The problem you’re running into is that you have 12 million vertices to work with, but 99.5% of them are found in other areas of the mesh. One way to solve this is to use topology that will concentrate more verts into areas that will need more detail. The edgeloops tool would have been very useful for this (very similar to how this video uses them). Another option is to use subtools so that you can subdivide the head without having to subdivide the rest of the body.
Oh, I didn’t know that, but how I cut my mesh into different subtools?
One way is to separate the mesh into different polygroups (there are several ways to do this). From there you can use the Tool: Subtool: Group Split option.
Subtools are very useful when you’re working with a design that is made up of several different components - eg: a watch and a shirt could each have their own subtool since they’re two completely different things. A human body can be trickier since it’s supposed to be one seamless object. If you can, you’ll want to try and hide the split seams in locations that will be covered by clothing and other props, otherwise there might be noticeable gaps between each subtool.
Some of the immediate benefits to working with subtools are:
- Each subtool can be subdivided independently to the rest of the model. This means you can subdivide the head to get more geometry out of it without exponentially adding more verts to areas like the toes.
- Each subtool can be subdivided to your system’s limit. If your computer can only handle 12 million points, you can still have x-number of subtools with 12 million points each.
- It becomes a lot easier to visually isolate a specific section of the model to work on.
In this case I wouldn’t recommend using subtools as a way to increase your maximum vertex count. It’s a short term brute-force solution, but it wont be helpful to your sculpting in the long run. This is the kind of thing you should nip in the bud, and develop an understanding of how your edgeflow affects subdivision and sculpting. At this stage it shouldn’t be too much of a loss to drop down to your lowest subdivision, delete the higher levels, and start adding more geometry to the face using the edgeloop tool. It won’t need to be prettyeither; just adding some extra loops for the mouth, eyes, and nose will go a long ways. From there you should be able to sculpt in the larger forms of the head with a fraction of the point count that you currently have. And once you have the medium-res sculpt blocked in, zremesher could potentially take over to give you even better edgeflow / polygon density.
And what’s exactly the difference between adaptive skin and just making it a polymesh 3d and subdividing?
Once the adaptive skin gets converted to a polymesh (either by using the Makepolymesh3d button, or by using the MakeAdaptiveSkin button), absolutely nothing.