Introduction to Dynamic Topology Sculpting in Blender
Why Blender Stack Exchange recommends it
Blender Stack Exchange users link it when someone needs a quick introduction to DynTopo, for example to add local detail to a surface or to sculpt a shape beyond its basemesh.
Recommended by 2 people across 2 different months, 2014 to 2016.
What it is
A 28-minute CG Cookie tutorial introducing dynamic topology (DynTopo) sculpting in Blender, where the mesh is tessellated under the brush so detail can be added anywhere without being limited to the starting basemesh. It covers how the system works and why it gives a more organic sculpting workflow.
What people said
Recommends Konner Rasmussen · 2014-03 · Blender Stack Exchange · on “Modeling a fish with curves - complication at tail”
Why not give sculpting a try? You could make something close to what you want and touch up the details in sculpt... heres a link to a video instructing how to use dynamic topology (and by extension sculpt mode) [this video] docs on sculpting [LINK] docs on dynamic topology (note that this feature has been changed in 2.7, it can now be found under the header labelled "dynotopo") [LINK]
Recommends Ron Proctor · 2016-09 · Blender Stack Exchange · on “How do I add high detail to smooth surface?”
I'm familiar with two approaches that support 3D printed output: Subdivision with a height map or sculpting with dynamic topology. With a height map, you'd need to subdivide the appropriate faces then apply a map you've prepared to define the raised areas on those faces. This might be attractive if you prefer working with bitmaps, but it introduces some inefficiency because you need to subdivide a lot to get certain details just right. Here's some information on using height maps in Blender: [LINK] Sculpting with dynamic topology might be more efficient in this case because it adds vertices only where they're needed. Here's a video that introduces sculpting with dynamic topology (he talks ab
Cites Mentalist · 2015-09 · Blender Stack Exchange · on “Retopo: Can we apply shrink-wrap to multires subdivisions?”
An idea came to me recently that I think would be very effective for retopology. The dilemma If you've tried doing Multires sculpts you've probably noticed that pinching, stretching, and uneven mesh density are common side effects, yet DynTopo, especially when used in Subdivide Collapse mode, doesn't have this issue. You can sculpt freely, but at the expense of having your nice quad mesh obliterated into a glob of tris. So we end up going back and painstakingly building another quad mesh over our DynTopo sculpt. For anyone not familiar with this, see Intro to Dynamic Topology Sculpting in Blender [this video] The solution? What I was thinking is that if we duplicate our mesh object to make a back