I'm using the Zbrush IMM Zipper brushes to create a zipper on my pack, but this brings the polycount up by hundreds of thousands at low res and millions at high res. How am I supposed to deal with this? It's for a game asset.
You would not use something like this as an ingame model, you would retopo it to create a low poly mesh and then bake the surface detail (like the zipper) down to the texture maps of your low poly.
After you use an insert brush everything but the new geometry should be auto masked. Use Split Unmasked Points (in the tool > subtool > split menu) to break the zipper out to its own subtool. That way it isn't subdivided along with the base of your sculpt.
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You would not use something like this as an ingame model, you would retopo it to create a low poly mesh and then bake the surface detail (like the zipper) down to the texture maps of your low poly.