Cinema 4D / BodyPaint 3D Program Documentation Reference Cinema 4D Cinema 4D Visualize, Broadcast, Studio Sculpting
Function available in CINEMA 4D Studio & BodyPaint 3D

Sculpt Menu


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 Subdivide... command, except that you can jump back-and-forth between the various subdivision levels, which means the individual subdivision levels are not permanent.

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 Increase command to jump to the next higher subdivision level).

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.


Various Smoothness values for multiple subdivision steps.

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.

This value can only be defined at a given stage in the subdivision process: For an object without a Sculpt tag it can be set after the first click on the Subdivide button. The first click simply adds the Sculpt tag - the second click will subdivide the object. After the first subdivision, all subsequent subdivisions will be made using the defined Smoothness value – which cannot be changed after the first subdivision has been made.


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.