I want to sculpt my model with as much detail as possible. It looks like the best way is to break the model into polygroups based on the UV’s. There are a couple problems i notice when doing this.
- as i subdivide, the border edges pull apart
- because of the polygroups, it makes it difficult to sculpt since i have to sculpt each piece at a time (torso, arms, legs etc). I like sculpting on a base mesh that is one subtool but i just cant get the resolution i want.
thanks for any input.