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I need to sculpt model with beveled edges. But after sculpt remesh, it looks different. I have tried almost everything I know on it: applied all transforms, changed bevel settings and topology, checked for double vertices but nothing works for me.

Before remesh before remesh

After remesh After

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  • $\begingroup$ Hello, I guess Remesh gives unexpected result, why do you want to remesh it? $\endgroup$
    – moonboots
    Commented Jan 3, 2023 at 13:34
  • $\begingroup$ @moonboots hello I am creating detailed model for game engine. There will be slashes, cracks etc. $\endgroup$
    – Likar
    Commented Jan 3, 2023 at 14:58
  • $\begingroup$ I may be wrong but I wonder if remesh is not mostly use to simplify rather than to add density, maybe you should use Dyntopo to create your details? Also you could subdivide, but your topology is not homogeneous enough $\endgroup$
    – moonboots
    Commented Jan 3, 2023 at 15:57
  • $\begingroup$ @moonboots dyntopo looks the same way :( $\endgroup$
    – Likar
    Commented Jan 3, 2023 at 16:12

1 Answer 1

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There may be a simpler way but you could prepare your topology this way: First create the tip:

enter image description here

Then create some vertical loopcuts:

enter image description here

Bevel the angles that you want to keep sharp:

enter image description here

Aplly a Subdivision Surface modifier to add topology:

enter image description here

Sculpt:

enter image description here

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  • $\begingroup$ I wish there will be another solution, but at least this is works and I can progress further. Thank you, my savior! $\endgroup$
    – Likar
    Commented Jan 4, 2023 at 17:04
  • $\begingroup$ there may be another solution but I've tried several remesh solutions and I haven't found any good one :(( $\endgroup$
    – moonboots
    Commented Jan 4, 2023 at 17:06

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