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Texture Sculpting And Model Delivery

June 5th, 2024
Iterms: Individual License
One copy to be used by a single user.
In this chapter, we will sculpt and fix the detailed issues of the model with a multi-resolution modifier, combine all the models, and prepare the project for handover to the next stage.

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11 Comments

  1. mwsheeler says:

    Again, I ask, do I keep the Multiresolution modifier on each object or do I apply or delete it? Thanks

    • Jerry Lee says:

      I’d like to add a bit more about the Multires modifier. Its main purpose is to add detailed textures for baking normal, displacement, and other maps, enriching the material details. However, you won’t need it for texture painting, UV mapping, animation, rigging, or hair. So, when you’re providing the model for these subsequent stages, you can choose to remove this modifier. But make sure to keep a separate version of the model with the Multires modifier for the texturing stage, as the model with the modifier is needed to bake maps with more texture detail, thereby enhancing the texture details.

      This is a basic usage method, but in practice, the use cases for this modifier can be quite broad. For example, you can use it instead of Subdivision modifiers, as it offers several advantages. You can use it according to your needs in future projects.

      • mwsheeler says:

        Thanks for the detailed replies. I am going to keep the model saved with the multires modifiers but it brings my computer to it’s knees. In fact it crashed five times last night. I have Windows 11 pro withy 64 megs of ram and an Nvidai Geforce rtx 4070 super with 32 megs of ram.

        Not sure why it is causing Blender to slow waaaay down but it is. The Blender file with the multires is 435 megs. Without multires it is under 12 megs. I am starting the Texture course right now but I am forced to do it with no multires modifier as I am not sure I will be able to do it using the file with the multires. I wish I could bake the normals and displacement and then do the texture painting. Not sure if this is possible.

        • Jerry Lee says:

          Because the Multires modifier stores a lot of faces, each additional subdivision level increases the face count by four times. So, it’s true that files with the Multires modifier will take up more disk space. You should only use a model with the Multires modifier when necessary, such as when you need it for baking during the texturing phase. At other times, you can use a model without the Multires modifier for your work.

          Based on the information you provided, your computer’s configuration should be sufficient. When I recorded this tutorial, my setup was 64GB of RAM and an RTX 4080 graphics card.

      • mwsheeler says:

        I am going ahead and doing the Texture class with the multires modifier intact. I just save after almost every few clicks in case it continues to crash. I am now using Blender 4.2 LTS as it just released. Fingers crossed.

        • Jerry Lee says:

          There are many reasons why Blender might crash, and it’s not necessarily due to the Multires modifier. You can troubleshoot the issue with the following steps:

          1. First, open the Task Manager in Windows and check the memory usage of the Blender program. If the memory is almost fully utilized, the crash could be because the subdivision level of the Multires modifier is too high, consuming a large amount of memory. In this case, you can try lowering the subdivision level. I also want to remind all students that the final subdivision level in the tutorial is level 5, which is the highest my computer can handle. You should adjust according to your computer’s capabilities; it’s not necessary to subdivide to level 5.

          2. If the memory is not fully utilized and Blender still crashes frequently, you can try increasing the Memory Cache Limit in Preferences -> System. The default value is 4096; you can try raising this value to see if it resolves your issue.

  2. mwsheeler says:

    Hi. Again I am a bit confused. At the end of this video you say to apply or delete all modifiers. However when I watched you rename the objects, many still had Multires modifiers and some Subdivision modfiers. So I left mine and will await a reply. Do I Apply the Multires modifiers or do I delete them? I am assuming I Apply the Subdivision modifiers but I willl not do this untill I hear back from you. Thanks

    • Jerry Lee says:

      Hey there! I totally get why you might be confused. Let me break it down and give you some more details:

      1. Modifiers to delete:
      We’re mainly looking to remove modifiers that directly affect the mesh, like Mirror or Boolean modifiers. These change the topology and mesh count.

      2. Why we do this:
      The model we hand off to the next stage shouldn’t need any more mesh edits. We want to lock in the mesh count and topology. So, we apply any modifiers that directly change the mesh before delivery.

      3. Multires and Subdivision modifiers:
      These guys only affect the model’s shape, not the actual mesh. That’s why we can keep them.

      4. Special note on Subdivision modifiers:
      – If you’re using it to refine a low-poly model and add details, you might want to apply it.
      – In our course, we’re just using it for simple appearance tweaks. It’s not crucial, so we kept it.
      – Basically, whether you apply it or not depends on your specific needs.

      5. Multires modifiers:
      These usually aren’t applied.

      Hope this clears things up! Remember, it’s all about what works best for your specific project. If you’re ever unsure, feel free to ask!

      • mwsheeler says:

        I am writing this question here even though I am now working oon the Texturing course as it concerns what you have been writing me here. I have kept the multires modifier in place on my model but when I texture paint it in Blender 4.1.1 my computer freezes for about ten seconds between each brush stroke.

        So my question is, can I bake the high resolution normals onto my model now, before texture painting? You wrote this earlier;

        “But make sure to keep a separate version of the model with the Multires modifier for the texturing stage, as the model with the modifier is needed to bake maps with more texture detail, thereby enhancing the texture details.”

        If I am not using vertex paint (which requires more vertices for detailed painting) what type of texturing maps would be limited when baking if I deleted the multires modifier?

        And do you cover baking maps in this course? I don’t see the topic in any of the course file headers. Thanks Jerry.

        • Jerry Lee says:

          Hi there! I understand you’re experiencing some lag when painting textures in Blender. This is a known issue and, unfortunately, a current limitation of the software. Blender’s texture painting capabilities aren’t quite on par with specialized programs yet, but we’re hopeful that the Blender team will optimize this feature in future updates. For now, we’ll have to work with what we have.

          Don’t worry about the multires modifier for now – you can delete it. We’ll cover how to use it later in the course when it’s needed, so you can just follow along with the tutorial step by step.

          To help improve your texture painting experience in Blender, here are a few tips you can try:

          1. Try turning off mirror painting and focus on one side at a time. Once you’re done, you can mirror the texture in Krita or Photoshop to complete the other side.

          2. Use smaller brush sizes when painting. Generally, the smaller the brush, the smoother your painting experience will be.

          3. Consider adjusting your texture resolution based on your needs. In the tutorial, we’re using a 4096×4096 texture. You might want to lower this if your computer is struggling. Keep in mind that while a lower resolution will be smoother to work with, it will also limit the level of detail you can achieve. It’s about finding the right balance for your project and your hardware.