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Even if you start with a high-poly model, ZBrush has tools to either decimate it or (preferably) reconstruct lower-res steps in the resolution slider. On top of that, you can retopologise a mesh in ZBrush and then project the fine details of the original back onto the new mesh.
I’m not telling you that you have to do it in ZBrush – just pointing out that you’re mistaken, if you believe that ZBrush only deals in high-poly meshes.
You should also to make sure to UV map the model afterwards you make it higher poly, since the UV Map will deform and look awkward.
I use polygons rather than sculpting, so I don’t know much about the tricks they do.
Yes, it’s very important to pay attention to the subdivision method and parameters, when stepping up the resolution. You want creases and edges to remain sharp, but more softly curved surfaces to get smoothed by the increased poly-count.
This.
Most of my models are almost like LOD models at 1st.
When I 1st did the Gizmo model, it was like how it was on the left. I modeled it out of basic triangles. Then I used blender’s subdivision and smooth vertex (NOT TURBO SMOOTH!) a couple times to make it higher poly.
I used Sculpt GL to fix some issues with the mesh. Then, I UV mapped and textured him in Khed.
FYI: Turbosmoothing has little control and causes the models to deform badly, don’t use it unless you know what you’re doing.
From the look of the surfaces I’d say that you are doing the basic shaping at a too high polygon resolution; this has the tell-tale effect of making the surfaces look lumpy and uneven, where they should be smooth and uniform. You get the best results from starting the model at a very low resolution for the basic shape (if it seems way too low-poly and boxy to you, it’s probably just right), and then gradually subdivide and sculpt in the increasingly finer details step by step.
If you start modelling at the mesh resolution you want to end up with, you’re making your life unnecessarily difficult.
Some modelling programs, like ZBrush, even let you step up and down the resolution scale freely without forgetting the hi-res details. This lets you make rough, large-scale adjustments to the form or pose at the low end and then return straight back to sculpting the fine stuff. Very useful!