Hi @Phillip_Jividen ,
I’m not certain that I completely understand the scenario here, but the difference in the two screenshots appears to be that in the first one you are sculpting on a mesh at subdivision level 4 that probably has adequate resolution for the detail you are trying to sculpt.
The second screenshot appears to be a low resolution model with no levels of subdivision with topology that is both triangulated and un-evenly distributed. Both of these will produce sub-optimal sculpting results. Polygons on low res meshes will quickly stretch out of shape and distort when sculpted on. It appears your mesh has greater polygon density near the edges of the model which will increase the detail potential there, but the polygons are also stretched and thin which will distort the results.
Again, for optimal high res detail sculpting results in ZBrush the underlying topology should be evenly distributed quads, as close to square-shaped as possible, subdivided sufficiently for the level of detail you are trying to sculpt. While certain tools in ZBrush that only work at a single level of subdivision may create sub-optimal triangular geometry, those tools are generally intended for the shaping of form up to about a medium level of detail, not fine detail. It is expected that the user will need to retopologize their mesh with ZRemesher or otherwise and transition to a multi-resolution mesh for the best results when sculpting fine detail, painting, posing, or texture creation and export.
