I am aware of the dynamic re-topology options in sculpting and I want to make it clear that what I want is slightly different. Is there a way to get something like a brush that when it paints over the mesh it tries to subdivide/merge tris in the least destructive way?
I think Sculptris had something like what I'm asking for but I've long since abandoned that software for many reasons, but I really miss that in blender. My current work around is to zoom out with the clay brush, enable dyn-topo, then click.
While this works it doesn't allow for fine control, especially when you just want to merge a few tris. Going into edit mode isn't feasible due to the lag from the shear number of polys generated while sculpting a complex mesh(for instance a model with 600,000 faces taking 5GB of memory), and it's tedious to do for every spot you want to clean up.
Basically I want a brush that ONLY subdivides and collapses at an amount dependent on it's strength, NOT the brush size. Can this be done in blender? If so how?
Also please note that I have no experience modifying/adding brushes in blender so if that is a part of the answer please be patient with me and explain it to me like I'm a three y/o. I have trouble following complicated answers.
I found a video showing the feature: https://www.youtube.com/watch?v=_Ia-fhpsabQ Sorry about the quality, it's not my vid, but it I think if makes my question clearer.