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I also worked towards getting better with using Dynamesh and Subdivision in ZBrush too, which are necessary to be able to produce high-resolution sculpts and work from broad shapes into detailed strokes. Unlike in the more natural, forest areas of the game environment where movement will be common with trees and plants in the breeze, trying to bring in more movement into urban areas I feel will help the level of quality between areas to feel more consistent. Keep all you can to quads, maintain edge flows in a fashion that follows the natural flow of whatever your topology is.