I’m working on a female character which has a specific pose. I started to build the base mesh. In the final steps of base mesh creation, I wanted to sculpt the fingers and toes. But beacuse of the resolution of the dynamesh, it fuses and fills gaps between the fingers. I had the same problem in between legs too but I solved it a bit. I started dynamesh in 256 and now I’m in 512 but gaps are fused when I retopologize it using dynamesh. Being in 512 causes very hard time in sculpting because editing gets more difficult. The same problem exists in ears too.
How can I solve the filling gaps issue?
I’m going to Zremesh it after my problem solved then continue adding details.
Dynamesh is best used at medium to medium-high mesh resolution. At a certain point you will have to increase the resolution so high to preserve fine detail, it will become impractical to use. You will need to switch to a traditional multi-subdivision level workflow in order to keep adding fine detail. ZRemesh the figure, subdivide, and transfer any lost detail via one of the two methods described here.
Gaps between fingers are fine detail. It would be best to make use of dynamesh with a mesh before it has been posed, with fingers and limbs in an open, neutral position, to decrease the amount of dynamesh resolution needed to capture it.
When I remesh it, everything is fine and clean but fingers and toes are not. Fingers keep fusing each other after remeshing.
How can I seperate them (and toes) after zremesh?
Dynamesh will fuse geometry, Zremesher will not. As long as the fingers are cleanly separate forms when ZRemeshing, it will preserve them if a high enough target polycount is assigned (usually not a problem). However, Zremesher reduces polycount, which will cause the loss of sculpting detail. In order to reclaim that detail, you will need to transfer the detail via one of the methods I linked above.
After doing this successfully, you should now have a model with multiple levels of subdivision, which you can use to add finer sculpting detail than would be practical with dynamesh.
I have lost the details on fingers and toes so, I think , I need to cut hands and feet then add new hands and feet using IM brush and fuse it to the arm and legs while I’m in 700( or a big higher0 resolution.
The current model keeps fusing gaps after remeshing.
Is it a good way to solve the issue?
Do you have a previous version of the tool before Dynamesh fused the digits together? Simply go back and Zremesh that version.
If not, I highly recommend adopting a less destructive workflow, where you make regular, iterative file saves, and duplicate a subtool prior to re-meshing or performing a major operation on.
Toes dont usually need to be cleanly separate. I recommend just sculpting them.
This is all part of a common learning process, so don’t feel bad.
So, In the future:
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Use dyanamesh before you pose your mesh, on a mesh in an open, neutral pose with as much separation between digits as possible.
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Use dynamesh at medium resolution to establish general form, but use traditional subdivision levels to sculpt fine detail into that form.
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Make regular iterative saves, and duplicate a target subtool first, before remeshing the original.
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Once you develop your medium poly form with dynamesh, ZRemesh to create a new, low poly base, subdivide it, and project any lost detail before adding the fine detail.
Thank you very much for great A2A guidance.
If I wanted to model a character in standard pose with hands, arms, legs and all fingers seperated, which method would you recommend to pose it afterward?
2. Do I need to pose the model just after remeshing and obtaining the base mesh or do I need to add fine detail with multiple subD levels and then pose it?
It is best to pose a mesh that has a low poly base. This makes it easier to use things like the transpose tools and transpose master to pose it without deforming the mesh severely.
As an artistic point, though, consider what your intended output is to be. Are you trying to make a pose-able game character that can be animated, or more of a sculptor-ly art piece, like a statue? In the case of the latter, for the pose you demonstrate in your screenshots, you don’t really need separate fingers and toes. Most artists would simply sculpt those details as a solid mass. A 3d printer wouldn’t separate those fingers either.
So, make sure you aren’t doing a lot of extra work for nothing.