This is a thread where people can list how they go about sculpting on large meshes of multiple parts in zbrush and avoid visible seams in the final renders.
For example you want to model a human body in mudbox or zbrush. If you bring one large continuous mesh into zbrush and subdivide, the average comp with 2gb or ram will max out the mesh at 8 million polys (just an estimation im sure there are some comps that are better, some that are worse). Point is, 8 million polys for a full body might only leave you 1 million for the face, ideally if you have a detailed face with pores/scales/whatever you need 2-4 million to hold your detail, therefore you need to break up the mesh.
I have only read about other people doing this successfully and would like to hear the input of experience people how they deal with the issue of sculpting a fully detailed human body without running into ram problems.
Thanks!