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Dynamesh create a really badly detailled model

hello, i trie to make a dynamesh on this hair i sculpted, to make the top smoother :

but the problem is when i launch a dynamesh (even with max res), i get a very badly detailled model :

it’s been weeks that i trie to figure out why but i can’t, can someone help me ??
(i’m a beginner)

thank you !!!

Hello @ATrempest !

You may have two overlapping problems here with this mesh geometry, but you may also simply be expecting too fine of detail from the Dynamesh process. As the documentation explains, it is a tool for rapidly developing form up to about a medium level of detail. For the finest detail you will need to subdivide the mesh and use the broader ZBrush subdivision toolset.


  1. Areas too thin. Dynamesh needs closed volumes with a degree of thickness to work. If a mesh becomes too thin or delicate in an area the mesh may begin to break apart. Some of those strands are too thin to be suitable for Dynamesh.

  2. The shape does not well occupy surface area in the bounding box. It is the surface area of the mesh in its bounding box that determines the upper polygon potential.

For instance if you had a cube that perfectly occupied the bounding box the surface area of that mesh will naturally be able to receive more polygons than a long, thin spaghetti noodle. That noodle will struggle to receive many polygons even at maximum resolution settings. I can’t see the entire mesh, but you may have a lot of long, thin strands that are increasing the size of the bounding box without taking up much surface area within it. Most meshes will max out at something between 3-4 million polygons.


Dynamesh should be seen as a tool to help you quickly fuse together various elements to create new form, or to quickly resurface a medium detail mesh to improve mid-level sculpting performance.

Once the form of your mesh is satisfactory, the highest detail potential in ZBrush is achieved with the traditional multi-resolution subdivision process where a mesh is subdivided up from lower-res, clean quad topology. Detail from one mesh can be transferred to a multi-resolution mesh using detail projection with one of the available methods.

:slight_smile:

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hello @Spyndel ,
thank you for your replie .

so what I could do, if I understand correctly, is go to a lower resolution level, then run a dynamesh and do a detail projection? and is there maybe a more efficient way in my case to be able to merge the upper part of the hair to make it more smooth?

Hmm. Well, it depends on what you’re using Dynamesh for. I don’t actually see a lot of fine surface detail here, which is what detail projection would be for. If you’re simply trying to smooth it further then just subdivide it. If you’re using it to fuse meshes together then your aim is to simply produce an unbroken mesh in the correct form. You can then subdivide the mesh to smooth it further.

Form shaping tools like Dynamesh and Sculptris Pro become less useful for finely detailed meshes with a stable form. They are most useful in the early stage of your work when you are rapidly changing the form as you build it up and polygons easily get stretched out of shape. If you’re ready to begin adding fine detail to your mesh it may be time to transition to a traditional multi resolution mesh.

If you already have the mesh fused and you don’t anticipate needing to frequently alter the form any longer, then ZRemesher might be a better way to go. ZRemesher doesn’t fuse geometry like Dynamesh does, but it produces much cleaner low poly topology. This would make suitable base level topology for a multi resolution mesh. ZRemesh it and subdivide as much as needed for the type of detail you want to sculpt.

If you do ever need to alter the from again this would require you to discard your subdivision levels and change the topology. However you can use detail projection in that case to transfer fine detail to the new mesh.

:slight_smile: