Okay so those are the basics of DynaMesh. Now if you have a really large model, say over 30, 40 units in maximum dimension, then you're going to want to set that DynaMesh resolution really low. If it's really small, you might want to increase that resolution really high. So this is something to keep in mind, to check the size of your model. So you'll notice that this model is much smaller. And we use that same resolution that was on by default, it's 128. And let's try on Solo mode to hide those eyes for right now. So what happens if we shrink this model way down. When you can have a model of any size, but DynaMesh in particular really likes models to be in the neighborhood of 1 - 5 units tall. Now ZBrush likes to work with objects that are in the range of roughly 1 - 5 units tall. So if we go to the Size sub-palette here, you can see that the height of this model is about 4.5 units tall. Now one thing to keep in mind is that DynaMesh is size-dependent.
So I recommend stepping up, maybe doubling each time, just to make sure you're not over-taxing your computer. If we undo this again, you could've cranked this up quite high and if you go really high you might end up crashing your computer. And so you can see it now all of these polygons are quite a bit bigger because it's lower resolution. So let's undo this and try a different resolution. This is what it looks like after DynaMesh. And then Ctrl + Shift + Z to go forward in the undo. Now if I hit Ctrl + Z to show what that looked like before, you can see we had more of a animation type topology. So you can see that it's basically evened out the entire topology into little squares and triangles. I'll hit Shift + F to turn our wireframe. Okay so let's take a look at what this did our wireframe. This is kind of a advanced, complicated thing. So real quick about this pop-up, if your model has subdivision levels, it's going to ask you if you would like to freeze subdivision levels. So let's just see what happens if we use the default resolution. So there's several options here, but the two most important ones are the Resolution and then the DynaMesh button which actually initializes it. So let's go down to our Geometry sub-palette.
So a solution for this is to use DynaMesh. You know, you can kind of sculpt here but when you try to sculpt on these areas, things get a little bit strange. For example if you try to sculpt on this with a standard brush for example, b + s + t. You'll notice, you know, you can kind of get some of that smoothness back but it's always going to be an issue. And you can sort of get around this by subdividing. Now what you'll notice is that it's really starting to stretch out these polygons. And so let's just go head and stretch these out. Maybe you want to bring out the ears and make the ears just really big. So let's say you got a model and you want to make some big sculpting changes to it. It's kind of hard to put into words so let's just get right into the demonstration. Basically it works by breaking a model down into little boxes like 3D pixels. And it's totally different from subdivision, or ZModeller, or workflows. DynaMesh is on of the main modes of working in ZBrush.