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Zbrush poly count

Hey, ive made a basemesh using Zspheres in Zbrush but I did not include the head. I figured to pull it out of the head I would have to use dynamesh however the resolution of dynamesh joins the toes together even at 2048 res. Not only that but when I divide this mesh the polycount on the face area is far too low to get any detail out of it. How do I get around this? I could make the head/hands/feet a separate subtool but then I would get wierd seams on the body which I dont want.

Really stumped as to how I can get maximum detail out of a large subtool such as this (without retopologizing it). I also need to use dynamesh for pulling out things like the ears/noise but the toes prevent me from doing so.

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Resize the mesh before using Dynamesh, since it is based on scale (if you’re not getting enough resolution, its probably a tiny mesh).

You may feel as though you need to use dynamesh but it may not be necessary. Go back to your zsphere armature and add the head. Make your adaptive skin. This has been covered many times by various people. Add only what is necessary, subdivide only when you can do no more to shape your mesh. Local HD sculpting is also possible. Does it need to be 1 subtool?

The mesh is as large as it can go (without the brush becoming too small) and the toes are still merging together :frowning:

Spread your toes apart. why do you have to use dynamesh on this model? And why can’t you retopo or qRemesh it?

No need to worry about the brush size. Scale it up, dynamesh it, scale it back down.
And yeah, it can help to spread the digits apart, especially if they’re closely packed together.

Personally I think the base you have already looks good, dynamesh would probably only make things harder as it would give you a denser starting point. You could instead just rough out a quick head (or use one of the insert head brushes) on a duplicate tool, copy your existing topology over to a zsphere, delete the verts around the neck and then start to flush out a basic head topology (keeping it about as consistent as the rest of the mesh)