Sculpting

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