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,…
I'm not sure about Maya, but Max is a factor of 100 larger than Zbrush. Every operation you do in ZB is optimal at its own native scale(which isn't really comparable to real-world scale in trad 3Dc packages as ZB isn't a true 3D environment) The unify tool in the deformation palette is ZB's native scale. The other option…