I’m pretty new to zB, so please bear with me. My question is, why does my zB slowdown considerably when I either have a big sculpt in Dynamesh or one with a lot of subtools? My zB tells me that I can’t divide past 2 divisions, and gets really sluggish. I see amazingly detailed work here, so I know it’s possible. Are there ways to counter such limitations without compromising detail? My zB settings are default in zB4r6. My computer is a 2010 27" iMac, I7, dual processor, and 16gb ram. It should be running pretty smoothly in higher res work, no? Any and all feedback is appreciated. Thanks.
you need to up the memory you’re allowing Zbrush to use before writing to scratch disk.
preferences.mem.up your compact memory to 4096.
store your config.
SubD levels are relative, so is detail. You can support (most likely) up to 21million points per subtool. After 8 million or so I start to see a bit of slowdown, but only if making large changes (which you should be doing at lower subD levels).
If you look at the Earthquake project that ships with Zbrush (big fat dude with face paint) you can see that there is pore level and skin level detail on his mesh and he is only 1.3million points or so. My guess is you’re working too high, too fast.
I’ve been working mostly in Dynamesh until I know with certainty that I’m ready to finesse the sculpt with tertiary detailing. But when I do, it won’t allow any subdivisions past 2. I’ll definitely do what you mentioned in Prefs.
Subtools are also good. 
I’ve been working mostly in Dynamesh until I know with certainty that I’m ready to finesse the sculpt with tertiary detailing. But when I do, it won’t allow any subdivisions past 2
How many verts does your dynameshed model contain? If it was left at lower resolutions/vertex counts then you should be able to subdivide it normally up until you hit the maximum. If your dynamesh resulted in a model that has 4+million verts as the base level, you’re not going to be able to subdivide it much further.
Workflow, my two cents. Get basic form you want and exit Dynamesh. Run Zremesher to get the poly count manageable and sculpt from the lowest level possible. Subdivide only when necessary to get the needed detail.
zRemesher is what I was wondering might help the situation. I just thought it was something only used when working for a videogame pipeline, or something.