First sculpt

You’re welcome. With Multires, Subdivisions are what enhance the model’s resolution (the wireframe) in incremental steps, hitting subdivide increases resolution - and begins building up the multiresolution hierarchy, the more you subdivide, the more detail. Reverse is there for mesh objects already with a set topology and you want to enable multiresolution from a lower starting point (otherwise subdivision will just enhance it further). Keep triangles, is for polygons - 2 triangles = 1 quad (face/polygon) - keeping triangles means it’ll keep triangular poly’s in the mesh instead of just quads - this is for several reasons usually for memory and lower resolution purposes. Flat Subdivisions - bit harder to explain without visuals, basically this hold the objects current shape after its been subdivided - example, if you reduce a sphere to only several faces, it will be pointy - regular subdivision will then add more and smooth it out, whereas flat subdivisions will keep the pointy shape and build polygons to maintain this particular shape. Finally, delete higher/lower is just to terminate a resolution in the multires hierarchy dependant if its an increment up or down. Example would when you’re satisfied with the models topology and you have no intention of reversing or increasing resolution, you can rid unwanted resolutions.

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