I've always finished sculpting the blockout in Zbrush, and then used zremesher to evenly quadrangulate my sculpt for proper subdividing and detailing. Zremesher has that effect though, where it kind of melts your sculpt and you lose some form, which I guess you can get back by storing a morph target of your dynamesh…
So you'd say it's common practice to finish a dynamesh blockout of a creature for example, and then manually retopo a base mesh from it to subdivide + sculpt in zbrush?
Not to stomp on Neox's comment but I know plenty of sculptors that have mastered retopo with zReMesher and actually create their base for the final sculpt with it. Simply create your new quad base with zReMesher, go to division 4/5 and project the detail from the dynamesh onto the divided quad mesh. Now proceed to the…
OliverBarraza, that is reassuring to see that your first response on this thread is basically an elaboration on the approach that I have been naturally gravitating towards. That IS basically the method that I have been using, with the greatest advantage being that zremesher will create evenly distributed and proportioned…