I have been getting into the new dynamesh feature of late and loving it. I just have a question about using a sculpt created with dynamesh for animation in another package (specifically 3ds max).
I understand I could just project the details of my high res mesh onto a base mesh with animation ready topology and use displacement maps at render time. The problem is that it’s impractical to take this high poly sculpt into Max for retopology as it is as there are just too many polygons for Max to handle.
I am not really sure of how the retopology tools in ZBrush work but have heard they are not the best and honestly I don’t want to spend hours learning them if they dont function properly. I was sort of hoping I could simply reconstruct lower subdivisions of the dynamesh sculpt but apparantly it contains tris and this is not possible to do.
I know from the documentation that dynamesh is intended to be a low to medium base for a high frequency sculpt but if you are (like me) starting with a high level of resolution then this isn’t completely accurate.
What im really asking here - Is there a way to create lower subdivision levels from a high res dynamesh sculpt? Or should I just stick to a very low res initial dm, subdivide for details and then retopologize the base for animation later?
Or maybe I should stick to the traditional “animation base mesh to zbrush, sculpt and then export back” process if thats what the current project requires?
Is it practical to use dynamesh as a base for animation or is it more intended for quickly creating conceptual visualisations?
If you have an opinion I would love to hear it.
Thanks