That inside corner will need additional support loops to remain sharp. The width of these loops should be similar to the width of the other perimeter support loops. There's a few different ways to approach the topology layout. As long as everything smooth properly, it's possible to use triangles and n-gons to connect the…
If I end up deciding on some way of just adjusting the geometry after the sculpting (using shrinkwrap or something to copy details from unaffected parts of the mesh, dunno), I'll definitely be using one of those layouts to make sure they subdivide well because they do look good. Perhaps it is just not possible to get a…
I am sculpting a trench coat in Blender, and I am having a terribly difficult time finding the topology necessary get sharp looking rips into the fabric. Every solution I try, like this one for example, will usually produce sharp edges at the bottom of the "triangle", but the top will smooth out into a round shape. This is…
The thing is that while the multiresolution modifier does just subdivide the mesh, I cannot use subdivision surface for my purposes. There is a lot of sculpting on the top half of the coat, and there will be waves in the bottom of the coat that the rips will need to follow. The solution you showed works great until it…
The issue is that it's a whole trench coat with sculpting all over the topside of it. While multiresolution does subdivide it, I can't just use a subdivision modifier for my purposes. The reason I need this is because there's of course all sorts of waves that will come in that loose bit of the trench coat at the bottom.…