Subdivision is the most important command for Sculpting. If you want to sculpt an object is must first be subdivided, i.e., enough vertex points must be created to make it possible for the brushes to sculpt the surface. This command works just like the normal
The command works as follows:
For each additional subdivision, the Base Object Layer’s subdivision level will be increased in the Sculpting Layer Manager. The Subdivision command is only available if you are already at the highest subdivision level (otherwise you can use the
Only subdivide as much as in necessary. Each subdivision quadruples the number of polygons. Even though Sculpting has special algorithms that make efficient use of memory for very high subdivisions (much larger than normal), it is possible to quickly reach the limits of your computer’s memory capacity (note also the Memory (MB) setting in the Preferences menu). And as soon as your computer is forced to use its fixed-disc storage you can forget your smooth workflow.
Your file size will also increase the higher your subdivision is.
This setting defines how the object should be smoothed when subdivided. If set to 0%, the original shape will be maintained; if set to 100%, it will be subdivided exactly like a Subdivision Surfaces object. Of course intermediate values can also be used.
Use these commands to switch back-and-forth between existing subdivision levels. If the highest level is not detailed enough, click on the Subdivide button again to create a higher subdivision. Otherwise the subdivision level can also be changed using the Level setting in the Sculpting Layer Manager.