Game Development Reference
In-Depth Information
Multires Modifier Options
The options for the Multires modifier allow you to control
the amount of subdivision applied to the model, as shown in
Figure 5.5.
Subdivide The most important button on this interface is the
Subdivide button, which subdivides the model into different
levels of smoothness. Once you click this button, a new level
of subdivision is applied to the model. It is possible to add up
to 12 subdivisions, though adding 9 usually pushes the upper
limits of some machines (Figure 5.6.)
Figure 5.5
Multires modifier
settings
Figure 5.6
The face count for
C05_Zombie_Ready
_For_Sculpting
.blend with a sub-
division setting of 7
To the left of the Subdivide button are a few settings for managing levels of subdivision:
Preview Preview adjusts the level of subdivision that is displayed in Blender's 3D
viewport.
Sculpt Sculpt adjusts the amount of subdivisions that can be used in Blender's Sculpt
mode. If you want to make bigger changes to the model, you can work in a lower
setting. Working in higher settings, on the other hand, allows you to include fine
detailing.
Render The Render setting shows the level of subdivision that Blender's render
engine will use to create rendered images or animations. Managing these levels prop-
erly according to the capability of your computer is important to ensure that you can
work quickly while creating good-looking models.
Delete Higher While adding levels of subdivision is useful, you may also wish to delete
levels if you find the file becomes too big to work with. For this, you can use the Delete
Higher button, which allows you disregard levels of subdivision above the one set in the
Preview setting.
Apply Base The other button that can be extremely useful to game artists is the Apply
Base button. If you are working with an organic model and you feel you have a moment
of brilliance in your sculpting, you can apply some changes to the low-poly model. For
example, if you decided your version of the zombie needs a swollen patch somewhere on
his face, you can click this button to create the swell in the base geometry. his will allow
the texturing applied to the swell or other such details to look like extruded geometry
rather than an applied texture map.
The check boxes under these buttons also deserve some consideration, especially
the Subdivide UVs setting. Select this check box if you want to allow any previously
unwrapped geometry (like that from Chapter 4, “Prepping for Zombie Details with UV
Unwrapping”) to maintain its seams despite any subdivided topology. Since you have
 
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