How can I obtain an even vertex density base mesh? I modeled a simple wall with a window using a cube and loop cuts. I also set the crease of each edge to 1.0. I intend to sculpt it now to get a rougher look. The problem is that when I add a subdivision level with the multiresolution modifier,  I get a mesh with a highly varying vertex density.




Is there any way I can subdivide it to get a base mesh with an even vertex density?
Add loop cuts to the larger parts of the wall ctrl R, so that the size in between the loops is about the same as the thickness of your wall. Then subdivide, if the base mesh has about the same size topology, then subdividing will yield same size topology.