In Part 2, we go through the process of UV mapping the Crocorilla, then make a duplicate and separate the model into smaller parts (head, body, arms, legs, tail,...) and Sculpt each part separately.
The reason that I separate the mesh is so that I can afford to give the model more Subdivision levels as I sculpt the details, more subdivisions means more geometry, more geometry means lagging the computer. Depends on your hardware, there is a limit to how much geometry per mesh your computer can handle, therefor by sculpting each parts separately I can avoid lagging and freezing my rusty old laptop and still create decent level of details. The end goal of sculpting this model is to create the Normal map to use for Game engine.
Made with Blender 2.83.
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