Skip to main content

Report this content

We want the Dreams coMmunity to be a safe, diverse and tolerant place for everyone, no matter their age, gender, race, sexual orientation or otherwise. If you believe this content to contradict these principles, you can file a report for our coMmunity teams to investigate.

Note that misuse of the reporting tool will not be tolerated.

Item being reported:

A forum post by TAPgiles

This would let us easily use the detail tool to lower the detail to a generally better level. And then sharpen up a few spots without adding much thermo.

Kind of how "varying looseness" works, but adding it after it's all sculpted instead. (And varying looseness doesn't necessarily work on all final edges depending on how they were made.)

As it is, trying to tighten up surfaces cannot go beyond the detail level.

We can do this though with a workaround. But only by increasing the detail level, then adding looseness to the whole object to make it cheaper again, then reducing looseness in spots we want to look sharp and "tight." As seen here: https://www.patreon.com/posts/sharp-edges-tips-75366400

There are also some side-effects and caveats to this method... The detail level is high, so now the detail tool shows the object in red most of the time, even though it's actually cheap for its size.

And if you catch the entire sculpt in a looseness edit it will automatically down-res the sculpt to be a lower detail instead. Which is good I suppose, unless you don't want that to happen... so you need to add another shape that stays outside of that looseness change, make more changes etc. then remove that extra shape--just to allow you to be able to do this method.

Ideally, reducing looseness using the tool would "just work." And people would be able to have nice sharp-looking stuff even at cheaper cost, and even after all the surface has been made by the artist.

Oh dear! Your browser is either unsupported or there has been a problem loading the page.