In order to sculpt fine details into a model you need to have polygons to work with. If I only have a few making up my model, there isn’t much room for them to deform. The more polygons I have, the more detail I can sculpt. If polygon count sounds complicated, just remember that a polygon is just a shape with three sides or more. So the more shapes, the more detail you can sculpt!
Overall shapes are pretty well defined, but they are definitely not high resolution. What I mean by that is that there aren’t very many polygons making up each object.
Get a better look
I’ve zoomed in on the head here. As you can see, it looks pixelated and grainy almost. I’ll show you how to fix this.
I mask the head by holding CTRL. Then, I open the Subtool palette and go to Split. (Both circled in blue). You can pick split unmasked or masked points. Accomplishes the same thing.
I split the head into a different object because I don’t need the entire body to be high resolution. Just the head. I could just increase the polygon count on the entire body, but that unnecessarily bogs down the program.
You can increase polycount by clicking divide or using DynaMesh. I prefer DynaMesh because it adds more polygons where there is detail, and subtracts polygons where there is less detail. In other words, it optimizes your polycount for you.
Circled in blue in my current polycount. Then I go to the Geometry tab (circled in green). Geometry is located under the Tool palette. Then I go to Dynamesh and increase the resolution. Click Dynamesh to make it happen. It will become orange once you click it.
As you can see the Dynamesh button is now orange meaning it is active. My resolution (bottom yellow circle), is also much higher!
I will go over the strokes I use to detail models in the future. I wanted to go over polycount first though. Since without that you can’t even begin to sculpt fine details!
Ready for posing!