Sorry if this is basic stuff, I searched but I’m not fully up on the terminology yet and I don’t know if I’m phrasing things the right way to get the proper results.
I’m working on Frankenstein’s Monster and the hair isn’t quite what I want. For the head, I made a tapered cylinder and joined it with a sphere. I masked the hairline then used the Gizmo tool to expand/poof it up.
I tried to use the Crease tool to make a line, I don’t think I did it right or maybe that’s not the best way to approach it. It’s kinda denting the head. Ideally, I think, I’d need the hair and head to be separate objects but I don’t know how to do that. Any directions on how to approach this? If it’s too late to fix it and it just is what it is, that’s fine. I’m just having fun with this stuff. I’ll just keep that in mind going forward.
You can also try the Pinch tool. Rather than just denting or extruding like the Crease tool, it pulls all the mesh together and can make sharper lines.
As you mentioned, it’s probably best to have the hair and head separate to get the sharp line you want. Off the top of my head, you could:
clone the current head and remove the hair on one of them, either by sculpting, cutting, etc.
on the other model, remove the head using the same method.
This should get you two models, one being the head and the other the hair.
sorry i cut the video off a bit soon but you can use facegroups to separate sections of the same object and if needed edit them separately. Finger-clicking on them with hide and mask will react to each facegroup. Sculpting Tools will also act a bit different to them if they are visible. If you want very crisp edges its a good method (even moving things like fingers individualy on a whole hand)
Its called „keep sharp edges“ i think almost every tool has it but you might want to keep this (and the depth masking) in mind to keep sharp geometry details esp for smoothing and color!