When you see some Quad much bigger than some others, it's time to dynamesh. If you dynamesh and you lose loads of details, it's time to up dynamesh value.
You can still use dynamesh to get your general form (keep the resolution fairly low). Once that's been established, you can leave dynamesh and subdivide as usual.
It's not that everyone use low subdiv level. It's fine to go high subdiv if you know what you're doing. Most beginners don't. High subdiv makes it harder to make big changes. (cranium too big, face too flat, jawbones don't exist, etc etc.) If your anatomy is damn good, you can jump in at high subdiv and you can still get…
Just literally use trimDynamic and dynamesh sculpt your way through on this sculpt. Push and pull with the Move brush. You need to get comfortable really getting your sculpt stretchy and loose to get it to where you need it to be. Be as destructive as you want, with dynamesh, you can treat this like it's actually sculpey.…
Building on what PyrZern said, you could be dynameshing what you have there to keep your polygons nice and even. It'll help you block in more detailed forms, especially around the nose and lips, before moving on to the next subdivision.
I've been practicing the anatomy some more of the head, mostly because im scared of making the head entirely at the moment (haha..) I screwed up the eyes pretty majorly, anyway. Just wanting to post because..progress tracking..why not.. (Sorry for the crappy screens) Learned -> That while dynamesh is fun I should retopo…
I was actually just about to ask about some pinterest searches that could be helpful, but thank you all! Will work to find helpful anatomy references during breaks from my paper today. Noted about lowest sub division, will definitely not go into any detail today. Focus on the shapes. Should I be working off of just the…
These are getting much better @Mr.Moose :) I would definitely recommend trying to keep your sculptures low in polygon count to start with (even when using dynamesh.) Once you feel you have gotten the most out of your polys, with the form and silhouette following the planes of the face/figure, only then go up a subdivison…