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I am creating a pillow for my couch.

But when I click on my base, it just deforms it like this:

Screenshot of deformation

Does somebody know how to fix it?

After ticking dyntopo it looks like that... enter image description here

Mr Zak
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Guest
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  • Welcome to the site. See http://blender.stackexchange.com/questions/8685/what-is-the-difference-between-a-subdivision-surface-modifier-and-multiresolution. Use Multires modifier instead. – Mr Zak Dec 04 '16 at 11:41
  • Or you can tick Dyntopo in the left toolbar. – Jan Kadeřábek Dec 04 '16 at 12:08
  • Doesnt help much (( – Guest Dec 04 '16 at 12:30
  • I solved the problem by clicking apply subsurf modifier ) – Guest Dec 04 '16 at 12:49
  • I wonder how that didn't help much.. Your cube was probably default one, and geometry was being added only by Subsurf. Sculpting mode needs geometry to allow details. Sculpt does not work with Subsurf so while sculpting mesh with Subsrf it treats the mesh as the one without any modifiers and hence (in your case) without any geometry. By applying Subsurf you created geometry necessary for Sculpt - but that's quite bad practice as there won't be any flexibility. – Mr Zak Dec 04 '16 at 13:35

1 Answers1

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You don't want to use a subsurf modifier. If you apply it, it will be incredibly slow or far too low poly. For sculpting, use the multi-res modifier like this:

enter image description here

Otherwise, dyntopo is very easy to use (although the resulting topology is less than desirable). Here is a sculpting example with dyntopo:

enter image description here

JakeD
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