@Gordyne , hi there. Similar issues happen to me for the lack of geometry, as you hinted as well. No matter if you have tris or quads, if you sculpt from any side angle, you will most likely see these little breaks, as the faces are moved at another direction, other than they would normally connect. You can try to check normals, merge by distance, shade smooth, etc… the usual stuff.
Still, I think it is most likely an issue of the angles, as it happens on the sides mostly. Will you decimate the geometry later, or want to bake it over a low poly object?
Well, if tri-s are that much seeming “zig-zagged”, sculpt quads only I guess. Dynotypo will create tris, so I would not click that, merely subdivide and use the multires modifier, that works under sculpting. If you don’t have tris, it should be better I guess.
There is another solution, to go procedural, and create the wood as a procedural texture, no sculpting, just plug it into a displacement node without touching the mesh at all (OK, maybe subdivide ofc). There are great wood tutorials that can work with displacement as well, and might even provide better results:
You may like this:
And this:
I know it’s not really, what you wanted, but might help as an alternative