Im using Zbrush for 4 months now.
And the hardest thing Im finding is understanding the resolution workflow.
I just didnt find yet the ideal approach to model a high poly mesh.
I watched o lot of artists in youtube. And the answer is always the same: it depends.
Or the artist goes dynamesh from start to end, getting more and more resolution just to adjust some details in the face.
Most of time areas like the face (eyes, ears, mouth...) needs more resolution than ares like the chest, legs, arms, and so on...
Would be very helpful to hear from your guys the way your work the mesh.
To discuss some example: the eyes area.
When creating a character (full body), using the dynamesh approach, the eyes always looks bad with the topology. So my guess would be to zremesh the eyes area to get better topology in a new polygroup.
But thats when things get to start being a little mess.
We would have a model with polygroups. Some of them with dynamesh off (after the zremesh). Some of them with dynamesh on.
The same problem could be found dealing with hands. When the fingers join together with dynamesh. But then again, should we use the fingers as separeted polygroups and leave the groups option on in dynamesh? That results in a line that separates the polygroups..
Another apporach that I found was to divide (ctrl+d) the polygroup to keep working in higher resolution. So we can have critical places like face and hands with more polygons, leaving the rest of the mesh lighter.
So, I think I explained more or less what Im dealing with.
Maybe thats something everyone dealing with zbrush had to figure out sometime. How to get clean and well done mesh.
Im not talking about retopology. Im just wondering whats the best approach to deal with a mesh that needs more resolution in some specific areas, and some specific topology (like the eyes area)
Any tips and help would be really appreciated.