Subdivide extruding parts

Hi,

Let’s say I start with a sphere as a torso, and use the brush to build limbs from it. This will result in very stretched polygons on the limbs, to the point where you ‘run out’ of polygons to extrude further. Right now I use the approach: quad remesh, make limbs a bit longer, quad remesh, make limbs longer, etc. So that new polygons are distributed to the limbs. But what would be better way to do this? Maybe something that auto subdivides while sculpting?

This workflow is ok - stretch the mesh - then voxel remesh - and again…
But you can also use dynamic topology, then the topology is automatically adjusted.
Watch the video, Nomad Sculpt has the exact same possibilities.

Or do not sculpt / stretch the mesh - but connect individual primitive objects to a body - > this is called blocking.
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