Performance issues with high poly editing

hey,

Sculpted a concept with dyntopo and retopoed it to 40k verts. Now, to add further detail, I had to multires the mesh to 9kk (!) verts. Otherwise the alphas I sculpt on the mesh looked blurry. I tried 1 Subdivide, 2 Subdivides, 3… Only 4 where enough to preserve the minimum amount of detail. (scales). I have to multires a 40k to 9kk to add detail that not looks shitty? :S
http://pasteall.org/pic/43f6fb8a06354c65c79e2f3b58b77020 (9kk)

Obviously, I will retopo this and bake normal map and textures. But before this, I have to texture the high poly, to bake it on the low poly later, because I want the textures to fit the high poly details.

Texture painting on 9kk verts is impossible, at least in blender. How can I preserve the details I want to paint on, without getting blender not responding all the time? After I make a stroke my RAM goes up to 60% usage and nothing happens for 5 minutes. CPU and Grafics stay at 10-20%

Any idea? Should I invest in more RAM with 60%, or is this simply too much polys for blender?
Any (preferably not expensive) program which is better for the texturing of high poly modells?

Big thx to you :slight_smile:
Blend File: Sadly I can’t upload 600MB anywhere… :confused:

If it’s purely for sculpting you could also try the Remesh (Voxel or Quadriflow) workflow. That approach is much more responsive than Dyntopo.

Hm, maybe I don’t get the thing but remeshing don’t keep the small scale details if I remesh… the topology before sculpting details is already manualy cleaned up (only quads, streamlined).

The scales are added on clean quad topology. If I retopo the high poly mesh with the scales, the scales won’t stay on the object, they are lost because they are very subtle… (I needed 4x multires un clean quad topology to show them probably) any decrease in polycount leads to less detail, and since this mesh should be the high poly I don’t want this.

But how do I work further? :S

Ah, OK, I thought you wanted to sculpt your concept without Dyntopo lag, but you were talking about an already retopologized mesh. In that case I’d check out Quad Remesher, as @norka suggested. You won’t keep your UV coordinates though, in case you already added those.

Do note that Multires sculpting has issues in its current shape. It needs to be looked at.