You need low poly model for video games . As well as for animation too . The one hi res surface could be baked as normal map or displacement . It's not only games related actually . Nobody animates anything made of millions of polys . You can use any retopology tool if you don't like Zremesher. Blender,3d max or MAya too…
Is applying zremesh the only way to fix this poly stretching issue on my model’s furrowed brow? I tried using the smooth brush but it instead just reduced the form/shape of the brow itself. I have attached a shot of it to this post so you can see. Help/advice would be greatly appreciated. Thanks in advance!
For a quick fix, try Relax in the deformation tab...it respects masking and you can keep your topology. But zremeshing and reprojecting would work just as well.
Thanks everybody, I really appreciate all you guys taking the time to share your expertise and give me a better idea of what to do next! I look forward to trying out these solutions.
You can activate sculptris button . it would just add triangles where necessary on the fly including smoothing or use dynamesh for the whole model . Zremesher is for low/ mid poly shell generation to bake things on.
Thank you very much for taking the time to share these helpful tips gnoop . Just one last thing though, hypothetically, if was designing this guy for being used in a video game, would I definitely need to apply zremesh?
Zbrush doesn not render soft normals in viewport. Try using BPR render with soft normals turned on to see what it actually will look like. Zremesher isnt there to fix facetting, it can with enough density, but you might as well just subdivide your mesh once more.