I’m going to be perfectly honest, I can’t think of a single person who uses Blender’s sculpting instead of ZBrush for reasons other than them not wanting to pay money. Between the tris and the awkward way of shifting resolution, Dynatopo is actually pretty useless, in my opinion. I was really hoping that with 2.8, we would have seen Dynatopo redone in the form of Dynamesh, but from what I can tell, most of the sculpting features that have been added are a bunch of small, less-significant things. I doubt I would mind as much if there were more options but for all intents and purposes, there are no ZBrush-style open-source sculpting programs.
I’m starting to think this is one of those situations where, if you want something done, do it yourself, so I’m planning on working towards creating a Dynamesh-style feature for Blender as well as hopefully increase the potential vert count to be closer to ZBrush’s potential. The thing is, I’m still pretty new to this kind of graphics programming; I’ve only recently ordered a book (Mathematics for 3D Game Programming and Computer Graphics, 3rd Edition) that would introduce me to this stuff. I’m looking for other resources and suggestions on how to go about creating a Dynamesh algorithm. If anyone else wants to help me with my project, it’d also be a big help.