I am trying to do a basic classical type sculpt as practice–but I find that my polycount ends up running over 5 million after 6 subdivides and I still have a bit more detail to do.
I started this mesh in maya because I find that when using zbrush for the base mesh always ends up giving me a sculpture with too many polygons and not enough smoothing and etching options. I just cant get a handle on zspheres. I still end up with a runaway poly count.
And it really kills my enthusiasm to finish it once i hit 5 million.
My machine may be able to handle over 10 million but must I always end up with such a high polycount?
How can I improve mesh efficiency? Or is HD geometry the only option?