QUESTION ABOUT RETURN TO SCULPT MODE TO EDIT RETOPO MODEL

Hi, after i'm finished with retopology, if i see my sculpt model have some features that i would like to change (for example: my cheeks is not high enough, or my nose tip is too big, or i want a smaller lips,....) should i use my RETOPO MODEL to tweaks those feature in Sculpt Mode? like inflate of grab tools to change? Or should I go back to my SCULPTED MODEL to change then tweaks my RETOPO MODEL to follows the update of my Sculpture? Does it will be effect anything later if i do with my first option?
  • Omar Domenech replied

    I'd say it depends on how impactful the change is. You first sculpt in Dynamic Topology to have a lot of freedom to deform and radically change your shape. If the changes are subtle enough, such as you are describing, then I'd say the retopo model is good enough to work on for those changes. And yes, what you do on this stage of the process will impact what comes later, but if you're happy with your retopo and you only want to refine certain traits, after you tweak and move on, you shouldn't worry about the fact that you refined some things right now, once you call it done you can move forward. 

  • Adrian Bellworthy replied
    I would suggest go back to the sculpt model, make the changes, then adjust the retopo model to the sculpt.
    But like Omar said it depends on how big the change is.
    I personally wouldn't sculpt on a retopo model, its likely to need retopologizing again.
    you could just tweak the verts of the retopo model, again if its not too big of a change.
    • Yes 🤙🏼
  • Kent Trammell replied

    Omar and Adrian are absolutely right when they say "it depends". The examples you've mentioned:

    my cheeks is not high enough, or my nose tip is too big, or i want a smaller lips

    I consider those broader proportional changes. I would likely make those changes after a full retopology and transfer of sculpted detail. Because you could jump into the edit mode, select the verts of the mouth, and scale up with proportional editing for smooth falloff. All your sculpted detail will follow suit, which I find to be a very effective way to make proportional changes since edit mode is much more intuitive.

    Just be careful about adding or removing verts in edit mode with a multires modifier involved. That can cause big problems. But proportional changes are usually safe.