Because you can’t use dynamesh on the whole mesh when you already have high frequency detail sculpted in: dynamesh has a low maximum resolution and quickly erases any small detail. Also, it creates triangles, so you can’t reconstruct lower subdivision levels.
And because I would like to create a specific topology, with dynamesh you don’t control edge loops etc.
Example: you are scultping details everywhere on a character, you decide to add some tatoo in the back of the neck. You need more polygons there.
What is the normal ZBrush workflow for this? Are you supposed to export your lowest subdivision level to Maya, add geometry there, then reproject your whole mesh, from head to toe, just to add a few polygons somewhere in the neck?
This always degrades your high frequency detail. Why do you have to lose your carefully sculpted toe nail because you need a few more polys in the neck? Is this really the best way to do it?
I would really appreciate some insight on this.
Thanks.