Displacement Painting Guide

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Editing Displacement Painting Guide.

Getting Started

Silo's streamlined UI allows for an incredibly fast and intuitive sculpting experience.

To achieve best results when sculpting, take into account these concepts and limitations.

  • Silo doesn't sub-divide to the same levels as the specialized displacement painters. Use silo for what it's good at. It's an amazing tool to quickly work out shapes on a mesh for retopo work. It's also a great tool for tweaking the base mesh. Silo can be used for detailed displacement work, but that isn't so much it's strength at the moment.
  • Sculpting broad forms at higher sub-divisions levels is slower then working them out earlier, at lower sub-division levels. If you need to add a nose for example. Pulling out basic forms is slower at higher sub-d levels because you have much more mesh to move around, and the tools tend to leave artifacts when doing broad level changes at higher levels.
  • Don't delve too much into detail until you have proper forms. Though you can go to lower levels and work out forms after adding details,if those forms change too much the details tend to get muddled.
  • Silo's brushes have a very helpfull option to paint on the mesh when your brush is even a little off it. You'll notice it missing when you go to other packages like Zbrush. It's an amazing tool to work out forms on the silhouette.
  • Silo isn't so good at changing poses and keeping displacement detail. If sculpting a pose in silo, it's better to get the pose first. The symmetry tools do allow for mirroring with posed symmetry, but it's not 100% there yet.