Hi there,
thats something Im wondering to do for ages now. Consider this base mesh:
Of course I do need more polys for sculpting. So I need to subdivide to get a round arc (blue) and enough polys to work with. So I need some controledges (pink) so the mesh stays in shape while subdividing. But the result is that the mesh does have very uneven distributed topology for sculpting (high subdiv where the controll edges are, low everywhere else) which could result in bad resolution and sculpting behaviour.
Subdividing without smoothing in zBrush is not an option because I need a round arc…
What is your workflow for something like this? :\
Thanks in advance!