I need some technical advise to finish a sculpt. At a certain point in my process, I stopped dynameshing and began to sculpt the way I used to. [The model is at around 4million polys, but no subdivisions]. Then I decided to scale the head and neck area bigger. Even with using a very softened mask, there is tearing in the stretched area. I tried a combination of brushes including smoothing and claybrush build up that seems to work-at least the flaws of the stretch are hidden. But I know underneath the surface, it’s a mess. I can’t really subdivide again because the polys will be too many.
Now I want to add hair all over the body. I am going to use Ryan Kittleson’s great short hair (free) brush that I got on YouTube, which I love – to draw the hair everywhere. How can I fix the stretched area before adding the hair? The area has stretched polys. I can’t re- Dynamesh because I will loose all my detail (even with turning off smoothing and selecting freeze-too much detail will be lost).
Would the best way to continue use Decimation Master and make it an object of about 1million polys and then start re-subdividing the reduced model, or will re-topo-ing the object be the way to go? I have tutorials on retoping but have never used it yet and I am not sure it will solve my issue.
It seems to me that as wonderful Dynamesh is, one must really know where one is going with the model. Adding eyelids after the fact, or my example of drastically changing a model’s basic structure – it is hard to continue. I haven’t been able to work out the right approach for tweeking.
Any suggestions?
Thanks in advance.