I realize when I start a sculpt in Zbrush I can sub divide and dynamesh at low numbers and get a good sculpt. But when I import a mesh from Maya that was modeled to real world scale, the numbers in Zbrush are really hard to work with.
For example, I made some big greek pillars for a blockout in Maya to the right scale, brought them into Zbrush and noticed I had to really boost up the Dynamesh numbers to get what I needed. In the end the mesh ended up being about 14 million total points in Zbrush and it still wasn't as dense as I would have liked it.
Whats the correct workflow here?