Hi there I got a question. So i'm working on the high poly for this hilt for my sword. Now when I remesh it and it set for a high amount i keep getting all these artifacts i believe it is or so. I know i could smooth it all out but curious what is the cause of this. it where for this object i applied the mirror and the bevel. then i just do a remesh for it to sculp some design on it. I'm including picture of the wireframe and the progress that causes the result.
Hi! If I understand your question correctly and this is about the facetted look once re-meshed, that's expected behaviour with low-poly meshes. The resulting, dense mesh is the same shape as the low-poly just with a higher density, which results in a much more defined shading. To get a smooth surface you will have to apply subdiv modifier before the re-mesh.
A way to work that would allow for fast iterations would be to work with modifiers, which can be applied once the shapes are approved and a sculpting pass can be done to finalize. When working with modifiers it can make sense, to toggle their visibility to increase work performance, for example the re-mesh modifier. A thing to look out for before adding the remesh modifier, is that the mesh has its scale applied.
Ahhh so to understand, the reason I get these issue as shown in this picture here with the arrows pointed at it is expected because dense mesh is the same shape as the low-poly just with a higher density that results in the defined shading.
So subdiv modifier still came up with the same kind of shading. Yep i experimented with different modifiers and applied them then see how they look remesh but still have these issue or would change the shape that would mess up the baking. I will say one thing that is the long way that I could do is i can go around and smooth shading with the sculpt brush and that helps. This is still helpful information for me
If you see faceted shading on hi res you might beveled each edge first accidentally or give each edge a crease (shift+E) or you just have subdiv modifier in "simple" mode.
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A way to work that would allow for fast iterations would be to work with modifiers, which can be applied once the shapes are approved and a sculpting pass can be done to finalize. When working with modifiers it can make sense, to toggle their visibility to increase work performance, for example the re-mesh modifier. A thing to look out for before adding the remesh modifier, is that the mesh has its scale applied.
is expected because dense mesh is the same shape as the low-poly just with a higher density that results in the defined shading.
So subdiv modifier still came up with the same kind of shading. Yep i experimented with different modifiers and applied them then see how they look remesh but still have these issue or would change the shape that would mess up the baking. I will say one thing that is the long way that I could do is i can go around and smooth shading with the sculpt brush and that helps. This is still helpful information for me