you can see especially the area under the nose, so the area near the nose slit, gets into a weird shape. I can’t smooth it out properly as well. What can I do to fix this issue?
you can see especially the area under the nose, so the area near the nose slit, gets into a weird shape. I can’t smooth it out properly as well. What can I do to fix this issue?
I’m still new to Nomad, so this is just my experience so far, hopefully one of the veterans pops in and 1 tells me I’m wrong lol and 2 has the effective solution.
If you turn on the wireframe before you remeshed you’ll notice your objects are pretty high poly. The head and nose that you’re combining are +700K. When you remeshed, you set it lower and it dropped down to 150K. The area where those 2 nose spheres joined is pretty complex for such a low resolution count, that’s why you’re having trouble smoothing it out. There just isn’t enough information there for you to smooth.
This next part is where I’m hoping a vet will pop in and clear things up. I haven’t found a way to remesh things that leave it looking as crisp as 2 separate objects that are overlapping. My approach has been to remesh at a high resolution, smooth things out and if I want a suuuuper tight line, I’ll use the Pinch tool to push the wires closer together. Then I’ll Decimate to bring the poly count down as needed. I haven’t gotten good results using the “keep sharp edges” setting, I’m assuming it’s for specific situations. 100% it’s user error, like I said, I’m still new to this. There’s a lot to this program, it takes time to make sense of it all.
Hopefully that helps?? lol Your sculpt looks great, very cute. Dave Reed vibes for sure.
Oh ok so I didn’t know that I am also a beginner. So I tried remeshing at a higher resolution like you said, and with the ‘‘keep the sharp edges’’ option enabled. Now the edges are fused seamlessly like you can see in the video. So that part is all great now. However, now the head has 1M vertices (LOL), and the smooth tool still does not work properly. So instead of smoothing, it actually does the opposite and somehow created a ‘‘grainy’’ appereance instead. This ‘‘grainy’’ effect of the smooth tool gets even exaggerated when I decimate the now remeshed head part(as you can see in the second video)
Not sure if ‘‘pinching’’ or ‘‘creasing’’ it would fix
So if you have a solution for that I would highly appreciate it.
Also I am learning using Dave Reed’s
tutorials, that might explain why the style is so similar
Since you’re new, I would suggest turning on the wireframe and watching what the various tools do to it. It will give you some insight. And I don’t see anything unusual in how the tools are suppose to work.
If I want a good sharp crease in my end result, I find it best to leave the parts as separate objects until I have to join them. At that point, I should be basically done sculpting them and ready for export. I decimate to a lower poly count then use the Boolean function to join them. Boolean keeps the sharp edge where voxel doesn’t.
Everyone does things differently and there’s no wrong answer as long as you achieve the results you’re looking for. Enjoy the journey
Awesome! I’ll give Boolean a shot next time. Thanks for the info.
That’s the tricky part of being new when asking how to accomplish something you see.
Question
“Hey dude! How do I blah blah blah this thing here?”
Answer
“Welllllllllll… you could do this or maybe this and that could work as well.”
It’s just part of the fun. We’ll all get there, just gotta keep tinkering.
ok so I tried the things you suggested and I can say that I achieved an agreeable result, but I am not very satisfied with it to be honest😅. But thanks a lot for the help nevertheless
So this is the result after decimating like 50 times and alternating between voxel remeshing at a higher resolution and a lower resolution and using the crease and pinch tools, as well as the smooth tool. And also using Dynamic topology at some parts(not sure what that did exactly)
Did I achieve what I wanted to achieve, ofc not, now the area between where the mouth and the vertical line meets looks very weird and the area where the nose and the mouth meets is not as sharp as I wanted but, I think I can go with that now.
So this is the thing about nomad sculpt I think, you never completely achieve what you imagine in your mind, but you get something very close to that.
Also one thing that is impacting why the smooth tools are not working well is I think its because I remeshed the head and cheek areas too early. So in the future I will try to remesh the blocked parts as the last thing before adding the details, If I am modelling a closed mouth character, and lets see if that changes anything
Smooth tool is topology dependent, if you got tons of polygons it’s going to be “slow”. That’s how the smooth tool is on almost every 3d app.
You can increase the intensity >100% but it’s going to lag a bit.
Also it works best when the polygons have the same similar size (you fix this constraint by enabling “stable smoothing” in the smooth option, but this option doesn’t work well if you got tiny triangles in the object).
Voxel remesh doesn’t have a smoothing effect when compared to multires subdivision.
So if you got a 50k mesh and voxel it up to 500k, you’ll get a faceted result.
The best is to use multires in that case (and only afterwards use voxel remesh).
I would have to disagree. I find that my results vary from exactly what I was imagining to somewhere close to what I was imagining. Usually my results depend on my skill and the time I put into a sculpt.
You sculpt looks great and I’m not sure what you have in mind vs what it looks like. But I’m willing to bet that with more time, effort, and [respectfully] skill, you could get it exact