Modelling Guidance needed


#1

Hello I’m an art student in training and I have just started getting my head around ZBrush
but before I realized that ZBrush is the new base modelling tool I had already modelled a base mesh in Maya. The problem i’m faced with at the moment is that i have been trying to sculpt around this base mesh but it is laggy and the brushes don’t behave correctly when i use dynamesh it would add more subdivisions while taking the shape of my original maya low poly model,. Is there any way i can make my current model more sculpt friendly while keeping the topography? or do i have to scramble it and start over? thank you for taking time to stop by if you have any other workflow tips or critique it would be greatly appreciated.


#2

By looking at your Active points, there shouldnt be a reason for it to be laggy. I can go up to 10 million active points on my computer and still be able to sculpt… Either you may need a faster computer or try to trouble shoot the problem with process of elimination. Hard to know whats messing up unless I open up the scene myself.
Dynamesh will get rid of your clean topology because dynamesh is meant to keep adding more topology as you keep pushing and pulling.