First of all, Dynamesh is not meant to go untill the end. It is meant to do the first phase. In short: there are two kinds of meshes: meshes to sculpt on, which have all their faces of the same size and, if possible, all quads, and meshes that follow the surface of your model. The latter have what is called ‘good edgeflow’. For animation, production, uv-ing etc these are the good ones.
Dynamesh uses the first kind. That means that when you need more detail, you subdivide. But if your stroke lies awkward on the structure of the mesh, the result is indeed jagged as the sculpt-type mesh of DynaMesh does not follow what you sculpt, hence the jagged ridges.
You probably tried to avoid this by using Dynamesh at a higher and higher level, but there comes a limit.
The way to proceed now is not to divide this mesh, but to first copy it, reduce the polycount of one of the copies, use ZRemesher to get better edgeflow, project your details back from the other copy and then subdivide.
And then start sculpting the real details.
Believe me, this sounds much more technical than it is.
Better than describe it is give you the following link:
https://vimeo.com/85701439
Tom Jordan does a good job, and I also like his other movies. The first ones will probably not be for you anymore, but, well, you never know.
Something that he does not explain in that movie is the relationship between size and DynaMesh density of your mesh.Compared to your Floor, the mesh may fit normally, be very small or very large. This does influence the density a lot. You can use the Preview from the Tools palette to get an idea about the size. Try observing the size-relationship with, say, the dog, or the demo soldier.
What you can do is to open Tools>Deformation ( a neglected jewelcase in ZBrush) and reduce the size in comparison with the Floor. This way you keep your density. If you redynamesh, you may have to up its value to get the same polycount. If you use Unify, you will lose your details as the density is also adjusted.
There is a good but unofficial plugin here on the Central called DynaMesh Master by Joseph Drust aka piggyson. Its advantage is that you have a polygon count slider instead of the 64-whatever numbers option.
Last but not least: personally, when I stop with DynaMesh and before I duplicate etc, I run two check-ups:
- Tools > Geometry > Modify Topology > CloseHoles
- Tools > Geometry > Mesh Integrity > Check / Fix Mesh.
Just to be shure. There may be small holes etc.
If you want to invest some money and you want a very good and thorough course try Maggie Scott-Spencer’s at Gnomon. It is the only one on 4.7 I know of.
On Gumroad there is Claudio Setti whose Dynamesh (for beginners) explains each and every function of it.
For people who do know the basics I can recommend Jesse Sandifer’s dragon on Gumroad ( still ongoing) and his battlebeast which was for 4.2 but is still fully useable.
Jesse has a very traditional take on ZBrush in that he wants perfect meshes from the very start and as such avoids Dynamesh. He also uses Max from time to time - on that battebeast this can be done with ZModeler - bgut his real strength lies in the level of explaining and the real-time sculpting he shows and explains.
This does not mean you should not use DynaMesh - I still do and have a lot of fun with it - but it’s good to know the other side of the coin.
Of all there are previews on YouTube.
HTH