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回報翻譯問題
Looks like it's working, though my Computer and Laptop can't handle any modifiers being left open. The brushes start lagging like crazy.
If I do apply it, the bumps get much worse. :/
Also, since you say that your laptop isnt that great i suggest that you dont use the 'dynatopo' option because it creates new polygons and may be a little bit on the heavy side for your computer (and this may be the last thing that i know that can help you...)
Tell me if any of this works, if not i dont know anything else that can help sorry man
This is in edit mode, see how there is that fairly visible line in the center? I think that is what is causing the bumps, your topology is getting pushed together and not smoothed out properly when you hit it with the smooth brush.
https://steamcommunity.com/sharedfiles/filedetails/?id=1929416142
Here's a closer shot of some of these "pinched" groups of vertices. I don't know why the smooth brush doesn't spread them apart and smooth them properly. But I'm pretty sure these tightly clustered groups of verts are the cause of these bumps.
I don't know if there some setting you can change to make the sculpt brush work better, but I cannot find one that does.
So my proposal is to use Dynotopo because it will automatically calculate and create new topology as you are going. It should remove those clusters of pinched vertices when you go over it. The catch is you have to use a brush that does cause the topology to be changed. When I opened your file you had Dynotopo on, and the grab brush was the sculpting brush it appears you were last working with.
The grab brush does not change the topology though, so it would not do what I'm saying. The smooth brush does not change topo either. Of the first 4 brushes, the draw sharp brush does not change topo, the other 3 (draw, clay, and clay strips) will change the topology. So you'd have to go over the problem areas with a brush that will change the topology, like clay strips (probably one of my favorite).
https://steamcommunity.com/sharedfiles/filedetails/?id=1929416493
Here is a screenshot I took after I went over the problem area with Dynotopo and clay strips. It did redo the topology and make it look a lot cleaner.
I cannot see all of RickRhops' screenshots, Imgur says some of them are 18+ and I have to log in. I don't have an account though and don't want to make one. If all his proposals are through modifiers which also change the topology, then they will probably do sort of the same thing. I just think Dynotopo is a lot nicer to work with than modifiers.
https://steamcommunity.com/sharedfiles/filedetails/?id=1929416832
This last screenshot I took as a response to this;
You are kind of wrong about Dynatopo here, RickRhops. Dynotopo generates new topology, which can mean new polygons, but it doesn't have to generate new polygons. When it generates new topology, it can also remove polygons. It depends on the resolution you are using for Dynotopo.
Which is what I demo in this last screenshot. I turned the Dynotopo resolution down, then just hit that big circular area where the polys are a lot less dense with clay strips, then smoothed it out.
Edit: oh sorry i kinda skipped the part you say you couldnt see the images. But i still want to know whi it doenst work so ill say it here.
First try i said to go to the remesh with voxels button and then use a smooth modifier
Second try i again said to go to the remesh but now with a bigger value (having bigger quads with that) and then using multiresolution for the sculpting part
I can't see your first screenshot link, for the first fix you recommended, Imgur says it may be 18+ and thus I'm required to sign in to prove my age and see it. I don't have an account nor do I want to make one. So I am not entirely sure what your first proposal was. From what I can guess it is something that recalculates the mesh and it's polys/topology.
What seems to be causing the problem is somehow Blender's sculpting brushes are pushing and pinching those faces together in clusters that leads to those weird bumps. The faces and topology just get "stuck" in a poor arrangement.
So anything that goes and recalculates the topology and changes how those faces are arranged is going to solve the solution. The faces change and things are not so pinched anymore, and the smooth brush can also smooth it out properly.
However, as Lavender Wolf goes on to say here, remeshing might only be a temporary solution.
He was referencing your first proposal here (which I cannot see so I don't understand what it is) and he says it broke down over time and started pinching again. It probably works, and then breaks down over time because it only recalculates and reforms the topology when you initially perform the operation. Then some faces/vert start getting stuck and forming those weird clumps as you keep sculpting on the remeshed model.
When you go and add extra polys to the whole thing, like you did by adding the multires modifier, I'm not sure that it will prevent this from happening again over time. Might take more time for those lumpy spots to build up, but I suspect they still might. Multires is just adding more polys with the same topology that you start with. Maybe if you do get the mesh dense enough then this "lumpy" issue will go away. But your PC has to be able to work with that density.
So the difference between what you've suggested and dynotopo is that your suggestion remeshes the mesh once (far as I can infer from the stuff I can see) when you perform the operation. And dynotopo is doing that remesh operation constantly for you under your brush as you sculpt - long as you are using a dynotopo brush. And dynotopo lets you have more polys in places where you need more detail and less polys where you don't need as much detail. I assume your remesh method probably sets a similar density across the whole mesh without any say in how the poly density is distributed.
The downside to dynotopo is that if you use it, the topology that it generates is horrible if you are unwrapping your mesh, rigging and weight painting it, basically anything where you'll have to be making use of edge loops and good topology. So you'll have to retopologize it manually and bake normal maps to capture the finer details. But that kind of goes with the sculpting workflow anyway. So while both our proposed solutions work, I think dynotopo is the better option.
Maybe there is some setting we are unaware of that would prevent it. Maybe it is using certain specific brushes that will lead to these clumps. Maybe it is due to some topological issues with the basemesh that were present before the sculpting started.
Or maybe it is a just a result of the algorithms the sculpting brushes use to perform their operations, and over time some of the polys just end up getting squished together in those clumps. And the only way to deal with it is remeshing those problem areas.
First off, thank you all for all the replies and tries!
Turning Dynotop on doesn't affect the creating of the 'bumps', it just generally make everything work smoother.
I tried all settings I could find with the Smooth tool and Dynotop settings, but nothing seemed to change anything. (I reset both again, don't want to cause addition issues.)
The base I used for the sculpture is the base sphere you get when you create a new sculpting file. I don't know if there are any issues with it.
My Desktop Computer is on the weaker end, and doesn't run great with open modifiers.
My laptop is newer and definitely stronger, but has all the same issues.
It doesn't seem to be a file problem, since I get the same issues with new ones as well.
Everything is okay, until I use the smooth tool, so I think the issue lies somewhere there. Maybe though that's just something I'll have to wait with for the next update, or I'll try older versions out.
I'm not sure if you understood my post about dynotopo then. I might be wrong, but this post makes it sound like you don't understand how to use dynotopo. It isn't enough to just turn it on. You have to sculpt on your mesh, with a brush that works with dynotopo (with dynotopo enabled obviously) for anything to change.
So you'd have to turn on dynotopo, then take, lets say, the clay strips brush (works with dynotopo) and you'd have to run that brush over your mesh, in this case over the lumps you are trying to fix. The topology will change after going over it with a dynotopo brush, you can verify what is going on by checking the wireframe before and after you do this. How big the topology change is will depend on the dynotopo resolution you use and how dense the mesh was relative to the dynotopo resolution. The faces might be bigger or smaller, or roughly the same, but the topology will be different, and that is what eliminates the lumps.
EDIT: And you don't have to use dynotopo with any of those modifiers.
Here's how you would use dynotopo to do this. No audio, sorry.
1. I turn on a wireframe view first, so we can see the topology changes taking place.
2. I check that dynotopo is on, and that the settings are what I want. I turn down the resolution a bit. I noticed as I was playing with it, when the dynotopo resolution is pretty close to the density of the current topology, dynotopo might not change that topology as you go over it. You need that topology to change to un-pinch it, so turning resolution down guarantees it should change. If you need more resolution there later you can crank it back up and go over it again.
3. Then I switch to the clay strips brush. Not all the brushes actually use dynotopo, so you need to do it with one that does. And I like the clay brush more than the draw brush, but the draw brush does use dynotopo. The smooth brush does not use it.
4. Now I just brush over the mesh and dynotopo generates new topology, and in the process those pinched faces are replaced with better topology.
Then I just switch the wireframe off and smooth it out a bit. Did this with mouse and I wasn't really trying to preserve your sculpt in any way. Just showing how to use dynotopo and what happens to the topology when you are using it.
If the problem is caused indeed caused by how the brushes work, then to me, technically the "solution" would be to program the brushes to not pinch the faces like that, or make the smooth brush actually smooth them out. So you can use those tools without resorting to other ones you might not want to use.
Since we are not fixing it by making the brushes work better, but instead working around the issue with different tools, calling it a "workaround" is maybe a little more specific.
But honestly, I'm just playing with semantics here, using the word "solution" works just fine too. Your english is good, I wouldn't have guessed it wasn't your first language if you had not mentioned it.
:-)
And I just caught this edit you made. I think I have figured out what you were recommending even though I can't see your images. I stumbled across that remesh button as I was playing with his sculpt.
Your solution does actually work, just not forever. It works when you first remesh the sculpt, because remeshing it changes the topology and replaces those pinched faces with better topology. But it breaks over time, because as you keep sculpting on the mesh after remeshing it, the brushes are going to push faces together and start pinching them again. So you might have to remesh again in the future anyway.
I don't think the multiresolution modifier really does anything in relation to this particular issue though, because it doesn't change any topology. It just divides all the faces into smaller faces. Unless maybe you make it dense enough that when those faces get pinched like that they are too small to see anyway. It is the remeshing that actually makes a difference.
Dynotopo does the same thing as remeshing, sort of, in that it also recalculates the topology and replaces those pinched faces with cleaner topology. But dynotopo can keep changing the topology everytime you go over an area with a dynotopo brush. And it can also let you generate different densities in different areas of your mesh instead of the whole mesh having a uniform density like the remesher does.
Edit: I think you could possibly get your faces pinched again over time while working with dynotopo too, if you do it right (or wrong?). But you can change your dynotopo resolution and just recalculate that specific area instead of remeshing the whole mesh. Dynotopo gives you a lot more flexibility and control over how dense different areas of the mesh are. And remeshing forces a similar density on the whole mesh as far as I can tell. So you can either lose detail with a remesh, or you have to use a lot more verts than you might otherwise need.