When sculpting details onto a mesh, you can use
Blend Shape targets as sculpting layers. This allows you to build sculpt effects on top of one another, separate different kinds of sculpts (e.g. wrinkles and pores), or experiment on your model with new sculpts in a non-destructive manner.
To set up layers for sculpting
- Open the
Shape Editor by going to
or switching to the
Sculpting Workspace.
- Select the mesh for sculpting and click
Create Blend Shape in the
Shape Editor.
- Click the
Add Target button to add the first layer.
This layer becomes the active
Edit layer by default. Any sculpting operations will be added to it.
- Click
Add Target to add additional layers.
Note: The current
Edit layer is always marked in red. Any sculpt operations or transformations of the mesh will occur on this layer. To change the active
Edit layer, click the
Edit button next to the layer you'd like activate instead.
Once you have sculpted on a layer, you can fade/hide the effects of that layer a couple of different ways.
To fade/hide the effects of a layer
- Drag the slider next to the target shape in the
Shape Editor to change its weighting.
- Click the visibility icon to the left of the target shape to mute the effects of that layer completely.
- Right-click a layer and select
Solo to mute all other layers.
Note: You can middle-drag layers in the
Shape Editor to reorder them.