Hello @Geuse !
I’m not 100% sure what you’re asking here. However if your goal is to create a complete full body character, you may have better luck simply starting out that way.
Create your base figure as an unbroken, solid piece. This way you can switch off Perspective mode entirely to create absolute proportions without any distortion. If your figure has the correct mathematical relationships to itself , it will always be correct regardless of what perspective you are viewing it with–a figure that is 7 heads tall and 3 heads wide will always be 7 heads tall and 3 heads wide regardless of how tall it is in actual dimensions. Likewise, if your proportions are not correct, they will always be wrong regardless of physical dimensions. Then once the proportions are correct, switch perspective back on to accustom your eyes to seeing it with perspective distortion, and begin higher frequency work.
It is more difficult to get good results working on a figure piecemeal and trying to fit the parts together after the fact.
There is no one correct way, but the basic discipline of the process:
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Use the rapid form development tools like Sculptress Pro or Dynamesh to quickly block out a figure up to about a medium level of detail. You will be making rapid drastic changes to the form of the mesh during this stage , so you don’t want to be constrained by subdivision levels or a fixed topology. Avoid developing fine detail at this stage. Your goal is to get to a stable, accurate form that is not expected to change as frequently, so you can retopologize the mesh and prepare it for finer detail work.
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Once the form is to about a medium level of detail and not expected to drastically change again, you will want to retopologize to prepare the mesh for high res detail sculpting, posing, painting, or texture work. Those processes all require a multi-resolution mesh that has been subdivided up from clean base topology to get the best results.
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To do this, use ZRemesher or manually retopolotize the model by drawing new low poly topology over it, to create a new , low poly base mesh. If you have been working with multiple pieces, those pieces first need to be fused together with Live Boolean or Dynamesh to create a new , fused mesh. However, that mesh will have poor topology as a result of the award topology created ad intersections, and must be retopologized as above to clean the results and make the mesh easier to work on.
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Note: This process involves created a new low poly version of the mesh, so detail will be lost in the transition. To regain it, you must use detail projection. Subdivide the new base mesh as required for the level of detail, and project it from the original version of the mesh using one of the various methods. If you had good discipline and did not begin adding especially fine detail yet, this should be easy to do.
You may have better luck projecting from the fused, unified mesh than projecting detail from the idividual pieces, depending on the situation. The idea is that things like Sculptris Pro and tools that only work at a single level of subdivision are ideal for rapidly developing form up to a certain point. When the form become stable, those tools become less useful and the traditional multi-resolution workflow becomes the end goal of most workflows.
Hope that helps!