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).



The Multiresolution modifier.


Permite a seleção do tipo de algoritmo de subdivisão.


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.

Levels Sculpt

Set the level of subdivisions to use in Sculpt Mode.


Set the level of subdivisions to show in Object Mode.


Set the level of subdivisions to show when rendering.

Otimizar exibição

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).



Adds another level of subdivision.

Apagar níveis superiores

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.

Aplicar como base

Modifies the original unsubdivided mesh to match the form of the subdivided mesh.

Salvar externamente

Saves displacements to an external .btx file.



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.