution or procedure to sculpt a human head. When I change the resolution then the face gets too smooth or too angular. I would like to work like a clay artist without thinking of the resolution. The sculptris pro mode did not help since when having a low poly mesh it draws rectangles around the detailed parts.
So is there a way to sculpt more like a clay artist?
Many artists use Dynamesh and Sculptris Pro mode for a clay like sculpting experience.
I think perhaps you are worrying too much about the topology while using those tools. They are designed with the idea of working with a rapidly changing, temporary topology that will eventually be replaced by a cleaner and more deliberately constructed topology when the need for frequent re-meshing diminishes.
When using Dynamesh, start at the lowest resolution you can get away with to block out the basic form. Gradually increase the resolution to refine that form to about a medium level of detail, but understand there’s a practical limit to how fine a detail Dynamesh will work well with. Eventually you will want to transition to a multiple subdivision level process for the sculpting of the finest detail. It’s usually at this point many artists choose to create a more deliberate topology.
Sculptis Pro can produce sub-optimal surface topology, but is generally adequate for the sculpting of low to medium-high detail meshes.
Think of the meshes these tools create as a sort of scaffolding on which to construct a higher quality mesh.
Ok, with these hints @Spyndel I think I know how to start. But I have another issue. Because now I have a low poly skull and I had made a sculptris pro high poly mouth. I will open another thread with a picture so that you know what my quandary.