I am new to Zbrush but have watched a lot of the tutorials, and have read as much of the online documentation as possible. I have tried many tutorials from Zsperes to Dynamesh, but know I am missing something. I am most comfortable in Strata, but as an artist and photoshop designer, I want to expand into the Zbrush realm.
Using the car tutorial as an example, I was able to create a car similar to the first video (before everything got sped up and went at warp speed)…What I am missing is the slicing of the mesh, and all the steps that happened in that tutorial where it looks to me like to topography was being isolated into individual parts…my questions is why and what am I missing that I should be learning to understand this better.
Second, If I were teaching someone Photoshop, I would need to go back to the basics, and start with the selection tools and work my way through all the features…after all, you cannot do anything until it is selected. As a new user to Zbrush, should I only be working with the basic spheres and such, or should I be playing with Dynamesh and ZSpheres as they are the new tools available. Back to my Photoshop analogy, If I were teaching selections I would immediately show someone the newer quick selection tool before I stated teaching them channel chops and such.
I am invested in this and really want to establish a good solid work flow. I am not designing for games, but who knows where this might take me. If anyone can give me some pointers on where they would start, and more directly, why I need to cut my model up (I am guessing I need to do some more reading on sub tools as I do not get the concept yet) and topology?
Thanks in advance.

)