Forum Archive › Remesh vs dyntopo at the start › Reply To: Remesh vs dyntopo at the start
@spikeyxxx I’m going to confess…I have concern about Pablo’s development. While I’m thrilled to see Blender’s sculpt mode getting significant development, and I like his hype tweets as much as the next guy, I’m not convinced his direction is 100% the best for blender sculpting in general.
He and Julien have proven beyond a doubt that remesh is a great format for *stylized* sculpts. Everything they post to showcase new tools is stylized sculpts; nothing is realistic. The key difference being that realistic sculpts require really high poly counts which multires is the only practical method to achieve. I’m afraid he’s tunnel-visioned within his preferred genre. As a result, imo he’s neglected (and even removed) a foundational part of the sculpting meta (multires) and implies dyntopo as an inferior format to remesh.
I don’t doubt that multires code has depreciated but it worked fine enough for me up until removal. In fact I’m currently doing a freelance gig with 2.80 multires and have experienced zero show-stopping glitches. However Pablo saw the code as “broken” and decides to remove it and rebuild. That’s worrisome to me because he’s clearly more focused on *cool* tools with specialized functions over fundamental tools like multires. The cloth brush looks incredible! But Blender is used to sculpt infinitely more things than clothing…and it could accomplish a broader spectrum when multires was involved.
As for dynotopo vs remesh, I’ve used the latter several times but simply don’t find it as conducive to my workflow as dyntopo. I understand Pablo’s perspective but it’s just that: His perspective, not objective truth. The cons of dyntopo he outlines are valid but big-picture the comparison is apples and oranges.
I fear Pablo as a bit close minded in regards to sculpting workflow. My fingers are crossed that his development doesn’t sacrifice as much as will be gained.