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Dynamesh issues: creating a single meshing from multiple subtools

Hi,
I am new to Zbrush and I have run into an issue with combining multiple subtools into a single mesh.

After watching a few tutorials, the best way seems to be to merge down the subtools and then dynamesh them to create a single mesh. However, when I use dynamesh, the mesh looks very low res even though it have over 3 million polygons (I have made sure that the scale is large enough).


The second two photos are after merging and and using dynamesh. I have also tried lots of different combinations of dynamesh settings.

Help would be greatly appreciated.

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It looks like you need to delete your subD levels before merging your two meshes together.

You’ll want to make sure you dupe your meshes first, then instead you should dynamesh at a lower resolution (enough to keep the fingers and toes separate if possible) then use Zremesher to generate a nice quad topology. SubD up that mesh and use Project All.

Did the original body even have subdivision levels on it, or just Dynamic Subdivision? You’ll want to actually subdivide it a few times so that it is nice and smooth (or apply the dynamic subdivision if that’s what you’re using), and then delete the lower subdivision levels so that Dynamesh will just see a nice smooth surface to preserve. Nothing more and nothing less. Otherwise, if you Dynamesh a low-resolution model then Dynamesh will just see a bunch of larger, low-poly planes for the surface and so that is what it will try to preserve (which is why the result looks lowpoly even if it has millions of points on each plane).

Thanks for the help. I thought the idea was to sculpt as much as you can in low res and then move up as you need to so I sculpted the body without subdividing. Adding some subdivision levels before dynameshing resolved the issue.

If you’re sticking with regular subdivision sculpting then that is certainly the workflow you want. This will let you control the larger forms by working with as few verts as possible, letting you use the subdivision smoothing algorithim to create nice curves.

The same goes if you’re doing something like sculpting from a dynameshed sphere; I usually recommend keeping the resolution as low as possible, updating it only when you pull out new forms, and turning it off once you no longer need it. This will leave you with a low-resolution basemesh so that you can fall back on using subdivisions to create the finer details.

There are some exceptions, and using dynamesh to fuse parts together can be one of them (especially if there is a difference in density between the two parts, or you want the result to have nice curves like a sphere or cylinder). Dynamesh doesn’t smooth the model in the same way subdivision does. If you dynamesh an 8-sided cylinder then the result will still look like an 8-sided cylinder regardless of how many points it now has. You might be able to smooth it back into a nice curvy shape using some smooth/polish/etc brushes, but generally its easier just to make the starting shapes as smooth as you want the dynamesh result to be.

If there’s a lot more work to be done on the fused forms then I would follow up the dynamesh with a zremesh pass in order to once more have a lower resolution model to subdivide and sculpt on.