DynaMesh
ZBrush dynamic re-meshing
Definition
DynaMesh is a ZBrush feature that re-meshes a sculpt on demand, producing a uniform polygon distribution that supports aggressive deformation. Unlike normal subdivision, DynaMesh has no UV or topology constraints — push, pull, and merge geometry freely, then hit Ctrl-drag to rebuild a clean evenly-spaced mesh ready for further sculpting.
In production
Use DynaMesh in early blockout and form-finding stages, when the silhouette is still changing and topology doesn't matter yet — sculptors routinely merge separate subtools (a torso and an attached backpack strap, for instance) into one DynaMesh to fuse them into a single continuous surface before detailing. The resolution slider (commonly set between 128 and 512 for blockout work) controls the uniform polygon density; pushing it too high early on tanks viewport performance without adding useful detail, while too low loses volume when carving deep undercuts. Ctrl-drag on the canvas rebuilds the mesh at the current resolution, discarding UVs and prior topology every time, which is why DynaMesh is never used as a final deliverable format. Switch to subdivision-based detail (or ZRemesher for final production topology) once the primary forms are locked, since neither rigging nor Substance Painter texturing workflows can consume a DynaMesh's non-uniform, UV-less mesh directly.
Learn DynaMesh in
Tools that use DynaMesh
See also
ZRemesher
ZBrush auto-retopology
Retopology
Rebuilding a clean mesh over a sculpt
Subdivision Surface
Smooth mesh from a low-poly cage
Voxel Remesh
Rebuilds a sculpt with even polygons
DynaMesh Losing Detail in ZBrush
Fine detail disappears after remeshing
ZBrush Divide Greyed Out or Subdivision Levels Missing
Cannot add or lose subdivision levels
SubTool
Separate mesh inside a ZBrush project
Primary, Secondary and Tertiary Forms
Working from big shapes to small details
Base Mesh
Simple model used as the start of a sculpt or model