The Multiresolution modifier (often shortened to “Multires”) gives you the ability to subdivide a mesh similarly to the Subdivision Surface modifier, but also allows you to edit the new subdivision levels in Sculpt Mode.
Multiresolution is the only modifier that cannot be repositioned in the stack after any modifier that will change geometry or other object data (i.e. all Generate, some Modify and some Simulate modifiers cannot come before the Multiresolution one).
- Levels Viewport
Set the level of subdivisions to show in Object Mode.
Set the level of subdivisions to use in Sculpt Mode.
Set the level of subdivisions to show when rendering.
- Optimal Display
When rendering the wireframe of this object, the wires of the new subdivided edges will be skipped (only displays the edges of the original geometry).
Creates a new level of subdivision using the subdivision type specified by Subdivision Type (see below).
Creates a new level of subdivision using a simple interpolation by subdividing edges without any smoothing.
Creates a new level of subdivision using linear interpolation of the current sculpted displacement.
Rebuild a lower subdivision level of the current base mesh.
- Delete Higher
Deletes all subdivision levels that are higher than the current one.
Copies vertex coordinates from another mesh.
To use it, first select a different mesh object with matching topology and vertex indices, then Shift select the object you wish to copy vertex coordinates to, and click Reshape.
- Apply Base
Modifies the original unsubdivided mesh to match the form of the subdivided mesh.
- Rebuild Subdivisions
Rebuilds all possible subdivisions levels to generate a lower resolution base mesh. This is used to create an optimized multiresolution version of a pre-existing sculpt. This option is only available when no subdivision level have been created through the modifier.
- Save External
Saves displacements to an external
- Subdivision Type
Sets the type of subdivision.
Maintains the current shape, and simply subdivides edges.
Creates a smooth surface, usually smaller than the original, using the standard Catmull-Clark subdivision surface algorithm.
How precisely the vertices are positioned (relatively to their theoretical position), can be lowered to get a better performance when working on high-poly meshes.
- UV Smooth
How to handle UVs during subdivision.
- Smooth, Keep Corners
UV islands are smoothed, but their boundary remain sharp.
UV remain unchanged.
- Use Custom Normals
Interpolates existing Custom Split Normals of the resulting mesh.