Beware, though, fine details that you have added will most likely be lost, and if you needed a specific edge flow within your model, that will be lost as well. Keeping that in mind, it is very important to work in stages of detail and retopologize your mesh once you are done using ZBrush or an external program.
DynaMesh is a great tool for jumping right into a new sculpt, or blocking out a base mesh that you can later clean up for proper sculpting
Top tip: ZRemesher and DynaMesh
After you are done sculpting with DynaMesh, you may want to have cleaner topology within your model for future sculpting or create a low-poly asset for animation. Deactivate DynaMesh and navigate to your Topology brush. This will allow you to draw guiding lines for ZRemesher. It isn't a necessary step but it definitely helps with the end results. Once you have the lines properly defined on your model with the Topology brush, navigate to ZRemesher in the Geometry panel. You can manipulate the density of your final mesh, as well as control what areas are denser than others (if you used Polypaint to effectively mask out areas). After your settings are to your liking, click ZRemesh and your mesh will be recomputed with new topology.
Once you are done sculpting with DynaMesh, you can use the topology tools within ZBrush to correct the mesh and make it clean for future sculpting
Check out Gavin Goulden's previous tips of the day