Found solution to jaggied polygons with Voxel Remeshing. Shortcut?

Maybe I’m talking nonsense, but I don’t understand it. I see tutorials from expert people who say that every time they apply voxel remeshing they have to be constantly smoothing because the polygons are noticeable (fig. 2). However, by chance I discovered that if the surface was first subdivided a lot and then the same voxel remeshing was applied, the surface was completely smooth. That is, subdivide above the voxel resolution and then apply it (fig. 3).

Is there any way for Nomad to make it automatic to avoid having to constantly smooth out with the brush, as I see in the tutorials? Plus, you always leave parts behind or lose details. Or is there at least a way to put the subdivide button outside the menu like the voxel button is? In such a continuous workflow, removing steps saves a lot of speed.

Can it be fixed or added this feature?

Thank you all!!!

Hello! The function of the voxel is to recalculate the mesh without changing its shape. It should be used gradually. You went from a mesh with very few polygons to a very high voxel, so it will only smooth the edges of each face. One thing that I don’t know if it applies to cell phones but all the teachers recommend in ZBrush, is that you use values ​​that are multiples of 8 (64, 128, 256…) to optimize RAM usage, and increase this gradually during the sculpting process, because if you go from a voxel of 32 directly to a voxel of 512, the faces of the previous one will be marked. Try to extract as many polygons as you have before increasing the voxel level, because that way you will have fewer problems to solve at the end of the sculpting.


see here the difference between increasing gradually and increasing directly. In this model below I went from 8 voxels to 128 directly, while in the one above I went gradually up. But voxel is not only for increasing polygons, you can use it to recalculate the mesh when there are too many stretched polygons using the same value as before. If you just want to smooth the model, just apply a subdivision

Yes, I understand the logic. Voxel smooths a little, so if you repeat it many times in small intervals it comes out smoother. Subdivide however averages it, which leaves the surface perfect. Subdividing first and voxelizing afterwards also leaves the surface perfect. The workflow of people on YouTube is usually to do a lot of voxel to join pieces by eye or to make the polygons uniform, but then they have to be constantly correcting with smooth.

If there was an option to apply subdivide + voxel, or a quick subdivide button, these problems would be solved, I think.

this is kinda my problem as well why when you use move tool after remesh a random stretch doesnt move with it leaving a distortion. the best method i figured out if after smoothing and remesh once its in place is separate and delete the unmoved part left behind but the work flow of that is soo awkward ill just forget what i was doing some days and forget the whole project? any help with THE DISTORTION part in that story instead of separate at the end?


I’m not sure I quite understand what your problem is, but try looking for the front-facing vertex only option in the “filter” window and make sure it is disabled in the Move tool. If that doesn’t work, try cleaning the mask. If none of these options work, let us know here and we’ll try to understand what’s going on.

so the chunk that isn’t moving and passing through the chuck I’m moving , also where its starting to stretch the mesh quads. ok so the point is where the stretching happens it looks like a part is being left behind with move. this is just an example in the video i sent, but that exact problem happens with all my tools. its the one last part to my sculpting career that i cant get over, theres always quad that gets stretched and left some where it shouldn’t be. I was thinking of checking on how to use mesh and topology better but what do you think from the video.

Can you upload this mesh here? If it’s too big, decimate it a bit.

Try turning off dynamic mesh , looks like you are pulling the back geometry as well