Hi Will,
> Actually I'm surprised to see that all tris went into ZBrush that good!
It seems that ZBrush is able to handle high density data itself quite well, just make sure to turn off n-gons at export from MoI, and if you subdivide a MoI model inside of ZBrush, turn off the "smooth" (sub-d) subdivision option.
Also make sure you export a dense initial mesh out of MoI as well, using the "Divide larger than" parameter to dice up any big polygons.
I think the main issue is you need to worry more about what you are going to be doing with this model after you are done in ZBrush... If you are trying to make a bunch of characters for an animation for example, it is going to kill your animation program if you have 10 million polygons for each character.
If you know that you want to have a light sub-d cage + displacement map result out of ZBrush, then you would not want to use a MoI model to go into ZBrush since you won't get that kind of a result out the other end.
But if you know that you want to have a dense geometry final result, then it can work fine. You'll kind of want to watch how much subdivision you do so it doesn't get too huge with this method though. But it is feasible to add embossing detail to a basic object while keeping things more like 100,000 to 300,000 polygons rather than in the millions.
- Michael
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