A litle mistake is nothing compared to the phenomenal tip you just teached right there, Grant Abbitt !! Thank's to you and CG Boost, we are discovering another level to Blender sculpting. You are the guys !!
@@grabbitt it’s all part of the learning curve but if we don’t “break things” we’re not learning if that makes sense. Science (as I’m sure you know) is a constant stream of corrections and improvements. That’s why we can rely on it. Updating our knowledge with better knowledge is part of that process. Failing to update (I.e not admitting error) is the hallmark or a bad scientist/teacher. That’s why I admire you.
My recent favourite discovery with the multires modifier is how stupendously easy it is to create a normal map from your multires. It is one click now, "bake from multires" !! I have a character with around 10 million faces on the highest level that I now can animate on the lowest level with armature but having almost the same detail level visually thanks to the normal map. It is honestly blowing my mind a little :)
Hey, if you want to speed up the armature deformations make sure you keep it above your multires in the modifier stack, otherwise blender first has to subdivide the mesh x number of times THEN deform the mesh, which is super-intensive on the computation. Best to deform first then subdivide. Great video, btw. It confirmed a suspicion I had about the multires modifier but was too lazy to check out.
Only real downside with multi-res is that it's easy to break and then you need to retransfer details. I wish it would be a bit more durable like zbrush subdivision but it's a great modifier nonetheless. Although, for stylized characters I prefer to just using the subd modifier and editing the base. Easier to get the shapes along with the sculpting tools.
This is an old tip that I forgot about so its good to catch your video. Another old performance tip that may have been solved some time ago but was a real issue before is to make sure you have outline selected turned OFF. Outline selected causes/caused a series amount of mesh redraw.
This is truly insane. I just baked a normal map from my multires modifier and it worked like a dream. I am using this from now on; no more remeshing for me.
i use multires 90% of the time when sculpting is involved. It's so versatile to have all that sculpting info in a modifier. I just hope they add sculpting layers soon to blender. Then Blender will be establishing itself as a threat to Zbrush
Zbrush layers is very awesome when it works. But they do need to make their layer system more stable. Undoing and other things that affect the layer system could break it sometimes. Just have to be very careful with layers. I think it will still very hard to dethrone Zbrush sculpting unless they fall asleep... and can't forget about their powerful stroke and project mesh features too. But I hope Blender can come close enough so can stick to one tool when I'm in a workflow. I do like the armature feature in Blender. Having access to a rig of high res sculpt and low res is at any time saves you a trip to another rigging tool. Zbrush lacks in that department. I wish Zbrush had some basic rig/animation. It does have morphs/blend shapes which is nice for facial expressions and organic needs. But the Zbrush posing with zspheres and/or masks can be a pain in the butt.
Thanks Grant and CGBoost. Excellent tip. I've stayed away from Blender sculpting. Now i may look at it again. "No mistakes just happy accidents". We're always learning. Happens to all of us. Sign of getting older....or staring at the computer too long. Need a vacay. 🏖😉
I use it for adding tertiary details on charachters , because of the awsome bake normal from multires ,super fast non destructive sculpting on a retopologized model , it can be very uselful !
Grant , Your tutorials are fantastic! I've been using Blender for the past 5 years and I love it . I redesigned Uncle Giggles foyer ( Flintstones) with Blender and I'm in awe with it's render quality. Cheers!
I've been using the multiresolution modifier just the other day and then Grant Abbitt comes in clutch with an excellent video so I can learn even more about it! 😃 Thanks so much Grant! I'm really looking forward to checking this out! Thank you so much for all that you do! 😃
@@ContradictionDesignHey my friend! Yes, Grant has a lot of awesome content. 🙂 I hope you're doing well and you're having a great week. WOOOOOOOO!!!!!!!! 😃
I had to say this. Excellent video and I admire your humility! I hope to emulate your humbleness and I think we're all better off with more of that. Thank you for creating these incredibly valuable videos.
The only thing is that if you start with an already high poly base, and let's say you're working for games or something that needs a low poly version, you need to retopologize once you're done. If you start low on the multires, you just go to the first or 2nd subdivision and that's your low poly
Mostly you don't, unless you are box modeling from the get go. The workflow today is like: Sculpt the big shapes and a bit of medium details using Remesh, then you Retopo, once you have the Low Poly Retopo mesh, you add the Multires modifier for another round of sculpting finer details. One thing to keep in mind is that the retopo mesh needs to be the most even quad based mesh as possible to get the best results.
Grant, It would be fantastic if you could show how this is done on a basic cube for sculpting beginners. I think I must be doing something wrong as I managed to lockup and crash Blender 🤦♂🤣
Grant: 30 thousand faces is quite enough to get that nice level of detail Me a beginner who's been using copies with a Multi res on for baking: 30 thousand? I pump that baby up into the millions!
Thanks Grant but I still don't understand how I'd use this. It looks like it could help prevent lag but maybe a bit beyond my current level I don't know
If only the rest of us were like this when we make a mistake, or recognize our own limitations after an ego hit, or critique by others, however small, or large. GG!
Welp, I was just starting to learn ZBrush this start of the year after a year of sculpting in Blender last year. Now my mind is confused again, continue to learn in ZBrush or just straight up stick with Blender now that I have this information in my head.
I think you have multiresed your video's length as well :o) So, long story short. Start with a mesh that already has enough geometry so you don't need to push the multires mod too high. Is that correct?
I'm a beginner in blender and I absolutely love your content. I think your videos have taught me the most and I'm extremely appreciate of all that you do. I was wondering if you could recommend a drawing tablet for someone starting out in blender? What would you use?
Do you have a video on transferring the details form the multi resolution to the low poly mesh to be optimized for game's and animation. what would be the best method for doing it ???
Just subbed to Zbrush core to see if it's really that much better and honestly with the latest improvements to Blender I don't really think there's the same difference in performance as there used to be. I'm sure there's still some difference. Also, maybe it's different between Core and full versions, but I'm not paying 40/mo for something I can get reasonably close to for free. Any thoughts about the current state of the two options Zbrush v Blender? Some the other features still inspire envy though. Like the VDB brush specifically. The asset browser is just not the same thing at all.
@@rahmanlinux9602 It really is gutted. Basically a paid limited demo. I upgraded after about 30 minutes. I noticed the performance difference between blender and Zbrush right away too. It is very different still and much better which isn’t a surprise but still disappointing for the wallet.
@@CritelliArt the trick with all this tech is to use it to the level of output your going for. artists tend to just go for the ultimate in everything like resolution etc but forget the intended final result. in 90% of any work inc professional work good enough is just fine. whether in game or on film often most work is seriously over done. this inflates the production schedule and the artists sense of self importance but not necessarily betters the outcome. 20 plus year game artist here many shipped tittles...
Hi grant, love the vids as always, by the way, can you make a tutorial about making a female face structure and the difference between a male one ? , when i'm sculpting i always ended up making a male structure instead of female one, thank you !
It is still super slow at dividing though. Even if you can actually sculpt (albeit very slowly) on a 16M mesh for example, jumping up and down lvls with 16M or more is gonna be a slogg.
Multires is cool... when it isn't crashing Blender. Trying to use it on larger meshes (for example I'm trying to sculpt some reusable cliff pieces), and it's just freezes up every couple of minutes.
do you have a video on how to start the sculpting process with the multi-resolution modifier? I always wanted to try it out but do not understand the settings and process behind it well. How to place an armature for sculpting in relation to the multi-resolution modifier would be very interesting also.
Cool... now if only it would work with shapekeys, so I can close the eyelids on my model and sculpt detail on them (spoiler alert: get ready for unfixable twisty spikes!).
with such complex shapes, creases, and irregular surfaces did you remesh or something else to get your topo back to uniform quads? Or, are the creases, etc simply texture illusions from the brush and shader nodes? I didn't realize the power of multires. I'm sculpting some hair on a simple mannequin. The hair and mannequin are up to 270k (k for real, not million), and I was beginning to become concerned with it. It has poor topology due to mishapen creases and folds. I imagine remeshing and using mulires would help organize topo better. idk obviously, I'm new to sculpting. trying to learn from the pro's.
I do not know how it is possible, I have a monster pc with a gpu 3080, and if I try to add alphas in a mesh with more than 5 million polygons, I have to wait for a 1 minute or more with Blender loading until complete it. This scenario made me start learning Zbrush
One thing I'd like more info/data on is the new version of blender now having GPU support for real-time subdiv modifier viewport playback. I wonder if that can be used with sculpting somehow.
Used to do something similar back in the Mudbox days: have you taken your high-mesh and backed it to one of the Mutli-res Lows? How'd that turn out? Even a half-assed unwrap would work for this trial.
Really nice! when u move in sculpt mode the resolution is lowered for better performance right? how i activate that? was an addon or an option etc.. ty vm
Hello, thanks for the tutorial. I am beginner in blender. I have been sculpting for 2 months. I did some sculptings before with remesh. When i want to add Multiresulation to any of the previous sculptings, blender crashes. 😭 I have i5, 8 gb Ram and NVIDIA® GeForce® RTX3050 TI Max-Performance 4GB computer. What should be the problem? 🤔
Hi, how do you bake the mesh? Do you duplicate it and apply the multires modifer, so it becomes the highpoly mesh while the other doesnt have the multires applied?
This video is great but I think it's worth re-recording the VO and making an updated version of this video file to replace this one. The thousand vs Millions thing completely turned me off to the idea before I decided to spend the extra minute and look through the comments.
I made yet another mistake in this video saying thousands instead of millions. 🤣
And I thought I was going crazy there for a second 😅 🙃
Lol, all this time I was like "wait, 36K is peanuts, what's Grant on about?"
Dr. Evil moment right there Lol
A litle mistake is nothing compared to the phenomenal tip you just teached right there, Grant Abbitt !! Thank's to you and CG Boost, we are discovering another level to Blender sculpting. You are the guys !!
I love how you were ”It’s no problem even tho I have 36 THOUSAND faces”.
Is this 1999? :D
I love it when an expert admits a mistake. That’s the sign of a great teacher. Thanks Grant!
I seem to make so many as well that must make me a really good expert 😂
@@grabbitt it’s all part of the learning curve but if we don’t “break things” we’re not learning if that makes sense. Science (as I’m sure you know) is a constant stream of corrections and improvements. That’s why we can rely on it. Updating our knowledge with better knowledge is part of that process. Failing to update (I.e not admitting error) is the hallmark or a bad scientist/teacher. That’s why I admire you.
@@grabbitt then I must be a brilliant expert ;-)
My recent favourite discovery with the multires modifier is how stupendously easy it is to create a normal map from your multires. It is one click now, "bake from multires" !! I have a character with around 10 million faces on the highest level that I now can animate on the lowest level with armature but having almost the same detail level visually thanks to the normal map. It is honestly blowing my mind a little :)
Have you posted an animation of it? Love to see it...
Wait so you don’t have to apply it and it would still hav the same details
@@shadowmahesh9876 I animate on the lower level and render on the highest
@@Mocorn ah makes sense.
I'd say the same thing... If it didn't constantly say "Should happen to image with image buffer"
Hey, if you want to speed up the armature deformations make sure you keep it above your multires in the modifier stack, otherwise blender first has to subdivide the mesh x number of times THEN deform the mesh, which is super-intensive on the computation. Best to deform first then subdivide. Great video, btw. It confirmed a suspicion I had about the multires modifier but was too lazy to check out.
Good point
👏👏👏👏👏👏👏👏 thank's a lot !
Keep the mistakes coming, man. Your content is consistently the most helpful I’ve found. Thanks for putting in so much work.
You can fix the length of an online video in the RUclips studio’s editor 😉
Great video as always!
Yep done but hopefully will update soon🙂
Good to see the Multires modifier getting some more love. I prefer it to the other setups for sculpting. Thanks Grant.
HOLY SHIT! This sculpt looks awesome!
thanks :)
Wow, multimillion vertex sculpting in Blender now! Grant and CGBoost, THANK YOU! I remember the days of Blender hanging up with 150 k vertices.
makes me want to try blender for organic sculpting again
Only real downside with multi-res is that it's easy to break and then you need to retransfer details. I wish it would be a bit more durable like zbrush subdivision but it's a great modifier nonetheless. Although, for stylized characters I prefer to just using the subd modifier and editing the base. Easier to get the shapes along with the sculpting tools.
This is an old tip that I forgot about so its good to catch your video. Another old performance tip that may have been solved some time ago but was a real issue before is to make sure you have outline selected turned OFF. Outline selected causes/caused a series amount of mesh redraw.
Grant Abbitt with additional input from CGBoost.
What a time to be alive.
This is truly insane. I just baked a normal map from my multires modifier and it worked like a dream. I am using this from now on; no more remeshing for me.
i use multires 90% of the time when sculpting is involved. It's so versatile to have all that sculpting info in a modifier. I just hope they add sculpting layers soon to blender. Then Blender will be establishing itself as a threat to Zbrush
Zbrush layers is very awesome when it works. But they do need to make their layer system more stable. Undoing and other things that affect the layer system could break it sometimes. Just have to be very careful with layers. I think it will still very hard to dethrone Zbrush sculpting unless they fall asleep... and can't forget about their powerful stroke and project mesh features too. But I hope Blender can come close enough so can stick to one tool when I'm in a workflow.
I do like the armature feature in Blender. Having access to a rig of high res sculpt and low res is at any time saves you a trip to another rigging tool. Zbrush lacks in that department. I wish Zbrush had some basic rig/animation. It does have morphs/blend shapes which is nice for facial expressions and organic needs. But the Zbrush posing with zspheres and/or masks can be a pain in the butt.
There is a lot of stuff to solve starting by performance.
WOW 60 Million polys sound awesome! Blender is getting better and better which is perfect as Maxon is now in charge of ZBrush!
thank you, Grant, this was a really important detail with the Multires modifier that affects a lot of things in the workflow. And thx CGBoost!
Thanks Grant and CGBoost. Excellent tip. I've stayed away from Blender sculpting. Now i may look at it again. "No mistakes just happy accidents". We're always learning. Happens to all of us. Sign of getting older....or staring at the computer too long. Need a vacay. 🏖😉
OMG that guy you created is frightening! Love it.
I use it for adding tertiary details on charachters , because of the awsome bake normal from multires ,super fast non destructive sculpting on a retopologized model , it can be very uselful !
Grant , Your tutorials are fantastic! I've been using Blender for the past 5 years and I love it .
I redesigned Uncle Giggles foyer ( Flintstones) with Blender and I'm in awe with it's render quality. Cheers!
I've been using the multiresolution modifier just the other day and then Grant Abbitt comes in clutch with an excellent video so I can learn even more about it! 😃
Thanks so much Grant! I'm really looking forward to checking this out!
Thank you so much for all that you do! 😃
Hey I found you in the wild!
@@ContradictionDesignHey my friend! Yes, Grant has a lot of awesome content. 🙂
I hope you're doing well and you're having a great week.
WOOOOOOOO!!!!!!!! 😃
@@MRUStudios Yes Mr. Abbitt is a gem. Have a good one friend!
I had to say this. Excellent video and I admire your humility! I hope to emulate your humbleness and I think we're all better off with more of that. Thank you for creating these incredibly valuable videos.
Just what I needed 🙏🏼
Cool way of looking at the multi res! I'll definitely be playing with this, thanks Grant! 🤩
Just seeing your
Modifier status gave me the answer
The only thing is that if you start with an already high poly base, and let's say you're working for games or something that needs a low poly version, you need to retopologize once you're done. If you start low on the multires, you just go to the first or 2nd subdivision and that's your low poly
Yes do you would have to save the original and bake to them
Any chance we can see how you set up to start a sculpt like that, using multi-res?
yeah i didn't understand anything from this video except Multi res is good...\:
Mostly you don't, unless you are box modeling from the get go.
The workflow today is like: Sculpt the big shapes and a bit of medium details using Remesh, then you Retopo, once you have the Low Poly Retopo mesh, you add the Multires modifier for another round of sculpting finer details. One thing to keep in mind is that the retopo mesh needs to be the most even quad based mesh as possible to get the best results.
took a course at the art institute using Maya. was waiting for blender to come out with something to switch my sculpting game and i think this is it.
I keep watching these videos, but the only thing I know how to do with Blender is install it :'D
Grant, It would be fantastic if you could show how this is done on a basic cube for sculpting beginners. I think I must be doing something wrong as I managed to lockup and crash Blender 🤦♂🤣
I second this! :)
This is insane texturing. 🙂
AMAZING!! Thank you for the sharing. Always look forward to your videos.
you are an amazing teacher Grant; leveling up our knowledge one video at a time! ;D
This was an epic demonstration!
Grant: 30 thousand faces is quite enough to get that nice level of detail
Me a beginner who's been using copies with a Multi res on for baking: 30 thousand? I pump that baby up into the millions!
Yeah I meant to say millions
1 mistake is a fair trade for 500+ tips and tricks. Outstanding ratio if you ask me.
The guy on the thumbnail is the spitting image of that Lavrov fella.
Youre really good when it comes to character modelling.. i mean you say you like to call yourself a 3d artist.. well you're an amazing 3d artist
Excellent work Grant 👏
that's INSANE!!!
I've been doing the CGboost sculpting course and I hit 35mil faces.
I haven't got this too work yet, I might need to try it again. last time I tried it almost melted my PC.
Excellent
Hi, end of video at 3 minutes and 11 seconds... and black screen until 14'26 !!
thanks:) fixed hopefully
@@grabbitt Still not fixed - shows 14 min long after refresh
yeah its taking while to update
Amazing!
Thanks Grant but I still don't understand how I'd use this. It looks like it could help prevent lag but maybe a bit beyond my current level I don't know
did you see the other video?
I just like Multi-res for sculpting cause it locks me into using Quads and makes linking to my armature way easier and more accurate :>
Also you can bake textures from this modifier.
what great content you have, hope to learn a lot from you teacher
Okay, this is useful! :P Time to mess around with multires for a bit!
Really cool man, thank you
If only the rest of us were like this when we make a mistake, or recognize our own limitations after an ego hit, or critique by others, however small, or large. GG!
Very cool
Welp, I was just starting to learn ZBrush this start of the year after a year of sculpting in Blender last year. Now my mind is confused again, continue to learn in ZBrush or just straight up stick with Blender now that I have this information in my head.
Zbrush is still industry standard
plz create a video on scultping a game ready character or creature with multires and baking the details and other maps. plz make a video
I think you have multiresed your video's length as well :o)
So, long story short. Start with a mesh that already has enough geometry so you don't need to push the multires mod too high. Is that correct?
exactly that. and thanks for pointing out the length :)
It is incredible 😃
Thanks bud!
I'm a beginner in blender and I absolutely love your content. I think your videos have taught me the most and I'm extremely appreciate of all that you do. I was wondering if you could recommend a drawing tablet for someone starting out in blender? What would you use?
See my ultimate buyers guide
Something I'd really like to see is a video where different exporting formats are compared. Pros and cons etc.
what do you de when you open a saved mesh with the multires modifier on and all the sculpting is gone and the mesh looks like a ball of clay??????
Go to sculpt mode
Pretty good video!
Do you have a video on transferring the details form the multi resolution to the low poly mesh to be optimized for game's and animation. what would be the best method for doing it ???
So basically use subsurf first apply then use multires
Ooooh..multi-res...for some reason I read it mul-tires and was wondering what that does.
Just subbed to Zbrush core to see if it's really that much better and honestly with the latest improvements to Blender I don't really think there's the same difference in performance as there used to be. I'm sure there's still some difference. Also, maybe it's different between Core and full versions, but I'm not paying 40/mo for something I can get reasonably close to for free. Any thoughts about the current state of the two options Zbrush v Blender? Some the other features still inspire envy though. Like the VDB brush specifically. The asset browser is just not the same thing at all.
I've not used z brush but the results people achieve are very high quality and still beat blender currently it seems
The limitations on zbrush core is very paintful. Go grab zbrush full version instead.
@@rahmanlinux9602 It really is gutted. Basically a paid limited demo. I upgraded after about 30 minutes. I noticed the performance difference between blender and Zbrush right away too. It is very different still and much better which isn’t a surprise but still disappointing for the wallet.
Yeah 😁
@@CritelliArt the trick with all this tech is to use it to the level of output your going for. artists tend to just go for the ultimate in everything like resolution etc but forget the intended final result. in 90% of any work inc professional work good enough is just fine. whether in game or on film often most work is seriously over done. this inflates the production schedule and the artists sense of self importance but not necessarily betters the outcome. 20 plus year game artist here many shipped tittles...
Hi grant, love the vids as always, by the way, can you make a tutorial about making a female face structure and the difference between a male one ? , when i'm sculpting i always ended up making a male structure instead of female one, thank you !
It is still super slow at dividing though. Even if you can actually sculpt (albeit very slowly) on a 16M mesh for example, jumping up and down lvls with 16M or more is gonna be a slogg.
but if I want to export it in maybe Substance painter, how can I process please ?
Multires is cool... when it isn't crashing Blender. Trying to use it on larger meshes (for example I'm trying to sculpt some reusable cliff pieces), and it's just freezes up every couple of minutes.
OH!! Can this be used for regular modeling?
Yes
do you have a video on how to start the sculpting process with the multi-resolution modifier? I always wanted to try it out but do not understand the settings and process behind it well. How to place an armature for sculpting in relation to the multi-resolution modifier would be very interesting also.
I'll try and sort something out for that
how reliable can this be used for pose space deformation sculpting ?
I guess this is the only practical way to sculpt detailed sculpts with blender.
Cool... now if only it would work with shapekeys, so I can close the eyelids on my model and sculpt detail on them (spoiler alert: get ready for unfixable twisty spikes!).
Don't worry about it Grant. I still fondly remember you mistaking Bradley Cooper for Tom Hiddleston.
Thank you :) I have a quesition: in which level of Multiress I have to do the UV maps?
Base level or 0
with such complex shapes, creases, and irregular surfaces did you remesh or something else to get your topo back to uniform quads? Or, are the creases, etc simply texture illusions from the brush and shader nodes?
I didn't realize the power of multires. I'm sculpting some hair on a simple mannequin. The hair and mannequin are up to 270k (k for real, not million), and I was beginning to become concerned with it. It has poor topology due to mishapen creases and folds. I imagine remeshing and using mulires would help organize topo better. idk
obviously, I'm new to sculpting. trying to learn from the pro's.
When you go really high levels your crease brushes look loads better
Could you please also explain how to prepare the model and bake the multires with the best result possible ?
See my baking playlist
Grant , this model is amazing. Do u have a tutorial on how to sculpt such a behemoth? It's really awesome
I'll probably put something together at some point
@@grabbitt thanks !!
OK!!!! Very Informative, but where do you get the Multiresolution Modifier?
In the modifier list
Coming from zbrush this is cute 🥰
Aah the elusive ballchinian
Maybe a stupid question, but if I understood well, with this workflow we don’t need to make a retopology ? Only if we need a complex animation ?
Pretty much yes
@@grabbitt ok great ! Thanks a lot for all your amazing courses, I’ve learned so much from you !
Cool *Wendigo!* _(I guess--?)_
I do not know how it is possible, I have a monster pc with a gpu 3080, and if I try to add alphas in a mesh with more than 5 million polygons, I have to wait for a 1 minute or more with Blender loading until complete it. This scenario made me start learning Zbrush
That would be cpu at that point
One thing I'd like more info/data on is the new version of blender now having GPU support for real-time subdiv modifier viewport playback. I wonder if that can be used with sculpting somehow.
Not really no
@@grabbitt figures. I wonder what the intended use case is.
It would be great if you could export and import this sublevels from zbrush or Maya
Just wondering: what happens if you try to animate for example a character with 30k faces and unoptimized? It just doesn't deform properly?
It will probably be fine. 30k faces is actually not that many
Used to do something similar back in the Mudbox days: have you taken your high-mesh and backed it to one of the Mutli-res Lows? How'd that turn out? Even a half-assed unwrap would work for this trial.
I didn't but I have in the past and it works ok
is it me or does his model look like its posing like kiryu in the main image for yakuza 0
🦄
Noob question: Why bother retopo when you can remesh at the click of a button? Thanks in advance!
retopo is more accurate for animation and better topolgy
@@grabbitt Makes sense. Thank you Grant!
I really do love this modifier, my only fear is that the massive amount of polygons will impact my poor gpu
Really nice! when u move in sculpt mode the resolution is lowered for better performance right? how i activate that? was an addon or an option etc.. ty vm
It should be on by default
1 question.
I'm not an expert in blender but, does that "obsolete" dyntopo"?
I mean, does the modifier work well with dynatopo?
Yeah to have to remesh though
Hello, thanks for the tutorial. I am beginner in blender. I have been sculpting for 2 months. I did some sculptings before with remesh. When i want to add Multiresulation to any of the previous sculptings, blender crashes. 😭
I have i5, 8 gb Ram and NVIDIA® GeForce® RTX3050 TI Max-Performance 4GB computer. What should be the problem? 🤔
All depends on how detail the original mesh is
Hi, how do you bake the mesh? Do you duplicate it and apply the multires modifer, so it becomes the highpoly mesh while the other doesnt have the multires applied?
That's the best way yes
This video is great but I think it's worth re-recording the VO and making an updated version of this video file to replace this one. The thousand vs Millions thing completely turned me off to the idea before I decided to spend the extra minute and look through the comments.