Maya Reduce with reduction weight painting if I need to preserve UVs (for LODS, usually), Decimation Master if I don't (technically it keeps UVs but can mess them up around seams). There's been occasions when I've used Unreal's auto LOD tools and exported the results.
Decimation master in zbrush isn't the best. It tends to create some very bad triangulation - lots of very thin or overlapping triangles. But if you've made your mesh in zbrush it's decent as long as you look out for the issues.
You can get pretty good results from zRemesher if you want a quad-ified mesh but it also has it's quirks.
My current favorite is to use houdini. It has some very good trianglulation controls if you know what you're doing.
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Most efficient is to build a new mesh by hand. With retopo tools or with polymodeling.
Define efficient. No issue with decimation for a non skinned mesh imo.
As long as you fix the sometimes weird triangulation creating huge angle shifts.
Maya Reduce with reduction weight painting if I need to preserve UVs (for LODS, usually), Decimation Master if I don't (technically it keeps UVs but can mess them up around seams). There's been occasions when I've used Unreal's auto LOD tools and exported the results.
Decimation master in zbrush isn't the best. It tends to create some very bad triangulation - lots of very thin or overlapping triangles. But if you've made your mesh in zbrush it's decent as long as you look out for the issues.
You can get pretty good results from zRemesher if you want a quad-ified mesh but it also has it's quirks.
My current favorite is to use houdini. It has some very good trianglulation controls if you know what you're doing.