so are you going to bake normal maps or just use bevels and keep it slightly higher res. just curious really maybe just add/bake floaters on top of a mid res base? I supppose Unreal can handle a lot of polys these days, but still best to optimise stuff
in Blender, if I zoom in, while sculpting, it adds extra polys, while in Zbrush it doesnt add any new topology, so these ridges im trying to add, so far, look really ugly. what do I need to do?
If you want just an outline, why not duplicate the mesh and add a black material, add a shell modifier to it, and invert the normals? I think that's a very easy / common way to add outlines.