Sometimes while sculpting, you may run out of polygons, making it hard to get detailed features without squashing or stretching your mesh. The previous way around this issue was to subdivide your model, which created too many polygons all over your mesh and shrink your object. Or you could create a high-density mesh in another software product, such as Maya or 3dsMax.
Instead of this, the Tessellate option in the Sculpting Tools Properties retessellates your mesh and lets you add detail when and where you need it.
For an explanation of tessellation and what meshes are best suited, see
Dynamic Tessellation in the
Sculpting Overview section.
Note: The
Tesselate option is available in every sculpting tool except
Mask,
Erase, and
Freeze.
To increase the tessellation of your mesh
- Load a mesh.
- In the Sculpting Tool properties, activate the Tessellation option in the Tessellation section.
- Select the
Refine
tool and click the mesh. If the mesh is unsuitable for triangulation, that is, if it has sculpt layers, subdivision levels, non-manifold edges or a PTEX setup, Mudbox offers to create a triangulated copy that you can work on. (You can also select the mesh and click .)
- In the Tessellation section of the Sculpting Tool properties, turn on Follow Path so the geometry moves along your drag path for a more interactive sculpting experience.
- Choose Screen Pixels in the Tesselate section Units Settings so the closer you zoom on your mesh, the more detail you're able to add.
- Toggle Tessellation on and off while you sculpt with Shift + ~ (tilde)
- Toggle between Refine/Reduce and Reduce/Refine as you sculpt by pressing Ctrl.
- When you work with the
Grab
tool, toggle Twist on and off as you work using Ctrl + Shift keys.
- If your model becomes stretched too thin, use the
Bulge
tool with Tessellation enabled to add volume.
- You may want to turn Tessellation off for certain tools, such as
Pinch
and Smooth.
.
- Press w to turn off Wireframe display so you aren't distracted by the polygons.
Tip: