# Using dynamic topology to add details / multiresolution?

**URL:** <https://forum.nomadsculpt.com/t/using-dynamic-topology-to-add-details-multiresolution/2807>\
**Category:** Lounge\
**Created:** [May 18, 2021, 4:49am UTC](https://forum.nomadsculpt.com/t/using-dynamic-topology-to-add-details-multiresolution/2807 "2021-05-18T04:49:43Z")\
**Posts on this page:** 8\
**Page:** 1

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**Author:** ![Jorgensen](https://avatars.discourse-cdn.com/v4/letter/j/41988e/32.png) [@Jorgensen](https://forum.nomadsculpt.com/u/Jorgensen)\
**Post date:** [May 18, 2021, 4:49am UTC](https://forum.nomadsculpt.com/t/using-dynamic-topology-to-add-details-multiresolution/2807/1 "2021-05-18T04:49:43Z")

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Hi

My knowledge regarding the different types of mesh is not that strong yet.

I guess I should use Dynamic topology to add details to objects, and it works ok. But sometimes I need to subdivide an object before the dynamic topology looks ok. And for this I subdivide the whole object - witch is not optimal, as it really adds to the amount of polygons.

Is there a way to only subdivide a part of an object, or do I need to spilt the object before I subdivide? How do you add details and keep the amount of polygons low?

A side question - how do you use Multiresolution? What is the power of it? 🙂

Best  
Jorgensen

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**Author:** ![Costorella\_Stefano](https://dub1.discourse-cdn.com/flex005/user_avatar/forum.nomadsculpt.com/costorella_stefano/32/1551_2.png) [@Costorella\_Stefano](https://forum.nomadsculpt.com/u/Costorella_Stefano)\
**Post date:** [May 18, 2021, 5:53am UTC](https://forum.nomadsculpt.com/t/using-dynamic-topology-to-add-details-multiresolution/2807/2 "2021-05-18T05:53:38Z")

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the response is in answer, use dynamic topology with paint tool (uncheck paint, roughness metalness) and paint the part of the object where you want more poly.

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**Author:** ![Jorgensen](https://avatars.discourse-cdn.com/v4/letter/j/41988e/32.png) [@Jorgensen](https://forum.nomadsculpt.com/u/Jorgensen)\
**Post date:** [May 18, 2021, 6:02am UTC](https://forum.nomadsculpt.com/t/using-dynamic-topology-to-add-details-multiresolution/2807/3 "2021-05-18T06:02:51Z")

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Now - how cool is that - thanks Stefano!  
I was not aware of that paint could be used in that way 🙂

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**Author:** ![Costorella\_Stefano](https://dub1.discourse-cdn.com/flex005/user_avatar/forum.nomadsculpt.com/costorella_stefano/32/1551_2.png) [@Costorella\_Stefano](https://forum.nomadsculpt.com/u/Costorella_Stefano)\
**Post date:** [May 18, 2021, 10:26am UTC](https://forum.nomadsculpt.com/t/using-dynamic-topology-to-add-details-multiresolution/2807/4 "2021-05-18T10:26:45Z")

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You can do it with almost any tool, but painting is the fastest.

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**Author:** ![knacki](https://dub1.discourse-cdn.com/flex005/user_avatar/forum.nomadsculpt.com/knacki/32/1297_2.png) [@knacki](https://forum.nomadsculpt.com/u/knacki)\
**Post date:** [May 18, 2021, 8:19pm UTC](https://forum.nomadsculpt.com/t/using-dynamic-topology-to-add-details-multiresolution/2807/5 "2021-05-18T20:19:40Z")

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Mask and remesh is an option as well. Remesh! Not Voxel remesh.  
Remesh obeys masks but subdivide in tris like dynamic topology.  
You could quickly define different “resolution zones” this way, and subdivide later if needed. Tris are not first choice for subdivision though. Cleanest results are resulting from quad topology.

Subdivision is very good for posing and rough refining in low resolution and quickly swap to high subdivision for fine details.

Same with 3D animation. You take a low resolution mesh for easy rigging and perfect deforming and subdivide this for details.

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**Author:** ![Costorella\_Stefano](https://dub1.discourse-cdn.com/flex005/user_avatar/forum.nomadsculpt.com/costorella_stefano/32/1551_2.png) [@Costorella\_Stefano](https://forum.nomadsculpt.com/u/Costorella_Stefano)\
**Post date:** [May 20, 2021, 5:54am UTC](https://forum.nomadsculpt.com/t/using-dynamic-topology-to-add-details-multiresolution/2807/6 "2021-05-20T05:54:44Z")

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Knacki is right about the masking and the remesh except that if you are too high in polygons then when you do a remesh or a voxel there is a lot of chance that nomad bug (at least for me with my ipad pro 2018) so j 've used the technique of painting decimation when i climbed too high in polygons like that nomad bug much less.

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**Author:** ![Jorgensen](https://avatars.discourse-cdn.com/v4/letter/j/41988e/32.png) [@Jorgensen](https://forum.nomadsculpt.com/u/Jorgensen)\
**Post date:** [May 20, 2021, 7:17pm UTC](https://forum.nomadsculpt.com/t/using-dynamic-topology-to-add-details-multiresolution/2807/7 "2021-05-20T19:17:48Z")

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I’m just watching the dinosaur cause by Glen. It seems he only use the subdivision, and not dynamic topology. I guess it’s because he would like to be able to go back and pose the model as I understand it. Does that seem I’ve understood that right?

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**Author:** ![knacki](https://dub1.discourse-cdn.com/flex005/user_avatar/forum.nomadsculpt.com/knacki/32/1297_2.png) [@knacki](https://forum.nomadsculpt.com/u/knacki)\
**Post date:** [May 21, 2021, 1:29pm UTC](https://forum.nomadsculpt.com/t/using-dynamic-topology-to-add-details-multiresolution/2807/8 "2021-05-21T13:29:10Z")

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Yes, don’t know the tut but sounds logical.
