I've been testing out some numbers for HD geometry. From my tests the sweet spot starting place is 15,260 active points, and not one vert more.
15,260 points when HD subdivided gave me 999.948 million total points. When I tested it out with 15,261 points, it brought me back down to around 200.00 million total points. Anything passed 15,260,(15,261 - 15,262 etc... ) was like starting over again at the 200.000 million mark, which is the beginning for hd geometry.
I also tested out dividing 15,260 by 4 with hopes of finding a lower starting point, but had no luck reaching 900.000 million...
Here are my sdiv levels before HD subdividing. Aim as close as you can to any of these numbers without going over and you will be in good shape for HD sculpting and painting.
sdiv1 15,260
sdiv2 61,032
sdiv3 244,130
sdiv4 976,514
sdiv5 3.906 million
Last edited by Fxmatter; 10-05-13 at 01:29 AM.
Reason: add info
Once you HD subdivide you will lose the ability to delete lower sdiv levels. So what if you want to save out your mesh with a displacement map at sdiv2 61,032 polys rather than at sdiv1 15,260 polys.
Here's the workaround.
Once you finish sculpting, in the subtool palette click duplicate. You will see everything transferred over to your new mesh, both sdiv and HD sdiv levels. However now, when you go back to your original mesh you will notice all the HD sdiv levels have disappeared and you are now able to delete and save out your original mesh at any sdiv level you like.